Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It rendered stuff like the counter-sniper completely pointless. It could do the counter-sniper's job as well a half-dozen other jobs. Now it is at least a bit more focused on being a similar role to the CS, with slightly different perks. It didn't need to be a horde-clearing weapon on top of an anti-medium weapon, on top of a sniper.
If a player wants the "sniper" feeling the Eruptor would be the worst option.
Since it's ammo got halved I wouldn't mind a bit of a boost in it's damage as I feel like with the Shrapnel it did a lot more then what is currently is doing. The excuse of it killing players is more of a "learn to play with the weapon you are using" sort of thing. There are other weapons that can easily kill the player should enemies get too close.
Against Bugs 7-9
Eruptor, Machine Pistol, Napalm Grenade using Stalwart, EAT, Airstrike and then Orbital Barrage, Airburst or Gas Strike.
I'm not understanding why a projectile weapon shouldn't be this?
It IS pretty cumbersome, it's true, and it could probably use a slight handling buff to make up for its more precision-focused role.
Not sure how it could be the 'worst' option for a sniper, though. It's one of the very few primaries with a 200m scope, and kills anything short of a heavy with a single headshot. It's effectively a short-barrel anti-materiel rifle shooting rocket-propelled explosive rounds.
AUTOMATONS
One shots - Troopers , MG Raiders, Rocket Troopers.
Two Shots - Striders not the Factory Kind
Three to Four Shots - Balistics , Rocket Devastators & Beserker.
No Effect true effect on Tanks, Hulks, Factory Striders, Gunships & Drop Ships.
Does not truly effect Replicators - Buildings unless shooting Troopers, MG Raiders & Rocket Raiders leaving with suicide vests, exiting the doorway or blocking it.
Used for hitting targets long range, or short range.
TERMINDS
One shots - small Bugs of all kinds - Pouncer , Bile Spitter to name a few.
Two shots - Hunters, Nursing Spewer, Warrior, Bile Spewer, Hive Guard and or Stalkers.
Three to Four Shots - Brood Commander.
No Effect true effect on Chargers , Bile Titans
Note : Chargers take too many hits to be effective.
Eruptor is useful for players wanting to effect targets at long distance and or no scoping.
Hitting a target at close range or miscalculating a shot over a rock could cause death or loss of health.
In general you're going to maybe 2 tap or 3 tap devastators, but it can take as much as 4 shots for rocket devastators and 5 shots for heavy devastators.
That's because the sights on the eruptor are also off, and even factoring in for that, it only really has 36 bullets, at 3 shots per target its around 12 targets before you need to resupply. Now, that's not a lot especially during the 15-20 minute mark where bot drops drop 4-6 squads.
The truth of the matter is, the scorcher has a higher TTK and better versatility despite not being a sniper rifle. It's completely useless against bugs because without the shrapnel, you're going to be single tapping everything and bullets aside, its easy to get closed in on if you can't even 1 shot the medium bugs.
I'm completely at a loss. The only time I ever bring eruptors out now is when we're doing blitzes and you want a ranged option for the fabricators, and do not want to bring an autocannon (perhaps because you need the backpack slot or prefer quasars) etc.