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It seems the death bloom thing doesn't work, not even sparks.
Shields seem to effect all parts of the swords, despite showing only near the hilt; reflective works well.
Burnout reactors is great for purging the swords at low health. Swords are broken because they come back so quickly.
Courser at first crashed my game. Thankfully, this did not happen again.
Velocity effectively does nothing as far as I can tell. Not even quicker slashing.
Charge is kind of not good because the projectile protection is addictive; the swords obliterate most projectiles around you.
Swords use weapon recoil on click (with any weapon recoil upgrade); it's easy to deal with, and this will add to the next statement.
I would still like to hear about more things with the swords; how would propulsive munitions work? Obviously it would weapon recoil, but not that much. Courser swords weren't at the sides, so would the swords stay in front? I don't have any more time today, I'm checking tomorrow.
I am not a fan of Strafing Strikes but Void Slice is super nice, its great for builds with Hidden Power.
Sentinal/Warp Shield/Hidden Power with Tempest Break is great fun, I use Discharge as a way to trigger Warp Shield but its not always practical so Void Slice adds nice secondary attack so I don't have to trigger the shield to target just a few small enemies.
its percentile damage does some real damage to enemies like boopnoodle and crabby
I don't use the strafing aspect of Void Slice much, but its worth taking for blink attack imo
I noticed that the experimental patch had changed the way Antimatter rounds work, so in the screen grab I am unleashing 500+ antimatter powered, super charged Salivo missiles against those two unfortunate targets, they were dead before I finished firing all of them.
seriously, the ability to erase oppenent projectiles is STRONG, a Dohecadedron or whatever the big d20 is called, can fire all the bullets it wants but they just get erased by a missile storm which also destroys the three orbiters and the core with absolutely no issue.
I have noticed its self damage has been bumped up significantly though
the only that kills me with this build is those dudes with a shield in front that fires back when you damage it, but those do also completely annihilate me if I fire too close, but with enough distance 500+ missiles actually overwhelm them.
so, how do I survive until I have that amount of missiles? Loaded Mines.
Salvo/Architect with Rapid Reconstruction, Essence Sap, Burnout reactors and as much plating as I can find is really hard to kill normally, but when missiles fly everywhere its very few things that even enter the screen.
Depending on your build Velocity can be very high value with Swords, it affects how far the sparks fly when you hit projectiles which without Velocity and Snipe is not that far since they time out so quickly. Targeting mods also work with the sparks though you pretty much need to get all 3(Targeting, Guidance and Convergence) for it to kick in and 2 of those reduce velocity making the Velocity upgrades almost mandatory if you are investing into the sparks.
And yes it can be worth doing so, especially if you are playing Hullbreaker since it gets so absurd high single hit damage with the swords and each spark = 50% of your sword damage.... if you are flying around doing 10-20k damage per swing, a decent spray of sparks can wipe an entire side of the screen.
Propulsive Munitions works as expected imo, the swords 'flip' so they are pointing forward and then swing backwards with you being pushed forward so it looks and works a bit like you are swimming using the Swords to push you forward. Its not that great...
I havent tested with other weapons yet, but when you have bursts with swords and press attack it behaves as expected, additional slashes equal to the number of bursts you have.
not sure if these extra slashes count can affect durability of the swords.
however, the attack from Death Blossom does only a single swing regardless of the number of bursts you have, but Phantom Strike includes the bursts.
also Phatom Strike can trigger with a really short cooldown, so if you have Triple Tap and take a hit to your hull then you teleport and start swinging but then take another hull hit you teleport again, this will continue until you no longer takes hull hits, as intended, the funny thing is you look like a little humming bird when it happens because the warping don't exactly know what to do with the swords so they get moved a bit slower, looks awesome :D
also testing this was sort of difficult as the game tends to crash when you try :D
other weapons don't really have the single vs many because its mostly projectiles which behaves as expected.
I dod notice something else though, the empowered attack by Phantom Strike puts the weapon in cooldown, but the radial attack from Death Blossom does not
A better and less RNG cursed person could take something like this build much further than I got it here... I just got complacent/burnt out and sat in the middle to wait for the wave when that(and more) came in with beams hot on me, managed to wipe out about half the wave in the 1-2 seconds before the beams melted me.
I really like the Swords but I dont like that they are pretty much locked to Architect, Engineer and Hullbreaker because they really do depend a fair bit on the ship type bonuses to be any good.
Suffice it to say the nerf was definitely needed.
Specifics for each revision during the experimental phase is in the Nova Drift Discord
**0.35.16 is live on the Steam Experimental branch for PC**
* Crab Nests now have unique artwork
* Death Blossom's ruling has changed so that it can work with Swords: "Death Blossom triggers your weapon to fire, ignoring your weapon cooldown, and rapidly fires any projectiles in a 360-degree radial spread, one at a time"
* Death Blossom now works with Swords, creating spinning copies of your current swords that attack once
* Adjusted the wording on several mods that say "disregards your fire rate" to "disregards your weapon cooldown", as this is defined in the glossary
* Antimatter Rounds now has a hit animation when projectiles destroy each other
* Void Slice now uses charges, and can get up to two of them
* Gaining a Void Slice charge has a cooldown of 3 seconds, up from 1.5 seconds
* Updated the Void Slice text
* Void Slice reticle now changes its artwork whether you have 1 or 2 charges
* Blink and Void slice reticles now have lower opacity while your cooldown is recovering, and full opacity when the ability is available
* Strafe also displays finishing cooldown with a visual pulse on the player
* While we're deciding what to do with bindings, Strafe and Blink default bindings are now Shift again
* Reverted previous change: "Pressing the fire trigger doesn't count as firing if the weapon cannot fire manually (Overseer, Strafing Strikes)"
* Refined the Swords hex graphic a little more
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On another note I found out that a build using Torrent + Barrage + Singular Strike + Antimatter + Targeting and Velocity tree can get ridiculously strong, you create almost a cloud of bullets around you, each doing 1-1.5k damage and because its AMR enemy projectiles cant get through. Really recommend people test it, Viper is a fun ship for it since you become a flamethrower too but Courser or something is probably better for even more spam.