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My weapon setup is pretty simple and works at all ranges.
https://steamcommunity.com/sharedfiles/filedetails/?id=3238594016
Slot 1 is default, slot 2 just wrecks but on a very long cooldown, slot 3 and 4 I really don't use much but they have their uses - 3 is a close range shotgun and 4 is if I am so drunk that I forgot to turn on auto ammo makers :D
I've gotten a few mods since starting, one was a laser mod which hits only at 5m and then I found a homing weapon mod that has a range of 10. The only mod I have that can hit 20m+ is the default spitfire mod.
I must admit I haven't played much with it, but both my first 2 go for miles - it maybe just pure chance that I selected the only ones that do, but give them a try and see what you think, I guess.
IIRC the repair one has a decent range too, but that really doesn't matter on the whole :p
Could you at least explain why something the person said worked for them is apparently terrible and they should stop using?
Maybe give alternatives.
Ok; well it 1 shots everything in C5 manual...so what should I use instead?
For example:
Elemental Scatter Shot
CQC seem to be bugged, because when used with Elemental Scatter Shot it lowers damage instead of raising it.
Mighty Swing doesn't work for AoE abilities. It is just a wasted slot.
Checkmate is a very questionable pick. If you "1 shot" everything, why would you need mod that increase damage to low HP enemies?
I'd recommend: Light Strikes and Elemental Entangle. I don't have access to 6-slot weapons so I'm not sure what would be ideal combination on them. On 5 slot it is 2 Light Strikes and 3 Elemental Entangle. My guess 3 of each would be strongest for 6 slots.
Usefulness of this ability is questionable unless you stay close to the enemies, which I usually don't.
Chain
Cascade is a bad choice compared to Multiplier. Multiplier II gives 25% damage multiplier while Cascade gives only 18%. But Multiplier II also gives "efficiency", which translates to duration (number of hits). With Multipliers II over Cascades II it does WAY more damage in total over full duration.
If you aren't using it without Free Fire buff then it would be better to replace Strong with Condensed.
Load
Even with 5 "Advanced" mods it reloads only ~200 ammo. This made me drop it instantly. I don't see how reloading 200 ammo on 6.5 cooldown can be useful. Sure, you lowered cooldown by 2 seconds, but then it gives even less ammo.
1 Mend mod on a 4.5 CD isn't very useful either.
Try Gravity with 3 Elemental Entangle, 1 Light Strike, 1 Intensify. For 6th slots either Light Strike or one more Intensify. Deletes hordes. Including tanks, if they are surrounded by lots of scorpions or medium enemies.
You lack long range attacks, except Chain. "Light" suffers heavy damage reduction when used on long range.
"Heavy" with 2x Strong, Mighty Swing, Suprise, Multiplier will 1 shot anything at any range. Well, not bosses of course.
Pretty sure for "Light" 5x Light Strikes and 1 Strong or Condensed will be better then what you have.
Thanks for taking the time to reply on this - I am 100% open to debating any build in any game, whilst I am adverse to someone just saying "that is ♥♥♥♥".
You are correct that I did not test my setup on the range, I just tested it on the map. It is highly likely your setup is better, I have to assume.
However, since I now do zero manual map running, I am not the best placed to test this - also I suspect my red gear may well be giving me a huge advantage, even with a bad XENO build.
I'd mark your response as the answer, but I am not OP so I can't; but again, thank you very much for your detailed reply.
Might Swing certainly DOES affect AoE abilities.
Chain (Morph) With the following 5 boosters on my red gun:
Chain
Condensed
Damage Rotor x3
Does 1 mill damage on the range to the 6 mechs if shot in the middle. The damage is consistent right at 1 million damage when all the lightning strikes are finished going off.
Using Multiplier increases said damage by about 25% and hits from 1.2mill to 1.3 mill depending on the strikes. The strikes come a tiny bit faster. This is if the shot is made close up at the range to the 6 mechs at their closet setting. If shot at them at the max range on the shooting range the damage jumps to a max 2.2 million that I could get to happen. Average jump was to around 1.6-1.8 million.
Advanced (also Xen efficiency booster) will increase the lighting strikes even faster than Multiplier doing almost 50% more damage leaving a total of 1.5 mill consistently. This is at any range.
Lastly if I use Mighty Swing my 1mill damage jumps up to a whopping 3.5million damage. Yah, i think I know which booster mod is best out of those 3.
Your numbers make no sense and you either not tested or tested wrong.
Multiplier II gives exactly the same amount of efficiency as Advanced at 40+ meters (or if you shot the wall/ground instead of mob, even at your own feet). AND it gives 25% multiplicative damage boost, which Advanced doesn't have at all. You can't get 50% damage boost by using Advanced. You discredited yourself by that nonse.
With 2x Multiplier II or 2x Advanced Chain(Morph) does 35 hits (70 hits with Chain mod). You can easily check that by looking at accuracy stat in shooting range.
But damage of each hit and overall damage will be 50% lower with Advanced.
Killing targets in shooting range breaks displayed stats. You want avoid it during testing. Reduce your attack by unequipping some of the gear to not kill targets. Only reason you got more damage with Advanced is because you stopped killing targets because damage became much lower.
Mighty Swing with Chain will give you crits only if primary target was at full health OR you shot the ground or wall. If your primary shot hits damaged target - mod doesn't work. That is a serious downside when used against bosses. And for regular trash harder hits are quite pointless because they are oneshot anyway with or without crits. But more hits = more dead trash. So Mighty Swing is good, but might be situational. Also they might eventually fix Mighty Swing so each hit check if target is at full health and that will make it terrible for bosses.
You only get 6 seconds cooldown reduction and 30% damage increase with 3 Damage Rotors.
One Condensed gives 50% damage boost. You could get 150% damage boost by using 3 of them. Is it worth to lose 120% damage bonus to get 6 sec cooldown reduction?
Not that I recommend using 3 of them, there aren't enough slots for that. But using 3 Rotors makes no sense.
If you want to cast Chain more often put it in 2 slots. Each slot on each weapon has seperate cooldown. You can have 8 Chains on 2 guns and cast them non-stop.
My build for Chain(Morph) is 2x Multiplier II, 1 Chain, 1 Condensed, 1 Mighty Swing
Didn't turn out as well as you thought, did it?
All the rest of what you wrote may well be correct (I don't know), but why for the love of God are you trying to One Man Army bosses? Just one 406 is going to do that job for you...
Also, my lightning XEN does 1.5m a tick too :D
Scatter Shot is AoE shotgun and is ALSO affected by Mighty Swing.
Gale is AoE and is not affected by Might Swing though.
Some AoEs are affected by Mighty Swing and some are not in this game. Know what actually affects whether Mighty Swing works or not? It's not AoE based. It is crit based. Some abilities cannot crit. Might Swing does not work on morphs that do not crit. It just so happens that a lot of AoE abilities cannot crit. Explosion damage for some reason has it's own fluctuation pattern that is different than the normal crit/weakpoint bonuses. For example i can take a Heavy shot with a base damage of 403. It will do 403 all day long if not hitting a weakpoint or getting a crit off. A weakpoint it will always add 50% damage and a crit hit will always add 50% damage at base stats. Of course boosting your weakpoint or crit bonuses increase those damage values. However, there is no fluctuations in the damage for heavy shot ever. Explosion based damage is different. It seems to have a 20% +/- fluctuation around the base value from my testing. Its a pretty big swing. Explosion based damage does not get affected by weakpoint nor crits. Which most of the AoE abilities in this game are based upon.
To tell if a morph crits, equipping might swing works because it makes the first shot on a target with 100% health a 100% chance to crit. When you crit you see that explosion icon to the left of the floating damage number. Might Swing only affects morphs that can crit. Scatter Shot, a shotgun AoE, can crit, but Elemental Scatter Shot, a shotgun AoE, cannot crit since it does [Pure] damage.
Scatter shot launches 8 bullets. They do not hit everyone in the area. They don't even penetrate targets. If you shoot point blank you will hit one target even if there are much more around. Effect of Scatter shot hit is not AoE, it is just 8 seperate hits.
Do you also consider Titan Spikes do AoE damage because they can hit targets in some range around it? Chain works the same way with exception that it is centered not on Titan Spike but lightning coil you shot.
I understand what you mean by AoE. By your logic any ability that with one shot hits more than one target is AoE. You probably think that double shot barrel makes all abilities AoE because you can hit 2 targets with it.
I'm not interested in arguing about defenition of AoE. You can consider AoE whatever you want.
I find it funny you picked most unimportant thing to argue about.
It is not about being one man army, it is about being effective at what you are doing.