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And yea you always need a thor (evolved tesla) for the armor regen.
Other weapons are more balanced so can pick what you like as long as you have those 2 (and the requisite pneumatics+gravity)
Beat the final boss on Outpost on Hyper: 1-2 builds
Have a good time on Grasslands 50 builds
The best builds right now are on the Titus since having access to 6 expansions (Pneumatics + 5 empty) is just too good. Here are just a few:
2x Thor, 2x Cerberus (weapon synergy), 1x Pulse Rifle, 1x Shotgun (Pulse and Shotgun are the only primary weapons that can benefit from both AI Core and Reactor), 2x Damage, 1x AI Core, 1x Reactor, 1x Magnet
2x Cosmic Guardian, either 1x Laser Blaster+1x Missile Launcher or 2x Laser Blaster, 1x Pulse Rifle, 1x Machine Gun or Shotgun (If you take Missile Launcher + Machine Gun, put them both on the same arm for focused single target damage) 3x Damage, 1x AI Core, 1x Magnet
1x Drone Pod, 1x Siege Cannon, Chemtanks or Auto Turrets, 1x Pulse Rifle, 1x Flamethrower (benefits from Belt Loader), 1x Belt Loader, 2x Damage, 1x Reactor, 1x Magnet
2x Orbital Striker, 1x Laser Blaster, 1x Missile Launcher, 1x Pulse Rifle, 1x Flak Cannon, 3x Damage, 1x Reactor, 1x Magnet (Orbital and Flak have very poor crit scaling, so they do well in this build)
Thor for armor regen is more important when you don't take Magnet. Magnet + Movespeed is so good for pumping up your damage early that I rarely have to use the emergency shield unless I have really bad level up rng.
There is a weapon synergy between Thor and Cerberus? Will try that one.
I would also like to see some documentation about each weapon and how the expansions affect them.
It's not automatic, you have to hit stuff with it, but it's pretty much 1 point per mob hit, so can regen it like crazy since it hits mega fast at lvl13.
Both Thor and Cerberus need to be lvl 12 before you see it.
I've been working on documentation for how dps is affected. However, it's still hard to say which is the best build without knowing the health of the mobs. I worry less about dps; I worry more about how many hits a weapon needs to kill an enemy.
For example, I don't want my Cerberus to "almost" kill an enemy, only for my Thor to have to waste a shot on it to finish it off anyway. There could be a situation in which taking a Reactor would technically lead to more dps, but maybe I'd rather take another Damage upgrade instead so my Cerberus will hit hard enough to kill the enemy, which would then free up my Thor to strike at other full-health enemies, if that makes sense.
At the same time, once you reach the damage threshold, there's no real reason to take anymore damage. In that situation, you'd benefit far more from taking a Reactor/Loading Belt instead. WIthout knowing the exact health numbers on the enemy, you either have to record your runs, or just go by feel and results.
Is reactor still worth now that it's only 26% at lvl12, compared to the reload upgrade?
More weapon synergies are on the way, according to Peter.
I only ever take Reactor on Titus or Striker, because no other mech has room for it. On all of my builds, Reactor is always my lowest priority.
I think it makes sense to use 1 Reactor with Thor since I'm counting on Thor to rebuild my armor more quickly, which can sometimes save me from taking health damage in a wild fight. I also like 1 Reactor and 1 Loading Belt on the Widowmaker, since WM hits so hard that it usually doesn't need more than 1-2 damage. Tactical Nuke also prefers 1 Reactor rather than Loading Belt/AI Core. I'm not 100% certain about Drones.
I do have some random memory of Peter saying there's a bug in the interface with regards to rate of fire. The Reactor at lvl 12 should give 36% RoF boost (which is already kinda low)...but if it really is 26%, then that's even worse. I hope Peter can clarify one way or another.
I just wait until it drops again during a level up, and put it into an empty slot.