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An easy way to fix this OC is to remove the 50% damage reduction and replace it with "The bulldog does double its damage as heat" (i.e 50 damage = 100 heat) and then change the 300% damage boost vs burning targets to a 125% boost, this will stop it becoming too strong. Lastly give it some other downside, like increases recoil and base spread by 50%. This would be the best way to go about it imo.
Is the spalsh damage effected by the 300% bonus?
Hardly any targets where I could see any advantage in this OC, especially with ER out there.
Might work better with a mechanic similar to volatile bullets, which has the side effect of keeping targets on fire.
Specific loadout and a half crippled gun aren't worth some burst damage in situations where I probably don't need it anyway.
Elephant rounds max damage and ammo including clip
160x18
Volatile rounds max damage and ammo, can fire quickly (requires hitting burning target, easy to setup)
165x32
If the bug is on fire the new volatile completely outlast the Elephant rounds. Sure it doesn't have as much range but at that distance the bugs aren't a threat anyway.
It's a pretty cool oc. It is worth mentioning, it's not that effective against dreadnoughts since they can't be ignited. I'm also not against overclocks requiring specific builds to get their full power, so long as it produces a different sort of playstyle.
Bullet Hell, one of my favorite overclocks, is like this. It's very ineffecient if not built a certain way and so I've encountered a lot of players who thought it wasn't any good.
Shouldn't it be 220 instead of 165x32?
Range is unaffected by any of the OCs.
Obviously VB outshines in the burst scenario doing 2-3x total damage compared to other setups.
Still not that great. It's not only inefficient it's downright detrimental if you're not running minigun with hot bullets (burning hell OC) and incediary grenades.
Dreadnoughts don't care and anything else dies easily enough (without need for any setup).
The total damage looks neat on paper but with the extra steps, overkill damage and damage loss vs unaffected targets you'll most likely not get that much extra mileage.
Feel free to use it if you enjoy it but it's not my cup of tea.
and yes it seems the explosive damage is scaled by the +300%
This is also good because it helps hot bullets. It's good that there's a reason to use something other than cool as the grave.
Why would I run 160x18 when I can have 100x42 instead?
Fair enough but you missed the point. Rather you favor ammo or damage, Volatile Bullets still has much greater sustain and damage/burst close range
Shouldn't it be 220 instead of 165x32?
I believe it just multiplies the damage by 300%. At least thats how it shows in game and appears to be when used on bugs. I had thought it multiplied the damage but if it adds that amount instead that's actually pretty cool.
Range is unaffected by any of the OCs.
??? um...I'm not sure what makes you say that. Did you think I meant the literal distance a weapon can reach? Quit a few overclocks effect the effective range a weapon can perform at. Accuracy, recoil, spread, stability, rof make quit an impact on the range a weapon performs at
Obviously VB outshines in the burst scenario doing 2-3x total damage compared to other setups. Still not that great. It's not only inefficient it's downright detrimental if you're not running minigun with hot bullets (burning hell OC) and incediary grenades.
Ya pretty much, unless you're working alongside a Flame Driller closely it's not going to make an impact
Dreadnoughts don't care and anything else dies easily enough (without need for any setup).
The total damage looks neat on paper but with the extra steps, overkill damage and damage loss vs unaffected targets you'll most likely not get that much extra mileage.
Feel free to use it if you enjoy it but it's not my cup of tea.
So far just from playing it's going way further then any Elephant Round setup I use, it just requires you to be comfortable fighting fairly close. It's really shined against Praetorians, Wardens and bulks in particular. It's completely cool that you don't like playing with it since it requires a very specific style to get the most out of. Just don't underestimate it's power. That said you think it'd be a better design for it produce it's own heat or be able to maintain already ignited targets?
Awesome idea. I tried them again last night and found as long as I had a driller using the flamethrower to effect I usually had some prime targets. I find they work best with the explosive rounds mod as it gives the biggest flat damage increase. The more ammo the better. You just sort of spam fire them at anything ablaze.
as stated above, the Burning Hell OC combo, and Incindiery Grenades are the obvious chice to use it- but both are harder to Combo and occur Less frequently (4 Grenades) than what you get from the Driller FT/Subata Combo (a quick puff of flame on a Prae triggers the Subata Bonus Hits)
I can see it being much more effective with a Gunner/Driller Team- but again, situational, much Like the odd Scout Electrical buffs comboed with an Electric SMG Engineer
I mostly use the BRT anyway, but when I do go Bulldog, I'm using the 5 (now 6!) Shooter- 6 shots, extra damage, extra ammo- all around goodness