Post by ѻﻭɼﻉ on Dec 27, 2021 0:47:08 GMT -5
This Guide can also be applied to Siren, with only a few minor and obvious exceptions.
The following is based on high level equipment and premium options. If you do not have this capacity, you can augment what I say below according to your available equipment, such as running triple maxed Armor Kits in place of premium modules.
TACTICS
Brawling
Right out the gate, the main tactical point I wanna make is I disagree with some youtuber opinions that Harpy can’t brawl. While it is not the most ideal in a prolonged point blank fight, if you build it strong, it does quite well actually, due in part to the relatively short ability cooldown. The playstyle is actually quite similar to Nightingale in this regard. With close range weapons and durability enhancements, Harpy is surprisingly strong for such a small Strider-like frame.
Support
In the support role you consider which weapons will be optimal for the targets you primarily want to hunt, and use Firestorm to weaken targets for your brawlers. So you’ll be looking to use 500-600m weapons in this role, which also gives your Harpy map size versatility, especially if you use range-versatile weapons.
Ability
Learning the angles of take-off will take some time, and it gives you Line of Sight (LOS) that was previously obstructed. The basic movement is upwards and forwards in the direction your reticle is facing. You can teleport back to your translocator, or allow the ability to end and drop straight down - both have tactical advantages based on context and whether or not you’re using the Redacted Twins Legendary Pilots.
While airborne, your Reflector is insufficient for total protection. This is why I recommend building for durability, including the use of Persephone (more later).
While airborne, your firestorm rocket does not fire automatically. It is a separate launch button, or it fires if the red button is used. Some people have said not to hit this right at take off, but that advice isn’t entirely correct. A single rocket fires in a straight line from 0-500m in the direction of your reticle, and will detonate at a distance according to which target is auto-locked or manual-locked at the time of firing. It does not simply detonate around you unless it hits an obstruction, and it isn’t merely a fire tornado that just appears in an area; it is a rocket that fires and detonates according to targeting. If no target is acquired at the time the rocket fires, it goes in a straight line and detonates at max range. So, if your target is right in front of you quite close, you do want to fire that rocket immediately so as to activate Firestorm on them. The reason for this is that your take-off trajectory is such that you will temporarily lose target-lock of that close range opponent. It is important to assess these mechanics for optimal tactical application of this weapon.
Firestorm has the same ‘blast’ characteristics as the Incinerator and Cinder class of weapons, so both the arctic blast of Siren and firestorm of Harpy are damage amplifiers. This means any enemies within the zone will take a higher % of all incoming fire from you and your allies. This is why it is especially ideal to hit an enemy cluster when possible, to maximize damage output.
WEAPONS
There is actually a lot of weapon versatility. What you choose will largely be based on what your main combat emphasis is with Harpy. Some are better against tanks, some are better against Aegis, others are better at hitting hyper-mobile targets like Orochi and Fafnir.
Personally I prefer to have good accuracy during aerial assault, and find the Puncher Pulsar and Hel Skadi very accurate with range versatility.
Puncher Igniter is quite nasty for brawling, as are the Devastator Havoc, acid, and flame builds. The Incinerator Scorcher build is good against tanks initially, but I have found not only is their accuracy more difficult while airborne, but these weapons struggle against Aegis. If you want to anti-tank at the beginning of a battle, this would be a good build, but in my opinion it does not perform as well as the other mentions. You will need to explore your own weapon options with respect to your common opponents, and what your capacity is to build this mech in that context.
MODULES
While you could use Quantum Radar to hunt Orochi, or Shieldbreaker to hunt Fafnir, I would strongly recommend building for durability, which includes utilizing Repair module and either the Nebula or Persephone ideally. I’m running Last Stand, Heavy Armor Kit, Nuke Amp, Advanced Repair. In the absence of Quantum Radar & SB, it has not been a struggle to take out Fafnirs or Orochis.
PILOT SKILLS
Essentials
Armor Expert, Destroyer, Modules Expert, Dodger, Deft Survivor
Optional
Road Hog, Mechanic, Wonderworker.
The reason I put RH in optional is I find Harpy is already a bit quick. The reason I put M & W in optional, is you can easily make up for their absence with:
: Redacted Twins Legendary Pilot restores 8%hp if you return to translocator, or grants brief stealth protection upon drop down.
: Repair module
: Repair oriented drones that also include significant defense chips
DRONES
Now, why Persephone instead of Nebula or Paralysis? Not only does Persephone grant two Defense slots and a Shield slot, it also:
: Gives incremental repair to your mech
: Fires multiple repair bolts at an ally
: Has a slot for Attack
I can say from extensive combat with Harpy, that opponents greatly underestimate what it is capable of, and assume they’ll get an easy quick kill. Nope, not if built for combat longevity!
The following is based on high level equipment and premium options. If you do not have this capacity, you can augment what I say below according to your available equipment, such as running triple maxed Armor Kits in place of premium modules.
TACTICS
Brawling
Right out the gate, the main tactical point I wanna make is I disagree with some youtuber opinions that Harpy can’t brawl. While it is not the most ideal in a prolonged point blank fight, if you build it strong, it does quite well actually, due in part to the relatively short ability cooldown. The playstyle is actually quite similar to Nightingale in this regard. With close range weapons and durability enhancements, Harpy is surprisingly strong for such a small Strider-like frame.
Support
In the support role you consider which weapons will be optimal for the targets you primarily want to hunt, and use Firestorm to weaken targets for your brawlers. So you’ll be looking to use 500-600m weapons in this role, which also gives your Harpy map size versatility, especially if you use range-versatile weapons.
Ability
Learning the angles of take-off will take some time, and it gives you Line of Sight (LOS) that was previously obstructed. The basic movement is upwards and forwards in the direction your reticle is facing. You can teleport back to your translocator, or allow the ability to end and drop straight down - both have tactical advantages based on context and whether or not you’re using the Redacted Twins Legendary Pilots.
While airborne, your Reflector is insufficient for total protection. This is why I recommend building for durability, including the use of Persephone (more later).
While airborne, your firestorm rocket does not fire automatically. It is a separate launch button, or it fires if the red button is used. Some people have said not to hit this right at take off, but that advice isn’t entirely correct. A single rocket fires in a straight line from 0-500m in the direction of your reticle, and will detonate at a distance according to which target is auto-locked or manual-locked at the time of firing. It does not simply detonate around you unless it hits an obstruction, and it isn’t merely a fire tornado that just appears in an area; it is a rocket that fires and detonates according to targeting. If no target is acquired at the time the rocket fires, it goes in a straight line and detonates at max range. So, if your target is right in front of you quite close, you do want to fire that rocket immediately so as to activate Firestorm on them. The reason for this is that your take-off trajectory is such that you will temporarily lose target-lock of that close range opponent. It is important to assess these mechanics for optimal tactical application of this weapon.
Firestorm has the same ‘blast’ characteristics as the Incinerator and Cinder class of weapons, so both the arctic blast of Siren and firestorm of Harpy are damage amplifiers. This means any enemies within the zone will take a higher % of all incoming fire from you and your allies. This is why it is especially ideal to hit an enemy cluster when possible, to maximize damage output.
WEAPONS
There is actually a lot of weapon versatility. What you choose will largely be based on what your main combat emphasis is with Harpy. Some are better against tanks, some are better against Aegis, others are better at hitting hyper-mobile targets like Orochi and Fafnir.
Personally I prefer to have good accuracy during aerial assault, and find the Puncher Pulsar and Hel Skadi very accurate with range versatility.
Puncher Igniter is quite nasty for brawling, as are the Devastator Havoc, acid, and flame builds. The Incinerator Scorcher build is good against tanks initially, but I have found not only is their accuracy more difficult while airborne, but these weapons struggle against Aegis. If you want to anti-tank at the beginning of a battle, this would be a good build, but in my opinion it does not perform as well as the other mentions. You will need to explore your own weapon options with respect to your common opponents, and what your capacity is to build this mech in that context.
MODULES
While you could use Quantum Radar to hunt Orochi, or Shieldbreaker to hunt Fafnir, I would strongly recommend building for durability, which includes utilizing Repair module and either the Nebula or Persephone ideally. I’m running Last Stand, Heavy Armor Kit, Nuke Amp, Advanced Repair. In the absence of Quantum Radar & SB, it has not been a struggle to take out Fafnirs or Orochis.
PILOT SKILLS
Essentials
Armor Expert, Destroyer, Modules Expert, Dodger, Deft Survivor
Optional
Road Hog, Mechanic, Wonderworker.
The reason I put RH in optional is I find Harpy is already a bit quick. The reason I put M & W in optional, is you can easily make up for their absence with:
: Redacted Twins Legendary Pilot restores 8%hp if you return to translocator, or grants brief stealth protection upon drop down.
: Repair module
: Repair oriented drones that also include significant defense chips
DRONES
Now, why Persephone instead of Nebula or Paralysis? Not only does Persephone grant two Defense slots and a Shield slot, it also:
: Gives incremental repair to your mech
: Fires multiple repair bolts at an ally
: Has a slot for Attack
I can say from extensive combat with Harpy, that opponents greatly underestimate what it is capable of, and assume they’ll get an easy quick kill. Nope, not if built for combat longevity!