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How would the flaming GL work with a flamethrower firing on the same target?
Yes, you are correct they take a bit to die, but that's often fine as they appeared on a wall or a ceiling a ways away. You can literally blast an entire "spawn group" with one grenade.
Flame DOT + SMG Debuff/DOT synergizes well together for the ultimate debuff/support build.
I'm hoping a Dev will comment on the actual mechanics of it, I've been going by the "see more" description on the upgrade screen, I've seen them around giving some very nice explanations of some of the other mechanics (such as the armor + breaking).
If you were alone sure.
This is a team game though.
That kind of makes sense, as Dev has confirmed in other threads that AoE weapons (including the flame thrower and I guess the Cryo too) ignore armor and "always do full damage"
wonder how these interact with the spiky-mod that adds the impact damage now that I think about it.
Combine the Armor Break with the Proximity Charge, and have such fun Smacking Mactera Mid-Air with one shot- the Flies you can sometimes get 3 or 4 at a time !!
Just to clarify a couple of little things here.
Armour is calculated as a separate "thing" to the body of the bug. You have to break through armour before your dead bullets will do damage to the areas under the armour. Of course if you shoot the "fleshy bits" then you're basically just shooting around the armour, and in that case armour break is not so important. Armour has a 50% defence against standard bullets by default.
Of course, those two pieces of information are what make this next part interesting.
Fire, like all AOE ignores armour altogether, meaning that 50% of your grenade damage is potentially wasted against the armour, but the other 50% will do 100% of its damage against the bugs through the armour.
On the other hand "armour breaking" removes the armour a lot more efficiently allowing everyone to be able to shoot at it without having to pick your shots- it also makes them a lot easier pickings for your turrets.
I don't want to go so far as to recommend one mod over the other, I just like to help you to understand how both of these choices work a little better. On harder difficulties, armour breaking will remove armour from almost anything with one shot, seriously softening up the targets. But doing less direct damage overall to heavily armoured bugs. Fire damage will seriously reduce their health pool, meaning that the next person that shoots them in a squishy spot will have an easier time of it. The downside is that they will still have to break through all the armour if they are shooting at that, and the TTK is increased in realation to the DoT of the Fire.
I also take it on the minigun even tho I heard the stun upgrade is really good. I really like breaking armor, especially on the rolling thingy. Games feel a lot harder when no one has an armor break upgrade in the team.
I also use it because of that but it seems like is not as useful as the armor break on the AR or Gunner's weapons. I mean I shoot many grenades to the rollers and they still have their armor and I wasted lots of ammo, on other hand the Scout's AR shreds its armor fast. Maybe I have to test it more and I'm mistaken.
1) Take armor breaking so your grenades strip horde enemies of their armor for the benefit of your thrown grenades, turrets and teammates. More importantly you get to deal with preats and those rolling beasties properly.
2) Take incendiary making you ignore armor in the first place so you can right out kill horde enemies. Lose the ability to deal with preats and rolling beasties in turn. (You can still shred armor with turret whip though)
The problem is, given those nerfs you don't actually deal enough fire damage anymore to outright kill glyphids unless you get really high damage bonus from proximity trigger. Even then, it takes upwards of 10 entire seconds to burn through their health bar.
That's just unacceptedly bad and I don't really see the point in this upgrade anymore. Even worse, I suspect the fire effects from multiple incendiary grenades don't stack despite of how long they take to burn through. If that's a fact then you might actually be better off taking no upgrade whatsoever in many situations.
See I swear that it's been said in multiple threads, although I can't find from the Dev specifically (or it's just missing the Dev tag), that explosives, just like other AOEs like the flamer and cryo cannon, ignore both armor and weakspots, and just do damage straight to the enemy's health (I guess Dreadnoughts are a special case, obviously their 'armor' doesn't work the same). Therefore, you *aren't* gaining any anti-armor ability with the incendiary, if anything you're losing it if the mechanics work how the tooltip says and certain enemy's can "cool faster".
But that's assuming what I've read elsewhere is true, maybe things were changed in some version or another, I'm new enough to not know.