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Stiker Augment questions


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1. Does the remote rocket missiles one still detonate when hitting target, or do you have to detonate it even to hit dead on? If not, what is the drawback?

2. For the 'hunter' augment is there even a point of locking on? does it do more damage? because you can just shoot for one missile

3. I saw that uranium usd to only shoot 2 missiles at high damage. Why does it now do 4?

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10 minutes ago, SQUISHYFACE736 said:

1. Does the remote rocket missiles one still detonate when hitting target, or do you have to detonate it even to hit dead on? If not, what is the drawback?

The Remote Rocket Explosives augment simply gives you the option to manually detonate it if you so choose. Otherwise, it acts like a regular Striker rocket and will detonate when it impacts something solid (a surface or an enemy tank). 

 

It has a statistical drawback, being the maximum projectile speed is halved. Your rockets are overall slower. It has a player-borne downside, where aggressively tapping the fire button in tense engagements can lead you to self-destruct due to manually detonating it immediately as it fires. You cannot be trigger happy under tense circumstances.

 

12 minutes ago, SQUISHYFACE736 said:

2. For the 'hunter' augment is there even a point of locking on? does it do more damage? because you can just shoot for one missile

It may only shoot one missile pet salvo, but that salvo locks on 5x faster (almost instantaneous) and has a higher minimum projectile speed and sharper homing ability. Additionally, the reload after the salvo is decreased by 40%. This allows you to quickly shoot two missiles for high burst damage. Here is an (outdated) video showing its effectiveness using the salvo and the arcade shots. 

 

 

20 minutes ago, SQUISHYFACE736 said:

3. I saw that uranium usd to only shoot 2 missiles at high damage. Why does it now do 4?

Balance changes occur. Uranium now has 4 missiles in the salvo. 

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