Megasphere

## Description

Megasphere is an NPR ship belonging to the Robospheres. Megaspheres are, shockingly, larger versions of the Robospheres - metallic, spherical ships with a forward "eye" viewport and a forward-facing console. Notably, the Megasphere has a red hue shift in both its "eye" and accent lighting compared to the cyan of the normal Robospheres.

## Combat and Strategy

All associated items can be found on the Robospheres page.

In general, Robospheres feature a variety of modified Human Alliance weaponry, which allows them to be quite unpredictable in combat when contrasted to normal "stock" weaponry.

For Primary Weapons, robospheres feature the following:

* Robosphere Scatter Pulse: A slow-firing, moderate-spread primary that is capable of significant burst damage. It is recommended that players have some kind of Energy Based weapon deterrent or have high mobility in order to avoid scatter pulse spam.
* Robosphere Impact Bolt: A higher-speed bolt with massive knockback and impact damage, capable of significantly harming ships while flinging the robosphere in question out of danger.

For Secondary Weapons, robospheres notably employ the following:

* Robosphere LR Orb: A variant of the Electrostatic Orb capable of long-range harassment at the cost of agility - players should have anti-Locking measures, such as the Shield Bubble or Decoy, to avoid LR orbs - especially ones that encircle the player.
* Smart Photon Bomb: A variant of the Photon Bomb that is capable of smart-locking targets - most notably ignoring Decoys.
* Robosphere PCD: An unguided variant of the Positronic Convergence Disc that is capable of dealing high contact damage -players should avoid being stunned by weapons such as the LR orb to prevent being left vulnerable to robosphere PCDs. Items like the Projectile Repulse Field, Kinetic Field Disruptor, and Hard Light Barrier are all effective at stopping robosphere PCDs.

For Utilities, the robospheres frequently use the Radial Teledisc to erratically avoid incoming projectiles, making it difficult to land consistent hits - players should try to bait out telediscs and then fire their weapons to prevent last-minute avoidance.

For Proximity Weapons, the robospheres employ a variety of notable items:

* Lightning Orbital: A proximity-based variant of the Lightning Orb, the lightning orbital allows robospheres to stun and damage ships in close proximity, allowing them to follow up with heavier items like their impact bolt or their unguided PCDs. Players should take care to avoid being stunned by keeping their distance, or use reflective items such as the Deflector Shields.
* Robospheres have various Status Effect-based proximity lasers, such as the Robosphere Cold Fusion Beam and the Robosphere Corrosion Beam - players should listen for the distinctive "throbbing" sound they make when activated and wait out their duration before closing in on a robosphere. Robospheres also have a support-based variant of their proximity laser that applies Light-Bending Stealth to themselves and allies if an ally is within range.
* Similar to the lightning orbital, robospheres also have a Electrostatic Orbital that is also capable of close-range stuns - the same methods to avoid the lightning orbital, save the aforementioned reflection method, apply to the electrostatic orbital as well.

For Mines, the Robospheres employ variants of their Robosphere Scatter Mines, which are capable of both contact damage and have a unique proximity-triggered primary weapon that fires a robosphere scatter pulse at enemies. Players should give these mines a wide berth due to the proximity trigger and the corresponding primary having a wide range of coverage, allowing robospheres to chip away at player health. Once more, reflection-based methods like the Energy Reflector Bubble, or even barriers like the Hard Light Barrier, are effective at preventing these mines from chipping away.

For Augmentations, the robospheres notably have a variation of Sidestep, Teleport Dodge, that they can use to avoid incoming fire. This pairs well with their radial teleport, and as both are teleport-based, can both be jammed via the Teleport Jammer if a player deems both items too irksome.

Robospheres have their own version of the Deflector Shields, the Robosphere Reflector, which they use to resist Corrosion and reflect projectile-based energy weaponry, such as most Primary Weapons. It is recommended that players either have a barrier/shield of their own, or simply refrain from using weapons that could be reflected back that themselves. The robospheres also have access to the Robosphere Syphon, which allows them to generate energy upon destroying another ship - which is typically not of much consequence to the player in combat

For Large Weapons, Megaspheres have access to a few devastating weapons:

* Orbital Sabre Laser: An orbit-locked variation of the Sabre Laser that is capable of putting constant, near-unavoidable damage on the player when in range. Once deployed, players should very quickly exit the area and whittle from afar until the sabre laser orbital expires.
* Proximity Devastator: An incredibly powerful proximity-like large, the proximity devastator is capable of one-shotting many high-end ships - players must be on edge to run the instant they see a blast-like charge build up, as if they are still present during detonation, they will take a massive amount of damage and be temporarily stunned.

## Notes

* More info about the respective NPR in general can be found on the Robospheres page and the Robospheres category page.
* Megaspheres are larger, different-colored variations of the Robospheres.