I like Excel sheets, but I don't know everything

I tested the Cobra, Python, Anaconda, and the Fatum. First off, it’s tough to find builds on the exhibition that even have radars… much less the same radar. The results seem like the radar has no effect on the Cobra, Python, or the Fatum. It sort of seems like it might help the Anaconda though.
I tried to stay on the line for the shooting range but I had some issues getting the reticule to go to the farther target, the first two it catches just fine but the third one I had to move towards. I could see it but the reticule wouldn’t let me lock onto it.

Starter col still needs some works on it too: nest, kaiju, new crossbow, assembler

hrmm on the drones. Let me think about it a bit.

are you on ps5 or pc?
if your on ps5 i could build a few builds for you that have various drones on them.
i have quite a few and i can tell you the thing on how to find them.
i can add things like radars or even the maxwell or the doppler to them as well. i believe its the doppler / maxwell that effects them, radars just boost it slightly i think? you have to keep your target in sight i believe or on the radar.

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I know, I just haven’t gotten there yet.

I have the game on both Xbox and PC but I’ve got more gear on Xbox so I’ve been testing from there. Not that it matters for the Drones cause I don’t have any so I could actually test from the PC as well.

I was trying to stick with just the Doppler so it was consistent, but the only weapon I found that had a drone and the Doppler was the Anaconda. I found two different builds with Maxwell but I forget which Turret that was.

I think I’ve found the best method to find what I’m looking for but it’s tough to describe lol
I’ll get some screenshots of my search method here in a bit.

This what I do to search. I don’t always mark out the Maxwell or need to do the same with any other radars cause most people don’t use them in the first place but I look at the equipped parts still just to make sure.

I tested the rest of the drones and turrets and retested some of them again and still come to the same result, if it helps it isn’t helping a lot.
The Cheeta engine obviously makes a big difference though.

Hopefully tonight I’ll get to test the Stabilizers and the Starter.

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It didn’t seem to help with the Assembler.

Here’s the newest version though:
Newest version

Should I test the Spread Stabilizers? For all or maybe for the Shotguns?

The assembler has a hold fire button to charge mechanic so it should work on it. Similarly check nest, parser and argument there’s a few others lurking with charge mechanics listed in their weap descriptions.

Spread stabilizers with neg spread abilities should work on any rapid fire weapon and or cluster fire weapon. So all mg and mini guns, all shotguns, retcher and it’s relic version, all unguided rockets, and All autocannons. Argument, Swarm, Mandrake, Heather, trombone, nest. Keep in mind min and max neg spread, and neg spread movement all work a little differently but should effect the same weapons.

Spread stabilizers with plus projectile speed would be anything with a plunging trajectory like Unguided rockets, all Cannons, Crossbows, grenade launchers. It should help with auto cannons too.

The Spread stab with plus distance (range) - Should be all weapons not that you’ll notice on some of them especially shorter ranged weapons.

The spread stab that has Aim abilities I haven’t really found what that works with though I thought it should be cannons.

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I started with the ones you mentioned a couple of posts back and I went through every weapon amd tested any that said charge in the description.
A lot of them only made one count of difference, which seems to be the norm, but some where really noticeable. Parser and Assembler specifically I couldn’t see any difference with or without the Starter. If you want to give that combo a try and let me know, you’re more than welcome to it. Nest and Snowfall made a noticeable difference. There was only a one count difference on the nail guns in Uncat. weapons.
Honestly though I forgot to actually test the Aurora so I need to go back and do that lol

I will take the rest of the info you provided for the Stabilizers and do a bit of testing. I appreciate your input on that, I’d rather not just test those blindly cause that’d take a few days with the amount of guns and also four Stabilizers lol

It’s going to vary a bit with the weapons with the longest charge times having the largest difference. i.e a charge time of 1 second is .2 seconds off. Just from the smallness of the elapsed time some of them are going to end up un-noticeable yet still have some effect.

2 weapons I’m questioning on the spool up function of the starter is the shredder new shotgun and the whirlwind. It might be one of the reasons they tossed that little nerf in for the whirlwinds a update or so ago making it take longer to hit full speed.

On the stabs just pay close attention to the abilities both active and passive (I mentioned this before). Since they each are different to some extent you might have to make more columns for it. It’s hard to nail them down to just a single type as for some the active perk is better then the passive but reversed for other weapons.

Synchronizer:
Spread while Moving -20%
Spread while Weap Rotates -30%
Active - Weap tern speed for depleting weap durability: slow turning weapons.

Gyroscope
Spread after Firing -40% - I think this is how fast the reticle returns to default.
Aim Restoration speed +30% - I think this is for cannons and maybe auto-cannons
Active - Range bonus at speed

Harmonizer
Min spread -15%
Max Spread - 10%
Active - Projectile speed @ Low Speeds - generally removes some of the plunging arch from weapons.

Paris
Min spread -15%
Spread while Weap Rotates -30%
Active - Aim hold (2secs) increases penetration

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I haven’t found that it’s great for cannons or any single shot weapons, as their reticles pretty much all return to default before reloading.
It is however very good for any automatic weapon whose spread increases the longer your shoot.

I think I’m going to pick up a second one actually. They seem to work well with shotguns, but also other weapons like autocannons and MGs.

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Aim restoration speed I thought is the amount of time after you stop moving the reticle that the aim settles. I could be wrong on that though. I don’t have one right now but an avalanche might be a good one to test that with. If I remember right that had an long aim time.

Spread after firing is good for the full auto weapons.

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It’s possible that it does that too, but the effect after firing is much more noticeable to me.

I didn’t test with the stabilizers, but I took into account things you guys had said in this thread and payed close attention the info ingame.
Feel free to point out anything that seems wrong.

Newest version

Starter might work with Cyclone and Shredder. I’m leaning towards that they do but it needs further testing.

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I tried both, they do seem to get to maximum speed SLIGHTLY quicker, for both Cyclones and Shredders.

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…and I just now remembered you did mention that previously lol

I’ll mark it down. I’m gunna test it myself too, just cause I want to know how noticeable it is since I have a Shredder and a Starter.

Newest version

If everything looks correct on this one I’ll start on the next one Saturday night/Sunday morning.

If you get some editing software, do a side-by-side comparison. It might help. :smiley:

It seems to be noticeable on the dmg meter. I wasn’t moving my garage around though to make sure distance was exact on each test though.

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lol I have a feeling you’re implying there isn’t a whole lot of difference.