Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
- If you're aggressive, I suggest using Active Homing Missiles or Coral Missiles as part of your chase routine.
- If you play more range, then Truenos are pretty strong and can capitalize on ranged staggers.
- If running a build with a 150 Energy Firearms Specification, then run Auroras. They are pretty strong after the 1.03 patch.
Though most other missiles do quite well. (Ignore vertical normal missiles since they leave much to be desired. Vertical Plasma Missiles are fine, however.)
The general suggestion is to carry 2-3 different types of missiles so that it's hard for enemies to keep track of their differing flight patterns/times.
General breakdown:
https://www.youtube.com/watch?v=GEQ6pSpeGAQ
And addendum for the 1.03 patch:
https://www.youtube.com/watch?v=7hxU71XyYh4
Also check out Meep's videos on various missile categories as it's more specific about their strategies:
https://www.youtube.com/@MeepSpelar/videos
While lower on the total stagger front, the basic horizontal x6 missile launcher is one of the most reliable in the entire game. it also works point blank. it has also been my #1 weapon for feather tapping terminal armor users trying to flee across the map and hiding behind an object or building.
Split missiles are strong damage per weight/drain. but those need to actually hit. I get my best results mixing them in with more basic missiles (to the point I have started using the smaller damage x2 pair just because they recharge/lock a little faster). GREAT odds against people who still think quad legs are meta, or have their back turned dueling someone else though.
Slow boat active tracker missiles is a case of "Are you fighting a heavy build? or a light/teleporting boss". For them to work on a light you get best results being aggressive enough to distract them into a cruel choice. For final bosses you just pray they don't teleport across the arena right before they make contact.
My most frequently successful "Anti missile missile light" has often resulted on top of one zimmer for drive by jousting. x4 hand missile (FAST. also works point blank). x6 horizontal (point blank capable after a kick. fast. huge tracking distance) or some kind of pincher missile depending on duelist/keep away baby chasing. Funhaver 3rd missile which is often a pair of split missiles.
of course I shoehorn in the monster truck engine with 4,000 capacity, so it can AB extra long while still being in the 370 boost range.
Numbers wise, they have pretty bad stagger output over time, and the smaller ones are really just for maintaining it, though some of the bigger launchers can bring someone up to overload if the volley hits. The biggest split missile launchers for example if you get a couple of those and the enemy doesn't dodge them they're staggered unless they're a heavy tank, but the reload time is pretty long on them so their numbers over time are worse than some other options.
My main boss buster build (for they all have the same weaknesses) used dual needle launchers. Its only mediocre against other ACs though.
You can both shoot them from mid range, or just use them point blank like you would use a shotgun, since all its 6 missiles fire almost instantly.
BML-G1 P20MLT-04 also work if you really feel the need to go very lightweight.
The HML-G2 P19MLT-04 also works very well for adding to stagger if you can remain at mid-range, they tend to miss more at short ranges. It is just 4 missiles, but they add a lot to stagger and damage per missile fired is higher than the usual.
Used in pairs, these add a lot to stagger.
When the target is at high stagger but has plenty of health left, finish the Stagger with something else. WAIT. Don't shoot the needle at them while staggered if they are heavy (one of the few benefits a heavy has is the damage on needle missiles is much weaker anyways). Thet start moving again. WAIT.
Their stagger meter is now empty. NOW fire them and laugh as their panic dodging when they recovered means they could not evade the needle missile 90% of the time, and they are already back to 1/3-1/4 stagger.
A bit more of an iffy tactic against lights to wait for a delayed after recovery shot. but a light will take real proper damage for shooting them when staggered with the needle missile if you don't have anything bigger anyways, so less reason to use this "Why does this idiocy WORK 99% of the time!?" tactic on lights.
Assault boost kick + charged karasawa is a true combo,
it staggers up to 2300 altitude stability ....
I have done it many times with this build, some of you may have even played with me.
I don't use any shoulder weapons cause i don't need any.
AC data steam share ID: XC58KX53HK3T