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Vectron's units are powerful, but every single one has glaring flaws to exploit
As a useful rundown: Basic mooks, both versions, teleport towards you after attacking, this is to your advantage because it means you don't get into protracted shoot-outs the way the Royal Guard would hold you, a bit of cover and a clean way to kill them puts them down easily
Scissor Giants: Melee guys, you've seen em before in Scrapper and Royal flavors, just keep your distance, use your guys to restrict their movement around cover and elevators, and blast the knees for Cripple when you can
Turrets: The beam has an explosion, but the firing angle is locked the previous turn, just walk out of the way, its well telegraphed
Beam Giants: Same advice as turrets, but their beams do not explode on impact, vertical level movement is often the best bet, otherwise just pump and dump until they fall over
Bomb Spawners: Flank em, use Sharpshooter weapons to secure ricochet shots over the shield as well, the final boss only has the one but still, also, Sally is a great choice for bomb management, killing the 1 HP Bomb counts for Kill Shot, letting her swat them for minimal action cost
Barrier Orbs: They do nothing, just blast em when you have the chance
Barrier Giants: Weapons with Piercing or explosions let you confront them more easily, endgame you can use the Rare Assault Gun "Propulsion Capacitor" on Sally or Seabrass for example, beyond that, trickshots with Sharpshooters, or flanking, both work wonders
Vectron itself meanwhile is just a very large Beam Turret(who's beams do not explode), move whoever gets targetted out of the line of fire and blast his back, easy as