Sanctum 2
Lycon Jan 29, 2014 @ 3:38am
Some tips for sweet?
I use the perk that gives my rex more ammo and fire speed, and i use the rifle that fires explosives as secondary. my other perks are corpse explosion and every enemy i touch gets 30% extra dmg from towers. On fights i always try to lockon my 6 rockets, fire up and them spam away with the rifle and repeat. Any more tips or advice on her?
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Showing 1-15 of 19 comments
Gongfuren Jan 29, 2014 @ 9:22am 
Don't use the REX secondary fire. You'll be able to hit more enemies if you just use the primary fire, which means that more enemies will be taking the 30% extra damage. Also, since the Battle Rifle's secondary fire timed bomb can be set off by explosions, you can place all of the bombs and instantly detonate them with the REX primary fire.

Use the Long Range Specialization perk if you have it to ensure that your explosions hit more enemies.
Maracas Jan 29, 2014 @ 11:13am 
I think he's using Skye's Rifle as a secondary (which isn't the best choice for Sweet). but I too prefer using the lock-on, the trick is to lock on and then aim straight up in the air to avoid the pushback.

My current sweet perks are:

Tactical Juxtaposition
Slowing Rounds
Corpse explosion

however I have considered switching the tactical for Exposure rounds to synergize with turrets and corpse explosion.
MRnok14L Jan 29, 2014 @ 12:49pm 
Since Sweet is bound with REX, I think it'll make sense if I focus with that.

  • REX is a explosive weapon with fairly high damage that would probably be the most damaging weapon available in entire game, if not given its nature of being slow and other factor such as rocket trajectory that also make it less effective in a more direct conflict.

  • Primary fire launches a single rocket that detonate upon impact. This is REX's go-to approach when facing fast movers and armored targets. The armor protection like the one you see on Armored Heavy will ignore any damage below a certain value, hence makes REX's secondary not effective at all when up against such targets. As for the fast movers you will often proved to be don't have enough time to lock on.

    Another thing about REX's primary fire is the ovbiously larger radius a single rocket had makes it a better option over secondary fire when seeing a tightly grouped targets like a bunch of Spitflies overlapping together.

    Oh yeah, and rocket jump. You can rocket jump with REX by launch a rocket right into the nearest surface (likely to be the ground you're standing) soon after (almost at the same time) making a jump to damage nearby enemies while keep a distance with them. I find this particularly useful when facing incoming Snorker and Walker pups.

  • Secondary fire launches a group of smaller rockets, in combined - a group of rockets will deal more total damage than a single rocket alone could ever capable of (exclude weakspot hit). So after taking their capability to automatically go after the target(s) you've acquired before releasing them, it is always better to use REX's secondary fire over primary as your approach of choice to blast lumes into gibs in terms of power (1200 vs 300*6) and accuracy insurance (guiding) except the situations mentioned earlier.

    But there is a catch, your missile group will always scatter at first before they concentrate down to the target you've locked on. So it is necessary to have a buffer space before you release your group, it can either be straight up to the sky or a higher space (aim 45 degrees upward from horizon) behind your head. And if you can't find a such space to do so otherwise, then choose to use primary over secondary instead. Noted that if half of the missiles (3 out of 6) in the group were slamed right into the mother terrain soon after you release them, the damage you'll be doing with that group will be even lesser than a single rocket from primary fire.

    Finally, taking the advantage of REX's secondary fire mode will grant you the ability to fire-and-forget instead of you'll have to keep an eye on the rocoket to see where it actually goes and adjust your next shot like the primary fire, as well as its massive recoil. You can make some evasive maneuver while in mid air by simply acquire your target(s) with its secondary mode first, then jump up and let it all go while put your back to the direction you want to recoil to kick you to. I find this is very useful when up against Walker Patriarch and other big beefy target in the game.

I think that's it. :skyelaugh: Apologies first for any typo I may have done.
Last edited by MRnok14L; Jan 30, 2014 @ 12:49am
Sebenza Jan 29, 2014 @ 12:57pm 
Originally posted by Gongfuren:
Don't use the REX secondary fire.

Ignore this statement. REX's secondary fire has its uses (e.g. soakers) and you'd be dumb not to use a weapon to its full potential by ignoring its alternative fire.
Lycon Jan 29, 2014 @ 2:24pm 
What are the best perks for sweet?
The one with 200%ammo, 200% fire rate and +60% dmg is a must right?
Morocius Jan 29, 2014 @ 3:00pm 
Originally posted by Lycon:
What are the best perks for sweet?
The one with 200%ammo, 200% fire rate and +60% dmg is a must right?

It isn't +60% damage it is 60% damage
HOTSLIMJIM Jan 29, 2014 @ 3:11pm 
Originally posted by Morocius:
Originally posted by Lycon:
What are the best perks for sweet?
The one with 200%ammo, 200% fire rate and +60% dmg is a must right?

It isn't +60% damage it is 60% damage

Yep, it's actually a damage reduction. Like multiply your normal damage by 0.60. A 40% decrease in damage.

When I found that out, I stopped using it because I use heavy weapons and it just wasn't worth it. And using other perks, I found defeating the enemy much easier because switching between two weapons compensate for their normal ammo capacity and rate of fire.
Donoghu Jan 29, 2014 @ 3:28pm 
The unique side of Sweet's rocket launcher secondary attack is that it's capable to hit difficult area on the enemy that the main attack can't reach.

So whenever the frontal attack doesn't do much, I uses the secondary attack, but don't aim directly on the target when I shoot but instead right in the sky. It does 3x more damage that way thought with less radius on the damage. If you shoot the secondary from aiming at less than 45 degree in the air (above you standard field of view), you actually loose about 1/3 of the attack as the sub-missiles hit the ground from the launch.

Since I'm not at lvl 15 yet, I can't use 3 perks, but I still get arond pretty well with this loadout :
Rex-Launcher + ETK-Tesla Prototype
Towers : Depending if I play online and what other players uses. I tend to equip the ones that aren't used by other (and upgrade their tower/share ressources if needed)
Perks : Corpse Explosion (25% of the kill's health in a small-medium DoA to other monsters) and Overcharge (600 electric dmg/sec to any mobs in a small-medium radius around you)

With that, I uses Rex as my long range weapon and the ETK-TP as my close-range weapon. (Including both the damages of the Perk and ETK-TP, it's a massive amount of damage around you and with the Corpse Explosion perk, as soon as one die, it become a mess of corpses)
Morocius Jan 29, 2014 @ 3:30pm 
Originally posted by TF2_FTW:
Originally posted by Morocius:

It isn't +60% damage it is 60% damage

Yep, it's actually a damage reduction. Like multiply your normal damage by 0.60. A 40% decrease in damage.

When I found that out, I stopped using it because I use heavy weapons and it just wasn't worth it. And using other perks, I found defeating the enemy much easier because switching between two weapons compensate for their normal ammo capacity and rate of fire.

Well the perk still is good for a general 20% damage increase on the REX but i find that the secondary fire becomes problematic to use.

HOTSLIMJIM Jan 29, 2014 @ 3:32pm 
Originally posted by Morocius:
Originally posted by TF2_FTW:

Yep, it's actually a damage reduction. Like multiply your normal damage by 0.60. A 40% decrease in damage.

When I found that out, I stopped using it because I use heavy weapons and it just wasn't worth it. And using other perks, I found defeating the enemy much easier because switching between two weapons compensate for their normal ammo capacity and rate of fire.

Well the perk still is good for a general 20% damage increase on the REX but i find that the secondary fire becomes problematic to use.

I never used other characters though, besides the DLC girl with the crossbow. I found the other character weapons to be really annoying to use.
Morocius Jan 29, 2014 @ 3:45pm 
Originally posted by TF2_FTW:
Originally posted by Morocius:

Well the perk still is good for a general 20% damage increase on the REX but i find that the secondary fire becomes problematic to use.

I never used other characters though, besides the DLC girl with the crossbow. I found the other character weapons to be really annoying to use.

Well keep in mind that it will turn light weapons into heavy weapons aswell.
HOTSLIMJIM Jan 29, 2014 @ 3:50pm 
Originally posted by Morocius:
Originally posted by TF2_FTW:

I never used other characters though, besides the DLC girl with the crossbow. I found the other character weapons to be really annoying to use.

Well keep in mind that it will turn light weapons into heavy weapons aswell.

I don't even know what the classification is in this game for light and heavy weapon. -.- With so many different ones
Wahr Hanzer Jan 29, 2014 @ 4:17pm 
Synergy, Long Range Specialization, Slow Rounds. Put up some AoE turrets.

Profit.
HOTSLIMJIM Jan 29, 2014 @ 4:23pm 
Originally posted by Reiel:
Synergy, Long Range Specialization, Slow Rounds. Put up some AoE turrets.

Profit.

AoE- Age of Empire Turrets
Lotus Crane Jan 29, 2014 @ 9:08pm 
Sweet is regarded by many (see Ciara's guide) to be probably the most important character in multiplayer games (especially with 5 feats on) because her combination of AoE and DoT makes her perfect for spreading and maintaining debuffs such as Exposure Rounds, Slowing Rounds, and Synergy. The duration of those debuffs don't begin to count down until after enemies finish burning from Sweet's fire effect, so she basically doubles their length. In debuff mode, Sweet's 2nd weapon should probably be a drone launcher, because it has its own DoT, which is followed by Sweet's DoT, which is followed by the count down on debuffs, which in other words means triple duration. :p

Of course, if you're playing as Sweet in a solo game, or if you're lucky enough to have 2 Sweets in multiplayer and the other one is willing to fill the debuff role so you can play around with something more experimental, consider using Sweet with the Battle Rifle, Grenade Launcher, or Smatter Band for her 2nd weapon, and Tactical Juxtaposition, Long Range Specialization, and Long Range Superiority as her perks. Rapid fire, massive explosions, and when you're at maximum range, your damage per hit is only marginally lower than with vanilla Sweet.
Last edited by Lotus Crane; Feb 2, 2014 @ 11:10pm
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Date Posted: Jan 29, 2014 @ 3:38am
Posts: 19