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Posts
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Everything posted by Me0w_XP
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Show your proof.
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Hornet's wallhack OD has become a valuable asset and even a target for enemies in some battles.
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I actually do quite well with it. xD LCR and RDS one shot like crazy.
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Sheesh, get off your high horse. xD
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That's interesting, I had no bumps completing all 9.
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Scorpion is not dead in the least. Its rate of fire was decreased, but its damage is still high and near-instant. Sure, utilizing the rockets might take a little bit of skill, but it takes skill to make the most of any weapon. Right now, it boasts impressive burst damage and a powerful long range salvo. Railgun's domination is mostly attributed to augment buffs and is slightly weaker in large maps due to its damage dropoff. Thunder's domination is solely attributed to its premium augments (Hyperspeed, Vacuum, Adaptive, etc); aside from Subcalibre Rounds, Thunder's garage augments are not nearly as useful as they should be. I barely see non-Pulsar Smokys in Legend matches. What I do see is a ridiculous amount of Scorpions, Ricochets, and yes Thunders, plus the occasional Railgun, which is making a comeback but still is not as popular as Scorpion. But yes, Railgun is very strong right now. Perhaps not enough people recognize its newfound potential right now.
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One word: Blunderbuss. Go on Youtube and search up recent videos showcasing Blunderbuss's domination in battles.
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Actually, what is braindead is blind aiming and shooting with long range guns. As for melee turrets, it just takes more strategy to reach your enemies via detouring or sneaking around. They have always had this disadvantage and always will, because their niche is domination in close range one on ones. As for a global decrease in TTK, the same point can actually be made about other turrets as well: Railgun's 1.6 second warmup time made it quite unusable as you would be finished before you could even fire a shot. This is what made many prefer Scorpion over Railgun. Honestly, I find it laughable that you convey your points through needlessly aggressive language and call people out for their "subjective feelings" when you yourself refuse to recognize that your own points are neither objective nor perfect.
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Why's it called needle threading?
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I disagree. Tesla's base damage was decreased, but the increased firerate lends favor to more critical hits, which benefits status Teslas as well as the infamous Pulsar Tesla. On paper, melee turrets are not useless- it's just that it's hard to reach enemies before long range turrets trash you. As for Hammer? It's been buffed over and over. With the 30 pellets, long range, and high base damage, even the former laughingstock Duplet is a powerhouse once again.
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Yeah, I'd love a buff to status augments. The 50% chance, -33% damage versions were all right to use. The thing about 50% is that you could get really lucky or really unlucky. I've gotten so many normal shots in a row; other times I get crit shot after crit shot. I never used the 10, 70 scheme myself. Taspens speculated that it was because the servers went down so the challenge was longer than usual.
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I think it used to work when you paused while sniping. Don't think it works anymore though.
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They are not out yet. They'll be added once the Arcade event is over. ^.^ From what I can tell, Javelin is Swarm on steroids- better rocket movement and speed at the cost of rocket firepower (only 4 rockets). Tornado gives you more rockets which have splash damage; in return, your shell/arcade firerate is reduced.
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If you don't like it, that's OK! Bounced shots aren't its only features though- it has a crit shot every 3 shots and 12m splash damage. It's a direct upgrade, so you won't lose anything by equipping it if you have nothing else to use.
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Bounce shots are sort of niche in general, but they can come in handy in certain little scenarios. Take this one, where I was able to take a shot from behind cover without exposing myself. Not only was I able to make the kill from behind cover, I also took the shot faster than I would have if I had to drive forward and aim straight at the Ares.
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It depends. Since the shells are long range, you can ricochet at any distance. On a map with many vertical walls or surfaces, you can hit medium range targets that are hiding behind walls. On a map like Brest, it's possible to hit people hiding behind the wall at the top of the base. Like this: Missiles don't have critical shots, only shells. By powercreeps, I mean Uranium Shells is a direct upgrade from Explosive Shells. It has the advantages of Explosive Shells plus more benefits, and none of the downsides of Explosive Shells.
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Shells can ricochet up to 3 times. They deal splash damage (with the same explosion radius as Thunder). Every 3rd shot is guaranteed to be critical. It is a direct upgrade from stock. It directly powercreeps Explosive Shells (splash damage shell garage aug) as well. I personally love using it and getting those frequent crit shots and bounce kills.
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I would only upgrade it if I had enough crystals. Otherwise, as a F2Per it's not quite worth the investment IMO.
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It's definitely the most front lines offensive option. Instant heal plus 15 seconds of extra speed, full status immunity, mine immunity, and 9990 true damage/sec to anyone who's unfortunate enough to be near you. The extra time buff puts it closer to old Hornet or Paladin. This longevity lets you go on better killing sprees, but at the same time you should keep close track of your HP and supplies. I've seen many Mammoth ODs taken out by distant enemies, and I've actually tackled a couple at melee range; I was able to finish them because they didn't pay attention to me. The speed you get is impressive for such a hefty hull, so it's actually really effective for attacking a flag in small map CTF: take out the mines, take the flag, and get out quick. Usually you'll last halfway through the map before your OD runs out, and even longer depending on the terrain. Dead bodies are not an issue either, however there is a bug where you might get launched into the air if you land on top of one. You're able to camp really well with long range weapons, but in general I see people combine stuff like mid-range weapons. This is because the faster firing rate makes it a bit easier to use them with the OD. With something like Scorpion or Magnum, it's harder to take advantage of all of your weaponry during an OD spree. Heck, Isida/Mammoth is actually a combo infamous for being impossible to take out in close combat. Take Vampire Isida to screw up an enemy base, or stay with a Juggernaut and use your OD to fend off an enemy wave. Mammoth and Ares are both rapid-damage ODs. The difference is that Mammoth requires you to be up-close which is somewhat discouraged in today's meta. Ares lets you teamwipe from a comfortable distance. Mammoth allows you to be in the front lines as a heavy hull, while Ares should stay in the back and launch the ball through teammates to heal them before it decimates the enemies.
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Magnum is a pretty interesting turret. It's meant to be long range, yet I have seen it used effectively at closer ranges. At the same time, it might take a while to find a sweet spot to hit at long range since you often can't see the spot you're targeting; however, once you manage to find a place in an enemy base to aim at, the artillery is deadly in your hands if you don't miss. Ares' slow strafing means you can fine-tune your aim, and its overdrive means you can teamwipe enemies with a well aimed ball. Also, Magnum + Ares is a good attack combo from behind the front lines in Siege mode since both your turret and OD can take out multiple enemies. I've also seen Scorpion used very well with Ares. Scorpion will probably be nerfed in the future, but for now it's still the meta. It's already been nerfed a couple times yet it's still strong. In terms of versatility, it's probably better than Shaft. Shaft is in a strange spot right now as devs seem to be trying to place a little more emphasis on arcade shots rather than constant sniping. They want you to take advantage of energy retention instead of spamming scoped shots. I honestly don't really like Shaft + hovering hulls since you slide a bit too much for my taste, but of course there are people who are able to manage that better. But in general, I'd say hover hulls' strafing mechanism is better suited for Scorpion. Lock on to someone, then slide around to keep aiming at them until you can fire your rockets. Throw an OD ball at the enemy base when you feel like teamwiping.
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One of the luckiest container openings I've ever done.
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Javelin is to Swarm as Swarm is to Wolfpack. My lord.
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