I haven’t checked (I also realize I forgot Explosive Clap, which I do think falls off in effectiveness sooner to @Raptchur’s point). Now I’m curious if it’s a flat rotation during combat, or if he’s got his own version of vaulthunter.exe.
I’ll do a quick check here… should be easy to tell.
edit - not that easy, but I think I get it: robot husbandry 101
I think it’s random. The available specials are picked in a random order upon summon. He will fire his specials constantly as long as they aren’t on cooldown. I’m playing with The Stare, Robot Rampage, and Explosive Clap, and the average time between them firing as the combat goes lets one of them cool off right before he needs it. If he kills the enemies super quickly with them, he’ll start swinging normal melee until one cools back down and is available for use. But, as one becomes available, he’ll use it, so this initial random sequence is “preserved”.
In between engagements (or if enough time goes where more than one cools off), he’ll randomly set the next order, but you see how whatever sequence he fires will be preserved as long as the combat is constant enough.
You can use this to your advantage: if you know he’s going to fire Explosive Clap or Robot Rampage next, you can help keep the enemy within his attack range (usually by body blocking them). The Stare can’t miss, so this just gives you time to anticipate the next shot.
Also (sort of unrelated, but on the topic of Deathtrap behavior): you can target a specific enemy if you summon Deathtrap with the enemy under your crosshairs: he’ll ignore all the others, even if they’re closer, and go for this one first. It’s a great way to test his skills in combat (select only one to make sure he’s only using that, target an enemy, and summon him). It’s how I got the knack for One Two Boom (though after that, the vagaries of combat make it difficult to control the variables, but the first summon works like this).
For the record: no UCP here, and The Stare and Explosive Clap were killing Spiderants up to Brawlers and Sluggers with just an application of slag. Those little Spiderlings, when they go into leap attack mode and won’t let you near them? The Stare can’t miss, and can easily kill them. I’m sure it doesn’t work this well at OP8, but I don’t otherwise get the disdain for those skills.
…going to test my other Mechromancer with different specials to confirm some things.
2nd edit: I think One Two Boom might make this difficult, as it’s spin up time is so long, the other specials will cool down and be re-sequenced whenever it’s fired, making them much less predictable. The Stare, Explosive Clap, and Robot Rampage all fire very quickly. We’ll see!
3rd edit: One Two Boom has a longer cooldown than the other skills, which makes it tricky if not impossible to track it in a sequence like this (since they can come and go more than once while One Two Boom is still cooling down). The Stare, for example, can fire twice before One Two Boom comes up again. Still, this seems to predict the behavior pretty well if anyone’s down for some peer review.
4th edit: this seems like something worth looking at in detail and presenting in a video. It’s springtime in California though, and the sun keeps calling me outside, so don’t hold your breath.