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swapping between 2 quasars > 3 dropships.
running quasar + EATs for teammates or cooldown is extremly strong on the new defense mission.
never have been a fan of the autocannon (still prefer railgun).
still going from the defense mission angle going with the recoilless + ammo backpack plus a reloader buddy might be better, however i prefer not to be locked to a teammate, even such a small area.
maybe less shots are achieveable with this combo, but firerate is the difference between pushing back 7+ or getting pushed back.
non-defense: below diff 7, EATs + some other support weapon makes more sense to me, if one wants to burn another slot.
sadly there isnt a useable weak-sauce primary so the support slot can be used for hordeclear. no, the new 5 shot boltaction sniper (whatever it´s called) doesnt bridge that gap at all. in fact i´d file that under more or less decent spawnkill hordeclear.
so yeah, quasar is king.
sickle for bughorde, dominator for bothorde (inc devas&walkers).
maybe there should be a energy-backpack to "make it even better" but burning the backpack slot... at least after it gets if inevitable nerf.
and no, simply adding +3-5 seconds to the quasar cooldown wont change a lot and going much higher with the cd increase simply erases it and puts EATs back on the list.
A friend of mine has become a walking AA-Turret with the Quasar, shooting down Botdrops the moment they fly in. Other than that, I feel like people rely on it a bit too much, but I wouldn't say its OP
it´s also very good vs brood commanders, big spitters, devas & walkers. obviously not when something big is around and also not when not being out of (impact) nades and time being a big factor.
maybe the recoilless should be made less sh_tty, however that is likely to come at the cost of teamreload, which doesnt sound good.
still doesnt change the fact that other anti-tank weapons are not in the same league.
They could just penalize the cooldown drastically and if that proves to be too radical a nerf then reduce or remove the windup and done, you have a rocketlauncher with infinite ammunition that doesn't feel like a straight upgrade in terms of performance to your other options.
Let's not forget too that the Quasar does not require you to wear a backpack unlike the RR or the Spear which are meant to be THE heavy hitters of our Anti-Tank arsenal.
That being said nerfing the Quasar's damage should not fall outside of the scope of possibilities either.
I dont really see the point in buffing the RR, it performed well enough before the Quasar dropped even when used by a solo player, it has been simply rendered redundant by a straight upgrade of a weapon.
And yes, team reload does make the RR better, call me back when you see anyone utilize team reloads in a pub session.
What's the point of having infinite ammo, when that much ammo is more than enough for an entire mission?
There's 1 last advantage I forgot to mention about the EAT-17, because you call it so often you can latch the pod to a heavy, so 1 call can take out 1 charger + 1 bile, or 3 chargers.
Is the Quasar Cannon good? Well, sort of... in a way
In fact I think the Quasar Cannon is exactly as all guns should be ideally. It has some pros, its has some cons. Depending on what you want is could be pretty good in its job, but it also has a lot of downsides making it useless in most situation. Its a trade of..
The only situations where it really shines is against bots to shoot down the dropships. You take it out, fire one shot (hopefully hit, cause you wont get a second chance), change back to something different.
Pros:
-Has quite a punch
-Has infinte ammo
Cons:
-Suuuper slow rate of fire
-Very long charge-up before fireing (makes aiming very hard)
-During the charge-up you cant move
-If you get hit during the charge-up, chances are the charge is either interrupted or you'll miss the shot
-If you miss, you wont get a second chance soon
-Against most enemies its useless due to the overall low rate of fire. You might get one shot out before being overrun
Barely useful to take down priority targets fast enough, unless its for dropships.
I still feel the Autocannon is better since it can wipe out many enemies in short time, if only the backpack did not mean shield generator can't be used.
It just seems OP due to infinite ammo, but this is heavily offset by not being able to fire off as many shots as EAT and RR, both of those are much faster anti armour options to use, especially in a swarm situation and for enemies that need minimum two shots to a weak point
It
Doesn't have a backpack
Doesn't require assisted reload
Doesn't even require reloading
Doesn't run out of ammo
Oneshots anything short of a bile titan
Has very little handling concerns
All for the price of a 4ish second windup and a 10~ second cooldown.
Like how can people even compare it to the RR? A weapon which requires a backpack, has an ammo capacity and a stationary reload to do about as much damage as an EAT. The benefit is that, by taking your friend out of the fight you can fire faster for those 5 shots.
This is the issue with OP. It's not 'OP'. It's just that it outperforms it's competitors and kind of invalidates them. Thinking of bringing an RR? Just take the Quasar.
Cool, since you want to be one sided, here's the other side to the story -
The RR :
Has 6 shots before reloading
Doesn't require assisted reload, reloading at 6s/shot (compared to Quasar's 10) without, or 1.52s/shot with buddy reload
Does the same damage and has the same penetration
Doesn't have a spool time to fire
The EAT :
Has 2 shots before needing another cooldown.
Doesn't require any kind of reload
Effectively instant cooldown between shots
Does the same damage and has the same penetration
Doesn't have a spool time to fire
Doesn't need a backpack slot
Lets you use another support weapon in between EAT firings
All three weapons have pros and cons and can be used effectively - I say this as someone who switches between the Quasar and EATs on a regular basis. I don't tend to use the RR often, but it's not worse than either of the other two options.
that´s the big issue.
maybe it happens on NA server more often, but in europe (due to being an actual diverse content filled with different >languages<, cultures, feuds, etc) that´s quite rare.
if you get dropped into a squad of 3 frogs and you tell them that you dont speak baguette, or you dont speak vodka if they come from the special operation areas, etc..
sure, matchmaking is quite weird as there seems to be quite the selection of far east hosts... but i also dont speak sushi... and burgerlanders. in fact the amount of times i´ve been matched with burgerlanders who use their mics is pretty.... telling when checking the delay on stuff.
adding anykind of incentive to not use teamreloads seems like a bad idea, no matter how under-used it is.
lowering the quasars damage would be one way, however at some breakpoint it will simply fall into the completely unused category like the rest and since we´re talking about 1-2 hits, changing that to 2-3 hits might be enough to kill it.
maybe some support weapon stratagems should´ve been linked to the special warbond.
sure they make similar basic stratagems obsolete, but that´s pretty much the point of a battlepass / warbond / next upgrade tier and is done exactly the same with the primaries.
You can have ANOTHER SUPPORT WEAPON while using it, because you just drop it when needed, not needing to hog it yourself all the time.
Ally on better side to take a shot? Throw him some EATs.