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Plasma missiles with a ♥♥♥♥ at missiles FCS, multi locks faster than most missiles in the game with a GOOD at missiles FCS.
Another sleeper hit is the x6 count horizontal launcher. the "Just the free baby missiles you get at the start of the game, but bigger" ones. They lack the raw damage of many, but they are FAST in all ways. fast lock. reload. fast travel speed. fast salvo that pops all 6 out in one go instead of chain fired.
They won't deal as much damage or stagger as alternatives when they hit. But also they are my #1 missile in PvP for "Oh look it is the baby shield that activates even with a chainsaw rammed through their torso". waiting a moment for the emergency auto activate baby shield to wear off, then those 6 weak baby missiles catch a fleeing wheelchair for the kill. Not a guarantee, but sure happens more often than finishing the job with a rifle or laser.
That is probably where the "effective range, ♥♥♥♥♥♥♥ 2,500" comes in. The x10 laucher fires the salvo one at a time so might not pull it off with only one or two missiles actually hitting.
weak on paper x6 regular launcher you either nail all 6 or you don't in one second, no waiting in suspense.
They are also solid in PvE because of their reasonable weight. splitting the shots means on multikills on anything but helicopters. But they can trash weak MT with a single salvo.
x8 vertical launcher is also a sweet spot. JUST enough damage to one hit shield MT if all of them hit, or the weakest PCA MT over cover. But the lock/multi lock time is not as miserable as the x12 launcher.
I favor the drain heavy log unlocked FCS that is 2nd best at missiles (And solid mid range with non shot close/far) just under the missile specialist ones, on that note.
If you don't care about multi locks you might as well not look at the missile stats on FCS. single locks you are just waiting for the bar to fill hands free and pushing a button. multi lock always takes longer due to modifiers, and you need to keep several enemies in view during live combat while holding the button and also in their lock range. Gets REALLY notable if you want to do multi lock shots during say, intercept redguns.
Quite effective against Ibis, as I have been proven.
Good for cleaning missions as the amount of ammo and AoE they do against mobs.
They are also light weighted, if you're into that.
2x BML-G2/P05MLT-10
FCS-G2/P12SMl
Try to keep a medium distance and firing all four, always fun seeing opponent AI AC dodging around like crazy, and once they got caught, oh lord the stagger build up and dmg following up
Vetical missiles are useful, but in areas with ceiling (basically in-house) they are pretty much useless, so be aware, meanwhile the above just works regardless. I can take the tanky end AC of Underground Exploration - Depth 2 with the build above too.
You can try mixing vertical and curvature projectory missles, probably increase few hit chance though I haven't tried. But I did try mixing in one SLOW active homing missile launcher along the rocket rain, and it did caught Raven AC offguard too
Anyway, whether your missles are effective and hitting target still solely depends on FCS (Fire Control Selection) of choice, and your relative distance to the opponent.
Needle missiles weigh a heck of a lot less, and look much cooler. Also they are much easier to hit with if the enemy isn't already stunned.
Main thing to watch out for with them otherwise, they have "I just fired a cannon" recoil that stops you in place, except AFTER you fire instead of before you fire.
That said if I remember right they are also a late NG++ unlock, so not really an option for most players still working through the game wondering "What are the GOOD missiles?"
Ranged stagger and EN Load. Stun Needle Cannon requires a stupid amount of Energy while the Trueno is good for just midrange punish/impact build. After all, they are basically the needle pistols but ramped up.
I like the basic plasma missiles if I'm dealing with shields or a bunch of trash MTs and had the shoulder to spare, and it helps that it's pretty cheap on EN/Weight requirements. Most of the time if your build isn't entirely built around a constant missile barrage (SOUP launcher fits this category to constantly layer on volley after volley), they feel like they are meant to simply be filler anyhow. I'm also quite a fan of the basic 6-missile launcher for that balance between weight and extra chip damage.
Verticals are bad though, they're only really useful for Juggernaut and maybe Smart Cleaner. They take too long to hit their targets otherwise and good luck smacking an AC with it. Homing Missiles are actually kind of neat since they apply that pressure and you can follow up with them to try to trap someone or force them to boost in certain ways.
In PVE, they are basically a fire-and-forget solution to small mobs or reliable sources of damage/stagger against bosses.
In PVP, you can just slap on 1-2 types of missiles with differing behaviors/speeds so that your opponent can't expect any regularity when they are being pressured.
They track very well, their full salvos do the same as the 9 chain missiles with half the ammo expenditure, they recharge quick, and they almost never miss due to their mini-AoEs. They do equally well against single targets, and better than any other missile against groups.