Second, for the minigun, the mods I'd say are essential starting out are improved platform stability (tier 1 accuracy mod) and cold as the grave (tier 5 mod, cools on kills). The autocannon really needs the carpet bomber overclock to be worthwhile so don't waste your time on it until you find that, and the BRT is in a bad place balance-wise right now so don't worry about it until the next round of weapon balance changes. It's really not something the other players on your team need to rely on you having, in fact they tend to forget you have it at all until you kill the scout.There is no best build, but there are a few general pointers.įirst, go with minigun and revolver. In any case, if they added a completely different tool to optionally replace the C4 with, I doubt anybody would complain about its absence in their games. As a class that can deal with dense swarms no matter the build very very easily it's high risk, low reward. If Scout had it, it would probably be OP. That's actually the main problem with C4 anyway. But then I played Cryo driller anyway so there wasn't much point to C4 something that I was purpose-built to destroy in the most efficient way possible. 1125 HP vs 875 theoretical max damage if you drop the C4 right on top of them with all damage upgrades. If you mean praetorians, it doesn't even come close to a 1 shot. It felt good when I was able to use the C4 effectively in combat, but mostly only because of how rare that situation was. lets you mine all the gold in half the time. The only time the carve c4 is actually useful and worth the risk is for a Gold explosion from a Bulk det. Not any more than there are "good reasons" not to add any new weapons. Originally posted by Sotanaht:Not really. ![]() Now carving side of c4? thats useless and not worth the risk of throwing out as the massive aoe can really ruin someones day. i use the damage side for one shotting preds when in a pinch. great comment but c4 does have its place. It would still serve the same basic function and teamplay, but still be substantially different with its own pros and cons. For example, instead of his normal drills, driller could have some kind of drill gun that quickly (or at least automatically) creates a tunnel in a single direction. However, they could still be replaced with alternate tools that serve the same basic function. For traversal tools (and maybe the flaregun), arguments generally revolve around how using them together is essential to the teamwork of the game. Replacing them with something completely different would only have positive effects. Satchel Charges for instance are barely even used at all in gameplay. ![]() Utility tools however can EASILY be replaced. There are some compelling reasons not to make new traversal tools (though there are ways around that as well). These are separate from the "traversal tools" zipline, drills, grappling hook, and platform gun. "Utility tools" are the shield generator, Satchel Charge, Flaregun, and Turrets. Not any more than there are "good reasons" not to add any new weapons.Īlthough first we need to clarify definitions. There are good reasons to not add new utility tools. ![]() It's been pretty explicitly stated in multiple places that all of these are new grenade options. Originally posted by derpykat5:They aren't new utility tools.
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