Risk of Rain 2

Risk of Rain 2

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Gauss vs. Carbonizer Turrets?
I unlocked the engineer abilities and have been playing around with them to figure out what I like best, and in the description for the carbonizer turrets it says they do 200% damage each as opposed to the 100% damage of the gauss turrets (I do note the 200% is 'per second' whereas I suspect Gauss is per shot).

I'm assuming this means the carbonizers do double the base damage of gauss turrets, in addition to them being mobile?

Yet after playing around with both options, it seems the Gauss turrets are actually better since I can overlap stationary heals and (perhaps most importantly) they focus fire the same target more reliably.

The thing that's killing me here is that it doesn't feel like carbonizers do double damage. If they did, each turret should do the same damage as two gauss turrets. So I'm thinking that in addition to doing double damage, perhaps their fire rate is slower? Something feels off.

Have other engineers tested this out to figure which turret type is 'better'? I do like the mobility of the carbonizer turrets, but without a reliable way to make them focus-fire the same enemy they mostly wander off and die. In fact, I'm thinking that not being able to reliably bubble the mobile turrets is also a pretty big downside.

I can honestly say that I've found that the baseline Gauss turrets seem better in just about every scenario. Even fighting flame worm bosses the mobility of the carbonizer doesn't seem to help them live longer. I really feel like the inability to micromanage them to attack the same target is their biggest weakness.

All this being said, I love the spider mines. Way better than default, even with the lower damage. They're a better primary weapon than the grenadespam in my view for most things.
Naposledy upravil Mosey; 16. říj. 2019 v 16.30
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Zobrazeno 3138 z 38 komentářů
i know it's a zombie thread, but playing around their suicidal a.i usually works out kinda well. get a genesis loop or tesla coil and they more or less become nuclear spider mines, even more so if you have dio's or elixirs to keep them alive.

gauss is still mvp sadly.
tv původně napsal:
Do they actually trigger Rungus?
Carbonizers were changed to 'sprint' awhile back, so yeah.
I want a third type of turret... hover turrets that just orbit you instead of chasing enemies.
Just through use, the carbonizers are worse. Not bad- I've had decent runs with them, but they ain't good.

I can give one half-baked strat for them however. Get the fuel array and grab it. Now, your turrets are walking bombs, and when they inevitably run up to the boss and die, they explode dealing a lot of damage.

I think all the turrets need to be better is bigger range, and their AI needs to try and play close to the edge of that range. As is, the turrets just run right up to the enemies, when it'd be better to fight at the edge of their range for maximum safety. As is RN, sometimes the turrets can't even kill wisps, because they're just too high up.
Juno původně napsal:
Just through use, the carbonizers are worse. Not bad- I've had decent runs with them, but they ain't good.

I can give one half-baked strat for them however. Get the fuel array and grab it. Now, your turrets are walking bombs, and when they inevitably run up to the boss and die, they explode dealing a lot of damage.

I think all the turrets need to be better is bigger range, and their AI needs to try and play close to the edge of that range. As is, the turrets just run right up to the enemies, when it'd be better to fight at the edge of their range for maximum safety. As is RN, sometimes the turrets can't even kill wisps, because they're just too high up.
I didn't think they equipped your equipment. You tellin me fuel arrays actually make them explode?? It's just that they don't *use* the equipment typically?
Juno původně napsal:
I can give one half-baked strat for them however. Get the fuel array and grab it. Now, your turrets are walking bombs, and when they inevitably run up to the boss and die, they explode dealing a lot of damage.

Inshallah, Habibi!
Turrets dont activate equipment even though they do inherit them, makes engineer the best candidate for elite aspects as his turrets will inherit these effects as well, with the new stuff for increased damage for burns, fire aspects are stupidly strong on engineer.

the healing one for engineer isnt that great though, as anything with that aspect cannot be healed by that aspect, but it does still heal other players and drones which are also majorly amped up now that we have spare drone parts, a thing that also applies to engineers turrets.
Hiroko původně napsal:
Oct 20, 2019 @ 4:13pm
1 hour ago
52 minutes ago
noooo stawwwp don't do it
welp, they did it anyway
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Zobrazeno 3138 z 38 komentářů
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Datum zveřejnění: 16. říj. 2019 v 16.29
Počet příspěvků: 38