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What do you mean, "almost"?
Needle cannon has barely more damage than a laser cannon. Needle cannon can still deflect off of staggered late game enemies that hurl themselves a mile away after you tagger them with a kick because it is still kinetic.
Needle cannon has one of the biggest direct hit multipliers in the game, and fires in a straight line. While airquotes "overpowred" songbirds will miss an air staggered target by shooting both mini grenades around them instead of into them.
It is not "Oh also it does a little lightning damage" at play. It is the fact needle cannons are the only reliable "Boss now staggered. smack boss while staggered" button. In a game where even if you kick one into a stagger, they can recover fast enough to still dodge a follow up blade attack half the time.
Earshot grenade is the single biggest explosion in the game outside of charged coral missile. Earshot grenade is near or literally twice the damage of stun needle cannon. Earshot grenade basically tickles the NG++ second form after a stagger for roughly the same damage as KICKING other bosses. Because of direct hit multipliers.
But because the stun cannon ISN'T GARBAGE, on top of having big drain and weight. people mistake that for overpowered. Most people calling it OP suffer by trying to spam it instead of alternating so they have a shot ready and waiting for after their target staggers, and instead have them on cooldown.
This is also why twin laser cannon tanks work better than they sound. passable direct hits, weaker than stun cannon, but you can chain fire them a few times before they overheat so are better for "Cause stagger, then keep shooting" tactics.
a bit minor delay when you pressed fire for around 0.3 sec that still able to snap to target correction.
Great post. No weapons in this game are OP...MANY weapons in this game suck, and bosses do cheezy stuff that makes it worse.
This is probably why the humble machinegun works surprisingly well even on final bosses. Can't input read to perfect dodge, no long cooldowns like the chaingun. Better against boss pulse shields than pulse weapons because it does not overheat after 1.2 seconds against a shield better than anything you get (back pulse cannon is great on NORMAL pulse shields AC players have to activate manually, at least).
Regular shotgun is just trash though. "I have followed somebody and shot them in the back of the head 6 times for essentially ♥♥♥♥ all. They didn't even turn around until I kicked them."
1. They deal a chonk of damage via their status that ignores armor, dealing flat damage to HP. For bosses with lower HP and high armor, this is HUGE.
2. They deal the best critical damage to staggered enemies possible.
3. They have a fairly decent ammo capacity.
They do have some issues though, primarily their massive power draw and substantial weight... But for mid-heavy mechs utilizing a Coral generator, it's manageable so long as the arms, legs and carried weapons aside from them aren't too badly balanced.
They also lack AoE crowd-clearing potential, as they're mostly balanced for single-target elimination.
You'll have to make some sacrifices to sling those needles, mostly to aerial/QB/AB mobility due to the energy consumption.
You can use them to stagger targets too, but they're not so effective at this unless you fire both at once... Which means potentially missing both shots in one go.
Their most effective use is pretty well when used in tandem, whether to initiate or take advantage of a stagger.
With only one, they're kinda meh.
If you've only got the weight/power for one weapon of similar values, I'd suggest the shoulder-mounted heavy cannon. Deals less critical damage, but has super high raw damage in an AoE.
Like, chainguns do decent damage and stagger, but they have awful penetration versus mid-heavy armor beyond CQC range and have a tendency to bounce off of heavy and ultraheavy armor outright. Their heat also makes them kinda crap unless you're swapping to shoulder bays when they actually overheat.
The zap being a delayed stagger is probably their strongest feature! So many follow up combos knowing exactly when the stagger is coming without the possibility to ♥♥♥♥♥♥♥ it up with a missed hit and able to ready up or charge whatever you want as a follow up and time it perfectly with the stagger animation. Freest follow up deathblow ever and can even self combo.
Are we both playing the same game?
Same goes for multi-AC fights. You just delete one of them instantly then take your time with the rest. Sure, Pile Bunker does more damage, but Stun Needles are more reliable because you can shoot them from a mile away.