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
Had a tripod take 5 RR shots before going down yesterday
Medium pen rifles struggle
Energy weapons struggle
HMG - it's ballin'
Hoards you just need something that can output bullets reliably.
In all though the real deal is just having someone cover your back since they come from all sides consistently. The guard dog helps with this, so does the basic machine gun turret.
If you're not destroying the shield first grenades won't work. If you shoot them the blue shield will turn purple and then dissolve, after that you can chuck grenades in the door no problem. Or use the autocannon like me. :D
You need to bring shield down, then nade the entrances.
Speaking of Tripods. It seems that the Tripod weak spots are the twigs that act as joint between the legs to the main body. At least that is the part I often focus on, find medium armor weapons do damage too and is what tends to snap off as they die.
One thing that does seem to be constant among most combos though. Compared to the other factions. Anti-Armor weaponry largely under-perform due to the shields absorbing them and everything being susceptible to light or medium pen.
Primary im still trying to figure out what works best for me. gonna try the flamethrower primary next.
HM/MG/Stalwart all work excellent with a little more leaned into the MG/Stalwart than HMG, however, the HMG can take care of harvesters.
AC doesn't work, idk about flak mode but the standard mode doesn't seem nearly as impactful as it could be.
RLR works wonders against the harvester when the shield is taken down and Enemy tesla towers, not so much against everything else unless it's the ships that responded to the "call for backup" the probes do.
unless you strip the shields, don't use a spear, please.
Dominator actually got me to try something else, it pops the heads of "jetters" and "staffers" (idk their IG name yet, you know the ones) as well as the staffer's deployed shield. it fails miserably against the voteless due to it's long reload and limited magazine size. the unwiedly nature of it makes it a little hard to use against "jetters"
Tenderizer i have found to be the best next to the liberty penatrator, tenderizer works for almost anything that isnt a harvester as does the libery penetrator, they just, i dunno, score so closely together it's user pref here. NOT the Adjudicator for some reason, i couldn't use that for whack.
Slugger/Punisher doesn't do so well because long reload time weapons seem to be easily overwehlmed, so breaker and the SnP variant seem to perform better here, it's ok these two, prolly standard breaker would work a lil better.
i dont use a handful of specialty weapons like scorcher and punisher plasma, due to being dominator pilled, so test at your own risk.
Scorcher takes them out in 4 - 5 hits without having to care for where you shoot but then you have to consider taking a decent weapon for swarms since the ammo economy of the scorcher isn't great and it's bad at breaking warp ship shields.
My consideration for Illuminate:
In general I want something to break warp ship shields. Fast firing weapons are the best here because shields regenerate rather fast so slow firing weapons will take longer to break through (redeemer can break the shield in one mag + a few shots compared to the senator and the verdict which need like 3 reloads). If you don't want to waste high damage stratagems like 500kg, OPS or barrages on them, this is the way.
The usual explosive that can blow up the ships after you break their shields like a crossbow, grenade pistol or any explosive grenade or support weapon.
Overall more swarm handling capability than AT. If you encounter a walker you can then use those 500kg you didn't waste on warp ships or you can use AP3 (preferably higher for faster kills) to go for their leg joints after the shields are down.