Failed weapons

How about all melee above about 9k. It’s all worthless. :joy:

That being said, the cerberus and a couple of laceraters are a blast in Adventure.

It is a bit of a sad state. I end up in 9-10k often with my cerb build but it’s not pure melee, I don’t tend to have much of an issue with running maces as the main weapon. Up around 12k+ its much more hit and miss.

The Cerbs a lot of fun in adventure mode and easy/normal lunatic raids too.

1 Like

I think adapter is a strong weapon. Highly inderrated.

2 Likes

Try pairing a remedy and a skinner with those lacerators. Very affective.

1 Like

I’ve done four lacerators on a cerebus, which is pretty fun. The stacked perk helps keep them attached when chewing through explosives or charging into incoming fire.
Also have a quad lacerator/single harvester/cerebus variation that I bring out once in a while. No cloak, so it makes melee extra challenging, but nice damage when you connect.

Nest is pretty bad. The weapon is hard to use, and the damage can be lackluster at times. The weapon is also useless at close range.

1 Like

No argument… it’s main perk to me is that it hits the enemy from the top which can be pretty deadly for some. The problem is, as you alluded to, using it is unreliable. I miss as often as I hit because the targeting lock is so easy to use.

The weakness of some weapons is kinda’ fun to overcome. I do not find that to be the case of the nest… It’s weak and not fun. That isn’t exactly an engaging combination.

Nests definitely aren’t OP anymore, but they’re not useless.
Part of the trick is to make use of their perk: don’t bother fully charging your first volley at an enemy. Once you’ve locked and shot once, the next volleys at that target load quicker.
I usually combine two nests with trombones. Harpy helps a lot too.

1 Like

I find the lock on mechanic to be very awkward. Plus, if target gets too close, the missiles miss completely. The missiles can do damage if I hit the cabin and not some relatively unimportant armor plate.

One of the reasons I don’t like missiles is because they’re different from my play style. I prefer weapons like Machine guns and autocannons because they’re flexible and allow me to adapt to various situations.

2 Likes

Good point.

so it has to have a BP item to make it “decent”?

put it on a frame, use some wheels that can max the tonnage, a chameleon and a motor. (you dont need those at all but you know, OP ness).
Max your weight. Drive around and pre-load your perk. Just drive around and run into enemies at max speed. You don’t need any extra modules, don’t even need to use the energy at all. one shot kills.

If you’re going to tap-fire, Storms deal like twice the DPS at any range and can shoot across maps np. Yeah I overheat my Therms.

I tested every special AC extensively recently, I guarantee that Therm is a piece of junk. Regardless of how you use it, Storm just performs muuuuuch better, period. And at the ranges where Therm is supposed to be useful, there’s Tempest.

1 Like

Adapter: I think those are mostly a-okay, but the sound, oh my god… I just can’t play them lmao, it’s so obnoxious.
BRATATAT BRATATAT BRATATAT BRATATAT BRATATAT BRATATAT Yeah enjoy your 2 hours-long gaming session.

What it really saves on is incidental damage which can really add up across a match or a raid. With just the upgrade it’s 10% damage resistance with the averter it’s 30%. Not counting the default collision resistance. It really depends on how much durability a build has at the start as to how much impact the reduction provides. With gen explosions your often dealing with upwards of 500 dmg (gas gen). Normally after a while I have to get careful about backing off from burning parts and finishing them off with weapons. So it gives me a little extra wiggle room.

I run two builds with the cerb, ones a slightly slimmed down copy of the other. One with an averter and fuel barrel, the other has a gas gen with rads and coolers. The fueler version tends to see’s more pvp action. Going head to head with other cerbs using the grinder the upgrade and averter gets a fairly clear advantage. I wouldn’t say it’s what is required to make it decent, it’s more like icing on the cake.

I’d suggest the same upgrades and averter usage on a tusk too though as it deals with some of the same issues in regards to keeping cabin exposed and explosive parts contact.

On the impact dmg meter with the cerb, I do 915 dmg going 120km/h. I’m just a little below max tonnage. Most of the figures are fairly close between the two cabs its a 500kg swapping on mass/tonnage maxes. A tusk should roughly be able to do 3x that with the perk stacked perfectly.

Ideal for cerb isn’t really the same though, I don’t necessarily have to get a running start to do damage I just have to make and maintain contact.

1 Like

Cerebus isn’t about ram damage, but grinding damage. It should be good at grinding damage. Just like the Tusk is good at ram damage. (well actually op tbh).

You can under mount a harvy on it though. that is actually useful.

Therm isn’t your weapon apparently.
You can’t just compare Therm, Storm and Tempest, they have different properties and you normally play with them differently.
Tempest has bullet dmg and is close range, actually more of an MG than AC.
Storm, blast dmg, is longe range, with classic AC properties.
Therm, blast dmg, is cheap Joule, more midrange.

2 Likes

Here’s a cerebus with a harvester and four lacerators. Maximum melee!

1 Like

:rofl: :joy: :rofl:
How funny! I haven’t used them in a while, but when I did, I’d put 'em on different triggers so I could get a funny little rhythm going… a little drum solo to accompany my game!

Good point. When I build with the Cerberus, I do my best to treat the front of it like the borer, lacerator or mauler. I want to ease into the enemy, not ram him. It pairs well with skinner & frontal shotguns.

2 Likes

I need to make a skinner or two…
I keep making them to play with… Then the price spikes and I sell them. Same with Fortunes. They just sell so fast. (yup prob losing money of mat cost, but I have a lot of F-it in my blood)

1 Like

I try to make full use of that 75% collision resistance. Normally since I like using phobos, I like to decloak using my charged shotties right before ramming to keep the initial co-driver dmg bonus for their first shots. Then comes the ram dmg which drops the co-driver bonus and I continue shooting while grinding away. Finishing off the target usually eats enough time for the co-driver bonus to reactivate and the cloak to recharge for the next strike.

2 Likes

Wanna hear a joke? Enlightenment

2 Likes