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What are some weird and rarely seen combos that are actually good?


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On 2/14/2024 at 3:49 PM, Kimura said:

should be around 14k-15k too

Ah, I guess their damage output still beat medium ranged turrets at medium ranges with peekaboo tactics?

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On 2/14/2024 at 7:28 PM, demon09 said:

Ah, I guess their damage output still beat medium ranged turrets at medium ranges with peekaboo tactics?

my calculations done under very unrealistic conditions since i'm not in the mood to spend an hour calculating hull speeds, average time it takes for enemies to show up, reload time, ping, human reaction etc. lol. 
imagine you have aimbot that shoots the exact millisecond your turret loads and the enemy you're shooting has infinite HP. realisticly medium turrets will be better at medium ranges than for example long range turret with medium range augment.

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On 2/13/2024 at 8:15 AM, Kimura said:

1. If we're keeping the ABSURDLY LONG reload time after fully charged sniping shot Shaft HAS TO DEAL 4k damage to hull without prot without the need of damage augments. If you gate it behind a booster or MAXIMUM DAMAGE MODE Crisis then it's... Still ok i guess.

Maybe.... but unless we are willing to see armies of Eagles and to the point 2HKO becomes frustrating. I do remember Congo wanted Alternativa to revert the current sniping damage back to exactly 3k and gives HC 34% sniping damage boost (still enough to OHKO heavy hulls but I'd prefer 40% as 34% is just... repeating decimals). 

On 2/13/2024 at 8:15 AM, Kimura said:

2.  If we're changing the reload time then it should be 5 seconds MAXIMUM instead of current 7. (10?? WHAT? WHEN DID THEY DO THAT?). bUt DoKaN 5 sEcOndS oN sHAft iS oP!!1!1 No it's not. 3300 damage every 5 seconds + what 2-3 seconds it takes to fully charge is NOT OP at all.

3.3k damage with 3 seconds charging + 5 second reload = around 412 Damage per second (which Shaft is not meant to be DPS turret), still can't beat Firebird/Freeze but reasonable.

On 2/13/2024 at 8:15 AM, Kimura said:

Magnum 2800 per 6ish seconds + EXTREME magnum advantages that we all know and "love".

Let me guess, Magnum's aim assist on mobile platform?

On 2/13/2024 at 8:15 AM, Kimura said:

No things should be flat X across all modifications. Mk7 should be better than mk1 in every aspect even if it barely makes a difference.

Well yes, but actually no. 14.5 seconds to reload on M0 stock Shaft is a bit too much after Alternativa rebalanced it.

On 2/13/2024 at 8:15 AM, Kimura said:

I remember getting into the match with x2 railgun prots so I equipped railgun just because it's been a minute since I used it. It jumped to x8 railgun prots in a single minute.

Railgun is not that OP people...

I think it has to do with Railgun being easy to use. You can inflict 1.4k regular damage (1.75k crit) while you are moving and it can fire a shot once per 3.6 seconds (warmup + reload).  If Shaft's sniper shot can crit, here comes armies of Eagles just like armies of Falcons.

Edited by FrozenRailgun
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Mammoth + trickster. Especially with freeze is one of oldest (loved to used it in ~2014) and funniest combo for me now.

Not a perfect game, but still fun)

Spoiler

 

 

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I use Hornet + Vulcan (explosive band) and Hornet + Shaft (SBE)  Also palladin + vulcan indendiary with fire resistance is decent too, it is funny using it against crisis users.  

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On 2/14/2024 at 2:38 PM, Kimura said:

LC shaft per minute with somewhat unrealistic conditions puts out 15k damage per minute. 

Smoky - 38k 

Striker - 33k

Vulcan - 48k

Thunder 27k

*no crit shots.

*VERY UNREALISTIC conditions you'd need aimbot and enemies showing up constantly.

*only sniping shots of shaft.

*no augments on turrets. all of them mk8.

*striker without lock on on the enemy.

*no damage boosts and enemies have no armor boosts

So LC shaft is pretty bad in terms of raw damage per minute but i'd imagine range compensates for the damage lost.

Dp you know how long it takes for maximum upgraded Shaft to charge up a sniping shot when in scope mode? I don't understand the wiki.

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On 2/17/2024 at 4:38 PM, demon09 said:

Dp you know how long it takes for maximum upgraded Shaft to charge up a sniping shot when in scope mode? I don't understand the wiki.

Stock: 3 seconds

Light Capacitors: 2 seconds

Heavy Capacitors: 4 seconds

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On 2/17/2024 at 10:29 AM, Desghidorah said:

... currently struggling with the game..., any suggestions for good HULL and TURRET combos ? Playing the game after a long time 

Be sure to focus on 1 set of combo from early on. Judging from your profile, you are more focused on Ares + Vulcan combo (IMO not a bad one).  Spreading out your micro-upgrades on multiple combos is a huge mistake that almost everyone made. 

Edited by FrozenRailgun

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On 2/17/2024 at 3:54 PM, TheCongoSpider said:

Stock: 3 seconds

Light Capacitors: 2 seconds

Heavy Capacitors: 4 seconds

What about reload time? Is HC's reload time 12 seconds or 12.5 seconds (after firing a fully charged hit)?

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On 2/17/2024 at 8:59 PM, Desghidorah said:

... currently struggling with the game..., any suggestions for good HULL and TURRET combos ? Playing the game after a long time 

Topic Merged

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On 2/17/2024 at 4:29 PM, Desghidorah said:

... currently struggling with the game..., any suggestions for good HULL and TURRET combos ? Playing the game after a long time 

Most advice just upgrading one hull and 1 or 2 turrets (one long range, one medium or short range)

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On 2/14/2024 at 2:38 PM, Kimura said:

LC shaft per minute with somewhat unrealistic conditions puts out 15k damage per minute. 

Smoky - 38k 

Striker - 33k

Vulcan - 48k

Thunder 27k

*no crit shots.

*VERY UNREALISTIC conditions you'd need aimbot and enemies showing up constantly.

*only sniping shots of shaft.

*no augments on turrets. all of them mk8.

*striker without lock on on the enemy.

*no damage boosts and enemies have no armor boosts

So LC shaft is pretty bad in terms of raw damage per minute but i'd imagine range compensates for the damage lost.

Stock Shaft puts out 37 800 damage per min if it shoots sniping shots and arcade shots constantly in between, which looks very good! Critical hits not included.

If it only fires arcade shots it puts out 28 400 damage.

Railgun puts out 35 000.

Edited by demon09
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