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It all falls down to your preference
For example: I mainly use Sort Blades, Shield, and Sniper
To take down Dyaus Pita: You NEED armaments that have Divine element engraved to them
Search for hdh bullets or iod bullets
hdh is generally a bullet that goes up, makes a stop orb and a control: aim at enemy orb, then fires lasers/shots from the air
iod is generally a bullet that hits an enemy, makes a cling orb on hit, then fires multiple point blank lasers from the orb
I've been trying something like IOD with Sniper rounds using a control follow orb and delayed bombs since I always got errors when I used A cling orb and the delayed bomb blasts....anjd been googling and youtubing GER Bullet editor but like....90% the shots I keep finding are either just pure deco it seemed or just showed off a shot and not how to make it sooo....I will have to look again I guess.
That is because the bomb explosion destroys any cling/aiming orb. Bombs & radials must be the very last thing done by an orb. Sniper guns get a gigantic reduction to sniper shot OP cost, so any sniper-based IOD or HDH should rely mostly on sniper shots to do damage, not bombs.
If you're trying to shoot multiple lasers or shots from a cling orbs, you must vary the time delay and/or make each shot 15-20 degrees differently angled from one another (e.x. one angled 10 degrees left, one angled 10 degrees right)
Like I have one I call Beehive a very simple test of how control orbs work for me which works fine...
but other times, seems when the Control is down the list order, it fails with a short time with even .5 Delay :/. Do time limits get shorter down the line of control?
Such as I was trying to make a Sniper that shoot, bomb crush then using a control Aim orb and a deco shot to place it up above me, shoot a Long distance damage shot after the first shot to do more DPS at a longer distance and then when that hits crush again
I know that delay works or should, I know that the control orb is placing above me just like in the first one, there no error message since its only one shot normal and one from the control... But the second shot, child 5 and with it 6.... don't ever happen....
Again this is more just a simple test of what works and what doesn't, but this is confusing me since.... again I know it works with the first shot, but does not work with the next.
First, I'm no expert, but I'll share what I know.
I don't think the duration gets lower if you add timers later in the shot, but there seems to be some reduction in damage from multiple hits chained from the same shot/hit.
In the second example you gave, I believe it is trying to make a deco shot from whereever the bomb explodes. If you want a multiple bomb-shot bullet, I would make a control orb that fires a sniper/bomb combo, then another sniper/bomb combo, like
[1]Deco shot at 90
[2] control orb: stop, when 1 fades
[3] Control Aim at Foe: Short time, with 2 fades
[4] Sniper: .2 after 3
[5] Bomb: when 4 hits
[6] Sniper: .5 after 3
[7] Bomb: when 6 hits
If you're using a strengthen over distance sniper, you should make that first. There seems to be some damage reduction on the last few hits when combining more than 2-3 hits in a single bullet.
If you're using a sniper, you'd be better off with something like this, to make best use of the sniper OP reduction.
[1]Deco shot at 90
[2] control orb: stop, when 1 fades
[3] Control Aim at Foe: Short time, with 2 fades
[4] Sniper: strengthen with distance .2 after 3
[5] Control Orb: cling (short) when 4 hits
[6] Sniper: .2 after 5
[7] Sniper: .5 after 5
Or you could get rid of the control orb: cling and simply fire multiple sniper shots from the air. I'm not sure you ned the control orb: stop, but something usually breaks when I leave it out.
Keep in mind radials and bombs do crush damage, while regular, sniper, and laser shots do piercing. Generally, parts are weak to one or the other.
It's little unsaid things like does or does not the lower down the order time get lessened and not knowing potentally, like me till just now, that the farther down the shot order the less damage it does that really are frustrating.... unbareable so :/.
The second shot was mainly to test my understanding of how a control mod works down the line... which only proved the more I think I understand about this editor the less I actually do :/ since I know bullet like that probably not super effective in battle it main; a test with damage I can see to understand how the order system works.
Like... I though all Deco's work like there normal version meaning since despite much testing with Fade on the slave after a shot for things like a quick shotgun slug into a radial follow up.... never worked due to the fact that shots do not work with delay or fade, So I assumed all Deco's work the same. Also do you mean Orb cling as there seems to be know Control Cling?
In my experience, bullets start or appear wherever the shot (or orb) part it is linked to stopped/hit/ended at. If you need to create two different shots, like a sniper shot that hits an enemy while simultaneously shooting upward, then you want to disconnect the two (or in other words, change them both to "on button press").
The damage drop off does not appear to be based on position in the shot editor. In my very short testing, it appeared to relate to number of hits on the enemy. The drop off seems to be percentage based, so use your highest damage hits first. This just means that a shot that does 1-3 big hits will be more OP efficient than one that does 4-6 small hits. This is really, really obvious if you set up a shot that does 4-5 of the same shots in a row.
Deco's do not do damage. They do not hit enemies. Deco shots only stop when they hit walls, or reach their maximum range. They are for decoration only. They work for some specific cases to create combos but I don't know much about how to do that. I prefer to use a normal/rapid shot to create orbs for no OP.
Yeah, Orb cling, not control. I got them mixed up.