Failed weapons

I use to use my pyres as secondary weapons and they work fine for that. The issue really is when you try to use them as the primary weapon.

I used to play a just pyres build very successfully in ages before the first founders battle pass, on a basic 6 pyres Harpy build, and it functioned good enough back then, same build no longer functions at all

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thatā€™s how i playā€™em, when i playā€™em, which is not very much.

There use to be lots of complaints about both the pyres and hurricanes back then too. Some of the complaints were just on the nature of using fire and forget weapons. Some were based on dodge ability rocket and damage. Some were on the lurking hover rocket carriers at the ends of matches. Theyā€™ve gone through a number of incremental changes since then because of it. The Dusk kind of repurposed them after the maneuverability changes.

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Therms play well, they just donā€™t do damage and cool down longer than they fire. A quick comparison on the damage sphere should make it obvious why I believe Joules are strong.

Dunno, never complete overheat ACā€™s, I single fire them and adjust rate of fire depending on the combo of rad and coolers I have in the build.

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Cools down longer than they fire? I cant say i have ever had that issue with mine. Ever.

I have been going on a personal mission to get all of my Trail Banners - I have most the high PS ones but Iā€™m going back to get all the low PS ones.

Long story short :slight_smile: lol

I made a hover Therm build at 9k and it does not seem OP, but it feel very good at that PS.

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If a special weapon can do well at that PS, itā€™s good.
I like therms too, but havenā€™t been playing them lately. I really like them in raids, but I do ok with them in PvP too.

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FUZES, an epic purple weapon costing 1100 ps and 4 of energy , which only launch 4 destructible, slow and very visible drones, with a recharge time that goes around 30 seconds (yes you CAN`T shoot for more than 30 seconds straight so the only thing you can do is run as much as you can hoping you donā€™t find any enemy), low damage and the clumsiest AI around all crossout for a damage per launch around 200-300 (just like any other weapon do without any kind of effort not relying so much on ammo, engine and speed like fuzes do)

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I thought the new cabin would help them, but the drone is so dumb it does not help them much.

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yeahā€¦ a 75 kph cabin is not the smartest move for a build that NEEDS to run, also the ā€œbuffsā€ of that cabin makes zero difference

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Corvo, Adapter, Enlightenment and Assembler comes to mind.

Corvo: Feels like a Trigger but worse in every way. Worse accuracy, no heating, no energy damage, less HPā€¦ In need of a serious buff or rework.

Adapter: The charge mechanic combined with having to lead your target makes this an absolute displeasure to use. The name implies some flexibility in its performance but the perk is literally just ā€œhit all your shots for bonus damageā€. This is also in need of a rework.

Enlightenment: A cool idea, but I think it was poorly implemented. You should be able to mount more than one on your vehicle, it should be manually fired (not lock-on) and it should last FAR longer than it does. Maybe give players points when the target they marked is damaged, too.

Assembler: An energy sniper that isnā€™t a sniper. It takes an absolute age to charge, has poor accuracy and deals pitiful damage. I donā€™t know if it needs a rework, but it could certainly use some buffs. Instead of raw damage, perhaps it could apply some sort of debuff on the enemy.

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Waltz: It just canā€™t perform in high powerscores (12000), even on an omamori they get tickled right off and no matter how many shots you manage to spam into an enemy, they barely do any damage to enemy builds. Especially when compared to other guns of the same rarity that work in this ps.

I think this goes along with almost all explosive weapons not performing or functioning as intended and sucking outside the Retcher, they need to rework explosions or how spaced armor works, currently if you want to do ā€œexplosiveā€ damage that really leaves gaping holes into builds, you need to use shotguns or machine guns, youā€™ll tickle parts off way faster and better than any explosions can

Mine sits around 11.1k I donā€™t tend to have the same issue. It could be a play or build style issue. I try rather hard not to get hit and do not attempt to brawl with them. The only time I try to stay still with them is when I have a vantage point that lets me fire on already engaged targets.

Failed weapon:

Cerebus

Thatā€™s one of my favorite cabs for 5-9k range. Upgrading for dmg res and using an averter on it really helps in some situations. Hertz is also an option for dealing with lasers, electric weaps and boosting cloak reload.

Iā€™ve seen many people wreck face with Waltz on an Onamori Beholder cab and Iā€™ve had great success with them. Hereā€™s the build:

Power fused Beholder
Power fused Cheetah
7-8 Power or Acceleration fused Icarus VII
Onamori
Trombone/Aegis/Doppler/Whatever

2 Expanded Ammo packs

This build pops everything. Aim at frame level. Or, blow up some flimsy machine guns with that huge blast radius.

The grinder sucks. It should do damage on par with a Mauler or the other purple melee saw. Make it worth the trade off of exposing your cabin.
Tusk is a good example of how the trade off should be. (maybe a bit OP but you get the idea).

And of course this is opinion and melee is my least favorite weapon style.

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To me itā€™s a free extra weapon so I donā€™t really look at it in comparison to spending an additional 3 energy. The benefits are different too, itā€™s a melee weapon that doesnā€™t fall off when it hits an explosive part. As I mentioned the upgrade or averter for dmg res, the soaked damage can be fairly substantial sometimes. If it really needs something itā€™s some more collision and explosion resistance wouldnā€™t hurt either just on the drill portion of the cab. About the only time I wish there were more active melee dmg put out from it is when I miss calculate a turn and end up eating a track or a larger plow. Itā€™s a daily driver for me though, so Iā€™m going to notice different stuff.

The only time I think of the Tusk as OP is when itā€™s paired with boosters but then itā€™s not really a direct comparison anymore as thereā€™s extra energy involved. If it requires 4 boosters to get the tusk to that point then we might as well toss 2 tormentors on the cerb (same energy cost) and look at the dmg again.