Lose the flywheel abd put them side by side on an omamori behind your cab. Same PS, much greater surviveability for your rig and your guns. Bots aim for the cab so theyll do minimal damage to your guns. The augemented reality mode will show that the guns wont rotate, but they do. You have to mount them east and west tho, or they wont fit to begin with.
I play with kapkans alot and this extra second is not fun for me but im adapting strategy as i love the trap aspect of those guys.
It almost makes me want to fuse some with the - 17% activation delay perk but that probably doesnât help much at all.
Anyone try harvesters without a spark/flash yet?
Trying to decide on how to approach those builds. Considering running two harvesters, a skinner, daze, and of course an engine/cloak/radar detector.
Or might just throw in a lacerator or the new saw, and run less modules.
It seems like with the durability buff and untethering Harvesters to Spark, Harvesters might be good for ram damage now. Maybe boosters on a Cockpit is the play. 3 Harvesters Vertical on a Cockpit with 3 Boosters. If anything survives that you can grind them to death.
Ooh, not a bad idea.
Although I wonder how much self damage comes from ramming?
I donât find I lose my harvesters that often, but high speed ramming sometimes seems to be connected to losing them.
Also, I would have to learn how to use boosters better.
when you do a big ram, it seems to damage the frame the Harvesters are attached to more than the Harvesters. You can optimize them for ram damage by mounting them each on separate frames and mount them to Elbows or Gun mounts attached to different stuff as well. I bet the new Kronos cabin would be super good for a rammer build as it has 2 repair nodes in the front and a vertical Harvester could be mounted to each.
Sounds like a fun project.
IMO, harvesters are clearly worse after this change. It now takes over 3 secs of contact to equal the same damage output as before with perk activationâŚand most at high PS will still use a spark/flash, as it helps in the âcapturingâ of the victim.
The dura buff was needed. I am glad the perk doesnt require anything specific to activate. I do think its base dmg needs a buff.
I forgot to add that the perk only activates if that particular harvester is doing dmg. Often times, for whatever reason, one of them will not make good contact, and it doesnt receive a bonus/it loses its bonus. Make the perks activate if the build itself is in contact with another build or make it do dmg 270°.
I agree that they are worse.
I explained it before the patch - with the old perk I could instantly get the full bonus with the flash.
Iâm still glad about the change, even if itâs effectively a nerf.
Now at least weâll have a lot more melee diversity, which I care about more.
It could be better at lower PS, which i care little about. I think it removes melee from upper PS, which is a shame to me
This is not good. Melee builds are going to infest 2k lobbies even worse than now.
Theyâll get easy MVPs. I can only take them down by pinning them from the side with my Borer, then finish them off with my Tempest.
So how is it actually working out?
Do I need to make some melee builds (they have been long deleted)?