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Сообщить о проблеме с переводом
I've tried to test without Inflammable or any fire resistance whatsoever and you cannot avoid being burned even from 25%-90%. So what I imagine Acclimated with Vitaility will allow you to do some bursts but anywhere between 2-3 shots as you go over 50% but I haven't tested that to know for sure. I just know confidently without fire resistance and with Inflammable + Vitality.
Unlike normal sickle you kinda don't want to reload even more, and that quickly leave you open to several seconds where you cannot shoot at all, and even a 3 shot burst immediatly put you at the limit again.
Don't even test it without the 75% resist. It's unusable without it. You'll take significant chunk of damage as soon as above 25% heat
Funnily enough, Intense Heat modifiers on those planets don't affect Double Edge Sickle's cooling rate but it still is affected by Intense Cold planets as normal. It still also affects their overall RoF as normal on Intense Cold planets. Same situation with the Quasar Cannon.
Wouldn't that make cold planets the worst planet to bring the DES? Since you'll be firing much slower but taking the same damage per second from the weapon overheating. So you'll end up having to take more self damage in the end
Prior to the changes, it was viable. The damage was there, but it was super minor. Basically the amount of damage you take now from 50%-90% heat with inflammable + vit booster is about how much damage helghast armor + booster took before the changes.
Now, it's not so great. It makes the weapon easier to use than having no protection at all, but it's nowhere close to the amount of time you can spend firing it with inflammable armor.
I was running helghast armor with DES before vs squids because I use gas weapons and they have arc attacks, and I feel I need to stick to inflammable now, which is one drawback to the changes.
Not necessarily? You're not wrong it'll fire 10% slower (Though I haven't paid much attention if it really does also affect Las weapon's fire rate) but it also means it'll be easier to manage. The normal Sickle already fires at 700 RPM while Double Edge goes up at 750 RPM. If you saw my first post to the original question about Acclimated, I did mention you CAN control the way it burns you, if you burst fire it, you can avoid ALL burn damage 50%-90% with Inflammable + Vitality Booster.
Plus, you still want to be able to fire the Double Edge Sickle as often as possible against as many targets as possible, so it cooling quickly during any down time is absolutely a necessity, if you can maintain it through those overheating periods where it is needed the longest, the better.
Nevertheless it works quite well with Acclimated, but one should take additional gear/ adapt ones playstyle to get the most out of it IMO. Notably: gas, electro and acid.
What I take for instance:
Gas strike/ gas grenades, Guard Dog Dog Breath, DES, grenade pistol, Flame Thrower/ Napalm Airstrike
Additionally this works best IMO against bugs and squids, why:
- Acclimated shields quite good against Acid, so a strong take for bugs
- Acclimated shields quite good against Electro, so a good take for squids
Resistance against acid does not need a explanation I think, it is just good to have on the bug front.
Electro is interesting, if one is ready to take the risk, one can take out Harvesters with the Flame Thrower rather easily and destroy the electro towers with grenade pistol - a feat made much easier with Acclimated.
DES can not be taken to overdrive with Acclimated though - but it does not need to. With the confusion of Guard Dog Dog Breath and the power of the Flamer one can still come far with the DES - especially stimmed in a pinch.
To combat the flames of "AP4-mode" it is imperative, even with Salamander armour, to go prone. Then one can not burn and takes way less damage overall.
Also do not forget the DES does not need to cool down - one can also reload(!). In the heat of combat this is easily overlooked.
Have fun!
Why Salamander? Heavy armor doesn't affect heat damage. It's the same resistance as other inflammable armor.
It is the same with Flame Thrower, one can walk way longer through flames instead with the light inflammable.
Main reason my best buddy wanted to buy the Salamander so badly ;D
(for the DES)
I tested it just recently with draconaught and heatseeker and it made literally no difference. Measured down to the frame, the damage taken was identical, the time it took to die from sustained fire was identical.
I also tested several other damage types, some DO care about armor, like explosive and arc, others don't like gas and heat. I don't have the heavy gas or heavy fire armor, but unless there's some unspoken secret mechanic that only applies to heavy armor, there was literally no difference between light and medium.
Only thing I can think of is if you were seeing damage taken being different while walking is that as far as I know each step in a burning area causes you to take damage, and heavy armor presumably steps slower.
even tho its not written anywhere. welp in AH fashion time for a nerf
cant have fun after all.
Did you also test draconaught and heatseeker? Was it really only with the heavy armor specifically that there was a difference?
compared to the light and med fire resist.
I wasnt timing myself but like I said even to the naked eye.
I want to guess 5 ish extra secs before requiring to stim or dive to put out the flames.
be sure to include the heart (<3) booster.