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imo, all the barrages could use a range reduction and speed increase (for the fun of it) so they can provide more value, but I know some people love to see the wide area of effect.
It still does this? JFC.
But yeah, Orb laser is effective for destroying medium/large bases, even better than Barrage's, and it also excels at destroying large enemies like Hulks/Biles.
I honestly cannot destroy Automaton Bunkers any other way; I dunno how to even get close enough to them to deploy a hellbomb.
Servo-assisted armor throw distance + 380mm barrage is my favorite tactic.
Wide area is not really an issue if the strats are actually reliably cover the majority of the area they're suppose to deal with, like if I throw a 120 into a lone hole/factory, there is a very good chance than when the barrage is done that thing I need dead would still stand.
This is my experience with 120 vs bots mortar base btw, it can't even take out 2 out of 3 mortars in their "precision" barrage area when a single laser orbital or eagle airstrike can do it.
While I like the 380 for the firework, that's all it can do for me, a toy not a tool.
It would need some big buff to either CD (flexibility) or duration ("consistancy") or rework the thing entirely to be something more than a toy.
Yeah like a recharge time after the first 3 uses/charges are depleted.
But yeah
This is the thing i figured they'd think too. Its a shame, because the limited amount of uses is the main reason why Im always looking to substitute it for something else. I tried the 380mm but Im not a good gambler.
Advanced fabrication facilities, can now fabricate large constructions on-board, mechs and vehicular strats now slowly recharge uses during missions.
Improved reactor safety protocols, orbital energy weapon capacitors can now be recharged during missions, orbital energy weapon strats slowly recharge uses during missions.
If orbital laser didn't have a limit, I would never touch large fabricator bases, or bunkers. I would just wait for the cool-down and throw a orbital then leave to do other things essentially being a "Free objective done" on a cool-down.
Considering that almost everyone i know who tries to be "efficient" runs it, that's a grand total of 9-12 orbitals per mission. In a team that coordinates, you can sit in a corner or run from enemies and let the laser do everything apart from objectives that force you to interact with objects. Especially considering that you're using other stratagems to take care of medium and small outposts
In conclusion; if anything, I feel the Orbital should be NERFED, if I was lead dev, I would remove the use limit, keep its cool-down, and lower its laser time by around half, effectively making it more spammable, while still retaining the ability to effectively destroy 2-3 heavy armor opponents (Excluding bile titans, it should only be able to kill ONE and maybe damage another per call-in). This lowered up time should mean it'll still destroy MOST of a heavy outpost, and bunkers would survive a full laser with just a sliver of health.
Thanks for coming to my TED talk
Budgetary constraints.
https://www.youtube.com/watch?v=dLJTgvKFZoQ
I personally use it as a "get out of a jam" type situation. i.e. your team is getting overrun and you need to regroup/rearm. I don't use it specifically as an offensive weapon.