XO’s weapon tier list:
Scorp
Hatchet
…
Everything else
XO’s weapon tier list:
Scorp
Hatchet
…
Everything else
Its about immobilizing. Medium cabin and some front-facing MGs alow you to pin an enemy in place at preferable angle as usually sideways attack makes half of the enemy weapons useless (on laterally symmetrical builds)
Incisor and the twin blade wings out class the hatchets for survivability via their damage passthrough.
One of the easiest tactics in the game to pick up and use.
I use an oppressor on mine too I wanted to maximize the turn speed so I could play a little fast and wild at a distance but a fair amount of the maps really just don’t allow you to do this at any significant range.
I realized that I hadn’t tried out the new nodes on the Master cabin, and that Astraeus are very cheap, so I decided to experiment.
So far my best solution is to mount the guns to gun mounts, which are connected to an averter and also to Master’s nodes. I can fire charged shots at full auto forever, as long as I keep hitting the Master perk at the right time.
While I’m not that skilled of a sniper, the long range DPS of this combo with a Flywheel seems to be making up for my lack of precision.
Still trying to figure out a way of using the other new defence module to preserve my guns, other than connecting both the module and the guns to the cab’s nodes. Although I guess that would help my cabin survive while heated due to the perk.
Testing:
Test1: on a master without using masters perk
12ish shots with the Averter as the attachment point to the gun mounts. Mounts take 6 dmg each shot
17ish shots with Omamori as the attachment point to the gun mounts. Mounts take 4 dmg each shot
Test 2:
Testing the Master cab function I fired 17 shots and then used the master cab perk twice just to be sure. Then fired 17 more shots it broke on the 18th.
It’s definitely another solution, not that I really love the master cab that much or the mounting position that it ends up in.
I think my main problem with this gun, excluding the current lack of effectiveness long range sniping builds suffer from in the current rush and facehug state of the game, especially if they’re not mounted on your token sideways hover meta, is that it never feels right; if you go for durability and survivability, the gun does not charge/spin up/shoot as fast as you’d like. If you go for shooting faster, your guns get blown off too fast and you can’t really shoot much. If you make a build that shoots faster and uses more normal shots than charged ones, you end up using charged up shots a lot instead. If you beef up the build, it no longer fires or rotates as fast as you’d want it to, making you once again not perform as good as you’d want to. If you switch to a lighter build that can do what the previous build could not, it once again does not perform, but for other reasons than the build before it. No matter what you do, it’s never feels “right” and you end up switching to a completely different weapon that does feel “right” instead of sticking with the Astraeus
I’ve found the trick to using this gun at 7-8k. I reliably win games with it provided MM doesn’t throw a doom platoon of meta builds on the enemy team half a dozen games in a row. I was using this with 5 wheels but wheels are a death trap for ranged builds because they have zero ability to reverse, and fast forward speed is a hindrance to aim and a guarantee to get t boned by a rush build after overextending. Augers have made the build far far better.
Imitate it as you wish, it has 61 shots before the Omamori breaks. After the Oma fails the gun is left with 28 shots in the mounts. With a fresh Oma the gun has about 900 HP.
Using two was terrible, IMO they need to tone down the self damage and make it require ammo.
Only pressing and holding the fire button will drain HP. Pressing and releasing the fire button does not.
It’s surprising for the cost for epic rocket launchers pyre and cricket. Under $400.00.
I tried it but didn’t get as high of a shot total. I was shooting only consecutive shots though and not giving Oma any change to do it’s 3 second for recharge thing.
Figuring out a good mount for 2 is just a pain. With the master work around there are two potential mounting points that work one front and one back. Yours is a little more versatile but only works for one. Then only other one is health brick with them pretty much stuck to the cab, though you can use one of the PD modules on the cab too.
I agree the self-damage probably should go down some more. Ammo I would mind so much even though I do like to try to get away without it if I can. If they are trying to just limit charged shots there’s other ways to do it though like they could increase reload time after a single or group of charged shots but keep it the same for a regular shot. Or even make you take a few shots to get a charged shot.
The gun is far too mediocre without charged shots. I really like the way I’ve found to make one work at 7k on a good looking build. I think it would be interesting to give it increased turn speed while overcharging, it’s a very rewarding gun to use. My 61 shot math is cause the gun is attached to the oma with 4 elbows attached to that, so each part takes 8 damage before the 50% oma reduction. Maybe I can squeeze out more but idk. L shaped apc bumpers and an averter with cab connection.
Necroing a little here (4 months), but the background above is relevant to what I’ve been working on.
@16621267 I really love your build. The movement is better than wheels for sniping, the reloading time has enough stacked effects to be OK, and the number of shots that you get is just crazy.
I’m a bit poorer in the game, so I don’t have the Hadron or Omamori yet, and my booster is a lowly KA-1, not 2. My alternatives:
Hadron → Omnibox (mode 2) Edit: or Deadman
Omamori → Averter
KA-2 → KA-1 (for now)
I may also consider Omni wheels instead of tracks, but they aren’t cheaper (in coins or PS.)
With an Averter and one Astraeus, I have been able to get over 40 charged shots without harming the cab. Basically, three gun mounts are attached to the Averter’s top power nodes and turned so that the Astraeus touches all three, and then a buggy floor on a side power node and van window on another top node to fill the fourth corner. The latter two are only there because I have three gun mounts (is there a way to get more?) and no elbows (how do you get those?); if I had a fourth gun mount, it could go longer. The van window just happens to fit a niche space (three tall and one wide with connections on top and bottom) and only lasts 3 or 4 shots, the buggy floor makes it to about 14, and then the gun mounts survive the 41st shot. Honestly, though, even just using two gun mounts (plus some schwag), I get 25 or so shots, and I’ve never had the mount die in practice. Maybe, with more practice and skill, I could get there. The full mount is also huge, which is why I tried a version with just two gun mounts.
I tried to run two Astraeus, too. The damage is great when it hits, but either you have to have one that dies quickly and one that lasts, or you have two that don’t last as long. Definitely not easy to work with.
I’m going to do some reloading time comparisons between yours and mine … when I get a chance.Text
I’ve been pretty happy with how many charged shots I can take by attaching the guns to pass through parts, and then attaching those parts to repair nodes on the master cabin as well as to one of the two defensive modules. Just remember to hit the master perk relatively often to keep your gun mounts healthy. Also mounting the guns to more than one pass through part helps diffuse the self-damage.
I still don’t like to be forced into using Omamori or Averters with it just to be able to get some extra charged shots.
My last attempt was using a single on a Deadman cab but I found it rather lacking. Deadmans great if you have something that can actually function as a solo weapon but that weapon just doesn’t cut it.
I’d really enjoy it more if they swapped out the con on the perk out for just a longer reload time after charged shots. The issue of self damage is just kind of ridiculous to start with and limits build types.
What’s really sad is that the pass-through damage “hack” for making the Astraeus even slightly useful feels like it is a mistake or oversight. I mean, seriously, where does that extra 90% go? Shouldn’t it hit the parts that the pass-through piece is connected to? Don’t get me wrong; I’m glad that it doesn’t. It just seems like it’s a magical, nonsensical benefit of using those pieces. Imagine how bad it would be if they changed that.
I suppose, you could mount one to a Colossus or Golden Eagle that, in turn, was connected to an Averter/Omomamori/Master, but that still wouldn’t get you as many.
have you ever seen the perk on the Master cabin? Mounted to a gun mount, you can pretty much heal up every other shot.
You have to play to the weapon’s strengths! Don’t bring a knife to a gunfight because you are stubborn.
great time during this event to upgrade them!
If you don’t like sniping, this is not your weapon and it never will be. I think they are pretty good, you can de-gun people very easily. From across the map. But then I am a Scorp player at heart.
It has as nothing to really do with being stubborn. The way the perk is set up really detracts from the weapon. Even saying it is good at snipping due to it’s accuracy, isn’t saying much about damage delivered to clarify the point.
I don’t upgrade things that preform sub par in roles they are suppose to be good at.
You are focused on the damage it causes, not the damage it removes from the battle.
It’s damage is more than enough to remove most guns with a single shot from 2 of them charged/nonupgraded.
Again, you are focused on reload times instead of an efficient setup for a sniper.
You should be firing. then moving to a new spot anyway before firing again. You don’t need the reload time at all.
It is not a weapon for everyone, it takes skill and patience to use well.
Also turn aim assist off if you have it on, it ruins this weapon.
I play on PC, I have no aim assist. LOL, You’ve never seen me play so you have no idea what your talking about in regards to my play style. Reload still matters even if your sniping as does damage. The only time that you need to move to a new spot often is if your engaging enemies that are not already engaged in combat. As bots don’t change opponents often when already engaged and players most often don’t notice a second person shooting at them from a distance unless it’s a flashy attack that’s noticeably different.
It’s 267 per uncharged shot from 2, 534 per 2 shots from 2, 608 damage per charged shot from 2 and 1216 per 2 charged form 2 of them. The list of what makes it through a charged shot from 2 is longer then you would expect.
With the perk the way it is unless your build has pass-though parts attached to an averter or an omamori your limited to 8 charged shots before you lose your weapons on the 9th sot. Or you have to sacrifice HP with it cab mounted and let it just drain away… There’s very little difference between that an just stipulating it as having 9 limited charged ammo or paying 1 En for an invisible non-explosive ammo box to double the ammo count…
It cracks me up that you take it as if a person thinks its under preforming they must not have the skill or patience to use it. It’s a sub-par weapon and it’s price and popularity shows it as such.
I described an effective way to use the weapon. It is nearly as effective as a Scorpion and you never lose HP’s.
Very different playstyle and build than addressed by anyone else in the thread. Giving you options. The skill and patience comment is more about what anyone reading the thread would need to work on to make the build work well and feel like the weapon is good.
I guess this isn’t a description of the playstyle you found successful? I did assume a player would continue playing in the style they found most successful. Apologies.
Does DPS matter? Of course. Does it matter as much when your enemy doesn’t have weapons?