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A useful weapon that does expendable damage against units and structures that are concealed behind a terrain piece. There is an old tradition of using them in the early meta-game, even before they were called "Killbots". Their range, inaccuracy, and lack of stealth make them more of a distraction than a threat, but if used effectively their range and slow can allow for some interesting turns in the early game. Their high cost, however, makes the cheapest Killbot the hard sell for most people.
Killbots are extremely useful for assassination, distraction and disabling key defenses while other units are damaged or targetted, and during the earliest phases of the game before certain units/technologies become available. They have a unique behaviour once deployed, starting an attack cycle similar to Maelstroms and Hell Dolphins where the unit takes replacement damage as long as the Killbot (and main gun) aren't recalled to base. This makes Killbots a great pick in kill sprees or if you want to negate defense.
Killbots in the late game are known to perform well as an assassin, either in conjunction with the Widow and Widow's bayonet to take at least one enemy off the board, or launching orbital strikes from orbit while inside a bombardment for some immediate damage output. There are even a few stories of them carrying off Orbital strike missions later on to ensure the other team doesn't make an attempt to halt their progress. However, their reliance on air assets means that they are vulnerable to AA and if you don't have a Ghost, even the best snipers will have a hard time getting off a clean shot.
Kill bots are very useful for controlling the middle game, as if their main gun is destroyed they take a round of replacement damage every time they try to move. This means that the combination of air cover and timing of orbital takes damage can be used really smartly to get around enemy defenses. As long as you can defeat them quickly, they can shut down enemy bases and keep yours in a dominant position. d2c66b5586