Exodus

so i got two of these things and ive noticed something about them.
the projectile speed feels great, i dont have any complaint about this.
mode 1 feels good to, what i mean is just tapping to fire 5 shots in a row. this feels ok and the damage feels ok.
the charging shot feels a bit underpowered though… i do far more damage with the regular shot rather than the charged shot. does anyone else see this to or am i just not using it right?
im using it when close up so the projectiles hit close up. when far away the damage is laughably bad.
the uncharged shots do good damage i think? it feels ok to me but i could be wrong. i have the reload time low so i get more damage out of them but i just dont know how to feel with the charged shot.

any thoughts on the charged shot for this? i want to know what others think about it to.

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I am more familiar with the ravager weapons up till late 2025, but I am unfortunately unable to give insight in regards to oracle parts. someone else may be able to give you a proper anwser, but I used to be that guy in regards to anything ravager looking… Meh, it is what it is, I guess?

I feel like the main thing in the charged shot is the impulse, especially on three of these, I have seen people flip builds with them shooting at the “top” or pushing away facehuggers to escape.

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it has impulse? i never even noticed… i mean i only use two of them so maybe thats why i didnt notice.
i calculated the damage per disc and it comes out at 52 damage per disc. with the proper set up you can get them firing pretty quickly. they are 11 energy each right? i cant remember energy costs to save my life lol.

Yeah surprisingly much so if you aim the charged shot at the very top of a build. Sometimes even two can tilt the build enough to make people miss shots or not drive that good

It’s not that type of charged shot, It’s just switching between 5 sequential shots with low spread, and 1 single multi blast with larger spread. Pretty much as it says in the top of the description. Both modes seem to equate to the same dmg amount so long as all of them hit their targets (reduced by any special resistances that the target parts might have).

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The issue you might be having is the larger spread. It could be causing some of the projectiles to miss your target and or hit parts on the target that have different resistances. Try some spread reducers or one of the cabs that has a reduction for spread. That might help.

It’s also doing melee hit dmg. So tormentor for boosting it and don’t aim at melee resistant parts.

i tested it out in the garage a few times to see how far the spread is. up close the spread is almost nonexistent but the further away i go the more the spread is. id say the max you can go is about 50m for a good hit and thats kind of pushing it. the shots i made were mostly point blank or within that 50m mark though i was getting far lower damage.
the the multishot i got far higher damage for more accuracy. for the charged spread shot i got lower damage. there were times i got it around 450 damage but it was rarer compared to just firing it normally.

i know this but you have to hold down the trigger to fire all 5 at once, hence its a charged shot in my eyes.

i never actually noticed this, but the problem is… is it just doing melee hits in the charged shot or does it do it normally to? cause i get far more damage with a normal shot then a charged shot even on the same target.

The few distance test shots wouldn’t give stable readings so I told you just what I figured out so far. The shots seem to fire just as far but I had to speculate against the distances to targets the stray projectiles were hitting against two large levi’s. Then I started speculating against more testable things. The meter tests were mostly consistent unless I was too far i.e spread might go to large.

You don’t have to charge it fully from what I saw against the test meat. Half and full seemed the same the reload cycle seemed to compensate for it. I need to test more to confirm this though. It seems like once it starts charging it seems to cycle differently.

The butcher and thrust melee weapons I think this came in on. Before that I don’t think we had any melee rage weapons. I think that’s a fair review for the weapon but there could be something I missed or need to explain more.

I’d like to test out the spread reducers but I only have 1 paris unit right now. I haven’t picked the others up off the market yet to try them. Someone else could test those if they have the parts though.

actually i have a way to test them.
you know those cement blocks for building in the garage? put one down at 50m, 100m, etc and the projectiles from the gun stick into them for a short time. you can then see how the spread takes place at various distances.

not sure if i have any spread reducers… looks like the only ones i have are harmonizers. so i dont think i can test them properly.

Torero cab would work too. omni wheels.

Tried it with that and omi - wheels and norms same with the cab, It does have a slight range drop in dmg at distance but it’s far its so hard to tell if every projectile hit though.

buddy.

you missed this lol.

That’s not what I missed my garage is marked out like that.

I missed omni’s being spread reduction in motion,

I’s your aim assist on? I have to ask? I get 520 dmg if I hit a cab or the target. that’s with 1 upgraded and one not.

What is your base line dmg we just have to double down on the checking.

i never use aim assist. im on ps5 and i think aim assist is for babies who cant aim.

its 52 damage per disc. 10 discs over 2 guns is 520 so yeah. thats 260 damage per gun.

wutcha mean?
i do 300 - 520 on the base shot and around 30 - 250 with the charged. i dont often get higher then that but sometimes i do get around 430 or so if im very close up. within around 5 - 25m or so. this is with both guns.

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I mean what two things did you check the measure with but your calc is the same as mine so it’s more of a conformation. Nothing really wrong.

i been using it in battle mostly. testing it on different bots.

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The one thing on the calc that I could say is wrong is I have one upgraded and one not. So it’s not an even div/2 issue however 5% is not a really huge deal for these. I’m mostly saying this incase someone has two upgraded or two not upgraded and that will toss off the calcs.

I actually thought about getting a ghost cabin again just for these but I’m not sure if I want to or not yet.

Its got a really good range too which is useful in the game.