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Rapporter et oversættelsesproblem
I think you nailed piercer. It is a simple but effective tool that can be used to score chunks of damage or take out multiple fodder enemies with proper positioning.
You haven't fully experienced the Marksman variant in all its glory. The coin's trajectory is never random, always dependent upon your own movement at the time of throw. With a bit of practice, shooting this coin becomes easy. Against flighty enemies like V2, or in chaotic fights where you have to focus on moving, hitting a flicked coin is much easier than tracking a target at high speed. Multiple coins also do not behave how you imply: tossing multiple coins will cause the shot to ricochet between all the airborne coins before hitting an enemy, each ricochet doubling the damage of the shot. Additionally, any hitscan attack can be ricocheted off the coin, including enemy attacks. It is possible but difficult to reflect attacks back at bosses, such as the Malicious Face's laser or V2's revolver. Also the Railcannon. Electric and Malicious are both hitscan, and so both can be ricocheted off the coin (or multiple) for both easy targeting and higher damage. The coin can also be punched, shooting into an enemy's weakspot and then bouncing off, ready to be shot or punched again. Punching is admittedly very difficult to execute.
Core Eject has slightly tighter spread than Pump Action, even at pump's lowest pellet count. Core Eject's explosion is the same size and slightly higher damage than Projectile Boost, with the full charge being effectively a safer and more reliable Projectile Boost. No charge is useful for carpet bombing, as you can jump over a group of fodder, eject and dash away. Similar to full pump explosion, you can also no charge and dash to evade the self harm while grounded.
Pump Action is pretty much covered. Save for the ability to use the over pump as a rocket jump. There's some secrets that require this or something similar to attain.
The nailgun is a safe option. It's not great for score or healing, but the sheer volume of fire makes it useful for fodder and its magnet makes that torrent useful for other enemies. Heat Sink is best used in conjunction with the Magnet to focus all the nails on one target, as you stated. When struggling against enemies, the nailgun is a crutch that can be relied on; stick the enemy with a magnet, hold down fire, and focus on evasion. The magnet handles the aiming for you. The nailgun can be used for building score, but only as a trap. Using multiple magnets, or a single magnet when short on time, a kill zone can be set up to lead enemies through. While few enemies are durable enough to make full use of this feature, the nailgun + magnet can also be used to launch enemies, which is often fatal.
Your analysis of the Railcannon by itself is in line with my own experience. Electric is good single target while Malicious is good room clear. However, Screwdriver is not very practical. Screwdriver changes from hitscan to projectile, with an arc. On top of that, the overall damage is only slightly more than Electric (confirmed on Malicious Face in 0-1).
What you're missing from the Railcannon I mentioned above for Marksman: all hitscan attacks can ricochet off the coins. The coins can make for easier targets than the enemies themselves, and also increase damage. Malicious seems to be harder to hit the coin with than Electric, however.
The Alternate revolver fires at half the rate of the standard version, with double the damage. Even the charge up, damage and cooldown time for the Piercer's shot are doubled. The Alternate also cannot make use of the split shot functionality of Marksman. Only standard can shoot a coin at it's zenith to split the bullet in two, hitting two separate enemies. The Alternate revolver is arguably the best healing tool, as a point blank headshot actually full heals you, where the shotgun heals a lot but not fully.
You didn't mention the arms at all. I'm not qualified to compare the two, as I have a preference for being able to parry (and therefore Projectile Boost) but the Knuckleblaster has more depth to it than meets the eye. It can be used to push enemies, clear fodder, deal a delayed double hit to single targets, but can also launch, which is an application I have not dabbled in. I also hear the shockwave can deflect projectiles.
Its weird, I tested the Drill against Swords machine, and the damage was not as much as the electric..... Different enemy weaknesses ? or random RNG ??
I was more attempting to not Praise the Holy hand cannon too much, Because personally speaking i have been soloing with that gun Because it is amazing. And i didnt want to over step in to the territory of " This gun is perfect and the best, screw all the guns" so i went through testing the guns 1 by 1 against various things.
That does lead me to add something very important to the list though, so thank you for that.
Some notable quirks you maybe missed on the alt revolver; the alt revolver round will not splitshot coins. Secondarily, it isn't a double-damage raytrace, it's a two-shot piercing trace. Which means both that it will hit two guys, and that it can break glass without charging.
...Though I've seen it kill two husks in a line, which require two pistol shots each normally, so the exact nature of its relationship of damage to pierce count is mildly confusing. It may be double damage and two-pierce, but I'm inconclusive on this.
I personally find the shotgun parry timing more or less impossible. Or too inconsistent to rely on. I use the grenades mostly as uncharged bombs while dashing over groups of enemies
I spent some time testing it and can confirm what Venc says about the knuckleduster; it can indeed deflect projectiles with the shockwave. They don't, however, go anywhere in particular, so this is much more defensive than parrying with the feedbacker.
I've moved arm switch to a thumbkey on my mouse, and usually hotswap to red expressly for punching things off cliffs or finishing medium fodder. The scattershot guys can usually be finished with a punch after an alt revolver headshot. Husks of both kinds simply explode when punched with it.
I am unsure on the exact nature of the revolver i have lined 2 husks and its only killed 1. and sometimes 2. i believe you are right on the 2 shot nature of the revolver though.
See i have the Knack of the shotgun parry, i can do that at will without missing a beat, But as mentioned Play styles vary, Its not a matter of being more or less skilled, just different. and i find myself not using it that much since i got the red Fist, Because that does more for me than the shotgun does.
I believe the knuckle blaster was recently updated to deal with projectiles if i remember the notes correctly. " Edit" It was updated to make it more accurate" i use the red fist mostly to detonate husks and on the flame thrower guys after dealing one shot with the revolver to the face because that deals with them
Oh and for sure, the shotgun parry is objectively better than the grenades. Though I can see where maybe I need to work the red fist into my doings a little more, yeah.
See, I use the marksman revolver for the streetsweepers. A hitscan critshot on them detonates their fueltank, so the marksman coin will always make them explode. (There are times this is tactically inadvisable, but not times I won't risk it for the joy of explosions)
But outside of cybergrind, my personal usuage of the marksman is limited.
That's fair. I find I use it pretty much whenever all four are off cool down, or any time I've got bad shots with anything else. Lot of places to work autohits into a routine. Everybody's got a method though! The rather lively arguments about which gun is "Actually OP" to me just indicates they're all solidly designed.
It's also constant bleed, providing light (not bursty) healing through it's effect, and it's a LONG effect, and may win fights while you whittle down with other weapons (Super Rev and Pump Shotty being my go tos), it also has a very generous hitbox, and nothing feels worse than whiffing a Electric Railgun
Upon the end of it's effect, it only takes like 6-7 secs to launch another drill, so it's just a constant DoT on a boss/elite
In normal combat, sure, it's usually not as good as the other options, but in boss fights think Screwdriver holds it's own
Credit where Credit is due, You are right. It is relatively easy to land the screw driver, And it is guaranteed damage, It just feels with the Relatively low Hp the bosses have as it currently stands, The drill is a little on the " Why " side Especially with the size of the bosses and the elites being on the larger side.
again we go in to play styles i guess ^_^ my style usually does not call for letting the drill reach its full time.
To say nothing of how frequently worthless the primary fire is by itself.
"Hmm, how come I'm not using the nailgun on Minos?"
*does next to no damage to wall hands*
*nails flops out of the air like a poorly made paper airplane before they reach his face*
"Well maybe it's my fault for using a weapon poorly suited for shooting this face"
*flashbacks to rematch against double statue boys and the 'is the health glitched?... oh okay it's just dropping very slowly* fight*
"Totally can't be anything wrong with the guns, only with me. Clearly it can clear trash good with spray n pray!"
*group of basic baby enemies die slower and give less blood for the effort*
"Maybe I'm just not CLOSE ENOUGH!"
*let's bitey boys bite him to fill them with nails point blank for maximum nail blood*
"...Okay maybe I'm trying too hard to defend this gun's flaws."
OP weapon of the century, guys. Honest. The fact having the nerve to use both bursts makes the alt nailgun fire at 1 round a minute unless you get back to mashing swap buttons just rubs salt in the wound.
I'm seeing more people than i thought defend the screw driver in general, and that is as worthless to me as the nail gun appears to be for you.
Only other thing I wanted to comment on was the coin, when Venc put up his defense of it he mentioned punching the coin is hard to do. There is a trick to it. Start backing up, just for a half second or so, and throw the coin while backing up. Then step forward and it'll always be in punch range if that's what you wanted.
The magnet being in an enemy sets all incoming nail damage to half. Or, it did in an earlier build. I'm sure it still decreases damage, but I don't know the ratio now. There was a...bug? then that multiple magnets stacked this penalty. Which might be what Helping is running into, saying it's only doing chip damage.
So fast removal, close range overheat bursts with no magnet are ideal. The magnet's best for range or when you can't look at the target for some...reason? But it's best not put into enemies at all. (No damage malus to the ground!) One exception here is if you have an existing nailball, where putting the magnet into an enemy will draw them to it. Or it to them, in some cases. Nails and magnets are always drawn together, even if they're stuck in an enemy, which can be abused lightly a few ways.
It's jank and useless, but I find putting a magnet off a cliff, then nailing a bunch of enemies and letting them get hung off until the magnet breaks and drops them hilarious.
Overheat nails are also faster, so they can't be trusted to directly hit a magnet. They can saturate a trap quickly, but they're better without the magnet for directly killing things.
Gloriously so.
*glitchy nails orbit around an enemy with a magnet spike sticking out of them instead of hurting them*
"Clearly this is perfect, and the only problem is me and my playstyle not giving this perfect and wonderful gun a fair chance."
And yet, people still reach for the 'Git gud, you just mad cuz bad' defense when they have nothing of substance to defend rough edges with.
Rail gun is drill lackluster, but it is far less glitchy in it's disappointment, and requires far less setup for the letdown of a payoff. So of course people will defend it more by comparison.
Granted, my mindset has been shaped by watching people claim anything and everything is based on "Pure skill" when the real reason you beat a boss is planning for them to no-clip attacks through walls.
Or complain food that makes you vomit blood in a survival game is OP because it grows on trees... while you have sci-fi wildlife respawning. No no, barfing blood is OP because it saved you button presses.
Or declare mercy invincibility in a sonic clone means "You don't get REAL oldschool platformer gameplay!", when the only reason most of the playerbase dies is chained hits or being air juggled instead of the pits and running out of air.
Or whine that a lack of companion permadeath by default means a game is for casual babies. even as they no-clip through railings 300 feet above the ground or can't even walk past a safety cone without the physics engine mangling themselves.
People will say any wild insanity with no basis on reality, if they think it will make them sound like a more big boy gamer.