There is no need for them to turn fast to be good.
That is what Omni-directional movement parts are for.
Triple Cyclone Hover is a great build.
I also play a 2 whirl - 2 Vindi on bigrams that kicks butt.
There is no need for them to turn fast to be good.
That is what Omni-directional movement parts are for.
Triple Cyclone Hover is a great build.
I also play a 2 whirl - 2 Vindi on bigrams that kicks butt.
I agree with you 100%.
But i want give whirl and maybe tempest a chance.
I’m not thinking in changing much my play style with them, they don’t have to be fast turning
Omni directional movement helps in general but not for really fast flicks or tracking a player who is weaving and steering with handbrake turns or hovers. Slow turning DPS guns do not measure up here against fast turning weapons. This is my experience trying out equalizers, whirls, millers, and joules in raids and missions. Raids are a pretty good indicator of weapon turn speed. If the gun lags behind even a little bit thats a lot of missed damage.
MG’s can turn fast enough to perfectly track a specific weapon on evasive targets that a strafing autocannon build cannot keep up with. The autocannon build will struggle to even land center mass hits.
Some thoughts:
Actually ac does well at lower ps, it’s at higher ps that 5 energy is in an awkward position, I believe we need a 3 energy secondary weapon, plus stillwind needs a change to allow other weapons to enjoy their hold stealth when firing
Stillwind change suggestions - Discussion - Crossout
Number of Cyclones I see tends to disagree. So…
Not to poopoo the anti-AC club, but I love em.
They’re great for suppressing canon builds from across the map, decloaking attackers and not bad up close. I mean, they basically come in two flavors. There are the hard hitting long range ones that act like a blend between cannons and machine guns. The others are like fully automatic shotguns with better range.
Just make sure you have a radar, cooler, and iris and you’re golden.
thank you for the pointers.
But ACs are a far cry from what i’m all about.
I’m a SG main, burst damage mostly.
For me this kind of missions are a blockade to my progression.
Strafing parts are not in my right now list.
I tried to do that, from a distance, sniping but the shells behave like a cannon shell, they drop a bit, even at longer ranges i think they are slow if the opponent moves. ROF is not great specially if i don’t have a full setup.
I know, but i had no other option, a single rapier doesn’t do jack, so i had to include the AC-80.
Before this improvised build, i tried with my SG build with a rapier but the damn thing didn’t do nothing my gremlins were making all the damage.
Just sayin’, there’s a reason why Tempests and Whirls have no blast damage. If you have to turn your weapons to shoot at the opponent with a wheeled Whirl dog, you’re doing it wrong You’re supposed to ram someone’s flank and slam them against a wall in the middle of their team while screaming “HURAAAAAAA!”. Bonus points if it’s a flamer that was torching your mates.
The joke is, back before the special rarity tier, when gobs where rare weapons, everybody was crying about how ungodly OP they were, and how Rapiers were horseshit. And guess what rare weapon demolished Gobs effortlessly? Pretty sure Rapiers got nerfed like twice since then. RN they suck, but Storms are just old Rapiers but better.
Some people will try to tell you ACs suck no matter what. They’re fine PvP weapons shrugs
I think the new mechanic for spread is going to help ACs a lot.
I personally don’t find them bad, but they are about to get better.
The new mechanic for spread is about to make hovers stronger, and the main platform for pretty much every ranged weap including turreted cannons ;_;
Oh well it’s a Gaijin game. I’m spending my money somewhere else these days shrugs
Half of the upcoming patches are going to make them stronger.
Most people just don’t see it.
I understand that many of the new changes will also affect other movement types, but when one of those types is already dominant and everyone is getting the change… then they still stay dominate.
They did add a few nerfs to hovers, but the buffs they added outweigh the nerfs.
Hovers are going to come out the other side all sparkling and new
I’m hoping that’s what will happen, i’m seeing them as Gremlins with more than 10% leeway because…
that’s what i usually do.
I just hope whirls will pump the same numbers into the other guy build as my Gremlins do
Actually i’m working on another build, it’s a different take from what i usually do (some tweaks are necessary, as a shorter heavy cabin to better house my SGs (Saviour cab), fixing the oversteer , adding the last SG, things like that.
I cannot take cannon shots at the face but when i touch something it’s like having the touch of death.
Unlike many people i couldn’t care less about hovers and dispersion.
What i’m really worried about is the 2 m vs the 3 m thing, how penetration values of shells and bullet damage will affect armour and how armour will behave.
All in all and after i used a heavy legendary cab i feel like all of them are far superior to epic cabs (weight and tonnage)
Let’s see what future brings and if i can adapt.
I always wanted to go heavy but it was needed the co-drivers rework to do the trick, as my medium builds turned into museum pieces and i went heavy.
Strangely i did some light builds that are in use today
Some ideas for this:
If you are having trouble knocking out daily missions and don’t have great gear for it, play Patrol. Let your bots engage the enemies and take the aggro while you sit in the back and pop off parts. Use a cloak to get an aggroed bot off your grill.
ACs are heavily reliant on medium cabins and there are only a few good builds but the good builds are really good. For Stillwinds, Whirlies and Cyclones, I believe that 2 of these are deficient and the only good build is 3 with a radiator or Cooler. The only heavy cabin you should use with any of these weapons is the Huggin as the built in cooler is excellent. I play my Cyclones on a Nova hover or a Nova spider. The hover requires everything to be optimally fused to be good while the spider setup doesn’t require fusions. Spider legs or Omnis are particularly good for Stillwinds as they help the spread quite a bit.
Play Joules and therms like long range shotguns and use lots of radiators and coolers with them. You want a fast maneuverable ride for these.
I agree that you should play Whirls like short range shotguns on a melee or ramming build.
You’ll love them Whirls, I guarantee it. They work with a solid half of the medium epic cabs so there’s that. You can even make a single car and swap between Howl, Fav and Torero if that’s your thing
@DarthStall If you own the parts, Joules look fun at long range with Torero + Falcon on a hover!
I am posting based on title. " just to vent a little."
sparkers need their PS raised to 2000. seal clubbers are bring them into sub 2499 matches where they clearly do NOT belong. a legendary really IN low PS score matches? raising it to 2000 will stop them from doing it or their ride will be too fragile to last long because they don’t have to aim is what makes then too op for 2499 and the fact they lower power which basically turns a 2499 ride into 1000 ps ride as long as close.
Actually i’m thinking in a 20 tons build
They perform well at lower ps