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Post by S1E1 on Apr 15, 2022 2:08:33 GMT -5
So as far as I can tell, the math argues against. DL16 is a Legendary weapon, so to get from Rank 3 to 6 and double it would require 36 blueprints. If you were to accelerate it with A-Coins it would cost 8,640 AC as Legendary bps cost 240 AC each. Waiting naturally would take at least 9 months by my estimate, but it might be longer, not sure. I wish I could remember when I doubled my Railguns. I think it was about 6 months ago and I am now at Rank 6.4 with 7 additional bps, which would be 25 bps accumulated over the span of 6 months. Assuming my memory is accurate, then the drop rate for Legendary bps would be 4 per month? That sound right to folks? Feels a bit high to me...
I haven't been paying attention to the gacha events for DL16. Did we already have an A-Coin event that offered blueprints too? Might be a better deal to go that route and get the bps too. What rank was DL16 offered at in its initial paid gacha event? Presumably that would be the level it would become available for whenever it finally hits the progress path. The question is when will that happen? If it is long enough of a wait, then maybe this isn't the worst deal after all. What do you guys think?
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Post by S1E1 on Apr 15, 2022 2:24:29 GMT -5
OK I just looked at my DL12 which I posted about taking to R6 in a separate thread 3 1/2 weeks ago. I have accumulated 2 bps since, so that suggests the drop rate for Legendary bps is 2-3 per month. That feels right to me. So estimating it at 2.5 per month, that would be 14 1/2 months to go from R3 to R6.
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Post by dukeofadvil on Apr 15, 2022 7:46:41 GMT -5
I need advice on this also.. I think I may pull the trigger on this one. My current DL setup is a Killy at 6-6...waiting on prints... with a 6-2 DL12 and a DL8.(extra DL12 in inventory) If I pick the 16 I can slap it on my 6-2 Panther with the extra DL12, and let it mature organically....prints as they come....for now. ****** 1) Would anyone here field 2 mech's with DL's? Killy Panther. ****** Also then I would have 2 DL8's gathering dust...I could slap them on either Ares, Zephyr or max my Cheetah and run it there.... 2) Has anyone considered 3 mech's with DL's?
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Post by Koalabear on Apr 15, 2022 12:43:37 GMT -5
I picked it up but have no intention of using or leveling it yet. It's just gonna sit and slowly accumulate blueprints until I'm done with everything else I need. Long term plan is likely to replace the SB16 on my Panther. Or, if I ever max my Paragon, I'll run 3 32EN mechs.
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Post by reconnecting on Apr 15, 2022 14:16:41 GMT -5
I bought it and put it on Stalker for a tryout. Also using guided weapon pilot.
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Post by lrob on Apr 15, 2022 17:14:43 GMT -5
I really enjoyed my Panther with dual DL12, so I bought it and I used almost all my A-coins to increase its rank (now it's 4). Currently (after spending 3000 A-coins) it has basically the same damage per shot than my DL12 (at 6.2). In certain way this could be underwhelming, because it's a 16 EN weapon and its damage is similar to the damage of a 12 EN weapon. However, this works for me, because that way I can use them together and gradually increase its level and DPS, and 28 EN in a mech is a weird number to make good combos. In other scenarios I feel it's only worth it if you are planning to put a big chunk of resources to upgrade it or like Koalabear, giving it some time in the background to obtain BPs.
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deviant
Destrier
Posts: 93
Karma: 76
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Post by deviant on Apr 15, 2022 17:59:03 GMT -5
I picked it up but have no intention of using or leveling it yet. It's just gonna sit and slowly accumulate blueprints until I'm done with everything else I need. Long term plan is likely to replace the SB16 on my Panther. Or, if I ever max my Paragon, I'll run 3 32EN mechs. I'm taking the same approach. My long term plan is to run dual DL16s on my Guardian (or swap weapons with a dual Railgun Panther and see which weapons work best on which bot). FWIW I did the maths and it's just under 15k A Coins to buy the necessary blueprints and do all the upgrades to take a DL16 from 3 star to 6 star, so waiting to accumulate at least a few blueprints is going to help with the upgrading costs.
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Post by S1E1 on Apr 16, 2022 12:14:14 GMT -5
Despite my reservations, I went ahead and got it. I don't want to find myself shut out on this weapon and that it won't hit the progress path for like 8 months or something. I really wish they would give us a sense of how long it will take for gear to hit the path. I don't mind this business model overall, since there are no ads, but withholding any sense of the release date for in-game resources is dirty pool and makes me feel manipulated. Anyway, I am ok throwing some A-Coins at it while trying to accumulate most of them naturally. I actually had about 400 silver crates saved up and I opened 300 of them for the "5 blueprints" task. Got 3 in the first 150 crates and then nothing. Feel like the last time I tried this for a Specialization Spree, the same thing happened. Like it's coded to give preference to the Spree weapon bps (or maybe it's actually the just purchased weapon's bps) up to 3 blueprints and then hard stop. Anyone else had this experience? dukeofadvil, I have seen plenty of folks running double DL builds, not sure about triple. A lot of folks don't have their DL16s doubled yet so they can't run 3 if they so chose. Also I think DL8s might be a bit too weak on light mechs - I have seen a few try them on Shadows and they don't do as well as Shotties or ArcTs. And the radius pilot skill is pretty key, so you'll need 3 of those too. Running both Panther and Killy DLs does seem to be becoming popular. deviant - My understanding is that Panther DL16 and Guardian RG16 is the way better setup compared to the reverse. DLs definitely seem to thrive when you have the speed to get in quick for target lock and then back out into safety for the reload. I am actually curious to try them in my Paragon with its double sprint. Won't be ideal given the HP and lack of a barrier, but I think it could be fun for CPC matches.
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Post by Koalabear on Apr 16, 2022 12:59:29 GMT -5
I still can't quite get the hang of this weapon. Decided to grind a bit in TDM today and slapped DL12/DL8 on my KS. They both do similar damage right now due to the DL12 being unleveled.
How do you curve them around corners? The sweet spot is a lot closer to the target than JRs. With JRs, I'm used to locking on and then cranking my aim almost 90 degrees before firing to curve around corners.
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Post by S1E1 on Apr 16, 2022 17:25:08 GMT -5
I still can't quite get the hang of this weapon. Decided to grind a bit in TDM today and slapped DL12/DL8 on my KS. They both do similar damage right now due to the DL12 being unleveled. How do you curve them around corners? The sweet spot is a lot closer to the target than JRs. With JRs, I'm used to locking on and then cranking my aim almost 90 degrees before firing to curve around corners. I haven't gotten the hang of it yet either. I've only had my DL12s for a few weeks, but they are trickier than I thought they'd be. I am starting to get a sense that the most important factor seems to be how you approach and set up on an opponent. The lockon is a very small window forcing you often to come out of hiding and shoot the front for in 1x damage just to get a hit. Now I am thinking maybe the critical decisions get made before you get near lockon range in hunting them down in a way that gives the right cover and maintain lock for curving. Also I've heard people talk about getting the splash damage off walls, etc. Haven't yet prioritized that but probably should. Killshot seems to be a good training vehicle as I can maneuver and reposition (also retreat) so I can just focus on the shots themselves. And 2x2 mode might be better for training. I noticed facing only 2 enemies helped in getting a better hang of things. Still they are kinda wonky. There is a whole set of times when I have nailed an opponent 100m out like a sniper and others where even though I have aimed perfectly I might as well be shooting at the moon. Definitely interested in any and all tips folks have.
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Post by lrob on Apr 16, 2022 17:34:48 GMT -5
Despite my reservations, I went ahead and got it. I don't want to find myself shut out on this weapon and that it won't hit the progress path for like 8 months or something. I really wish they would give us a sense of how long it will take for gear to hit the path. I don't mind this business model overall, since there are no ads, but withholding any sense of the release date for in-game resources is dirty pool and makes me feel manipulated. Anyway, I am ok throwing some A-Coins at it while trying to accumulate most of them naturally. I actually had about 400 silver crates saved up and I opened 300 of them for the "5 blueprints" task. Got 3 in the first 150 crates and then nothing. Feel like the last time I tried this for a Specialization Spree, the same thing happened. Like it's coded to give preference to the Spree weapon bps (or maybe it's actually the just purchased weapon's bps) up to 3 blueprints and then hard stop. Anyone else had this experience? dukeofadvil, I have seen plenty of folks running double DL builds, not sure about triple. A lot of folks don't have their DL16s doubled yet so they can't run 3 if they so chose. Also I think DL8s might be a bit too weak on light mechs - I have seen a few try them on Shadows and they don't do as well as Shotties or ArcTs. And the radius pilot skill is pretty key, so you'll need 3 of those too. Running both Panther and Killy DLs does seem to be becoming popular. deviant - My understanding is that Panther DL16 and Guardian RG16 is the way better setup compared to the reverse. DLs definitely seem to thrive when you have the speed to get in quick for target lock and then back out into safety for the reload. I am actually curious to try them in my Paragon with its double sprint. Won't be ideal given the HP and lack of a barrier, but I think it could be fun for CPC matches. They already announced that new items won't be added to the progress path. It's going to be: event crate (the typical $100 event that for me is a hard pass), offer for $, and then A-coins crates. For FTP the A-coins crates are the only option to obtain new stuff. Not clear what happens if you start playing later in the game (after the event occurs). As for the epic BPs. I never thought about keeping 400 crates to open all together. However, according to Plarium, the chances of getting legendary BPs in a crate are 0.42%. Thus, in 300 you should expect 0.42% of 2,700 total BPs (9 per silver crate) being legendary BPs. They should be divided between all the available epic stuff. So, for me 3 TBH sounds even a little high. At this point, I'm pretty sure Plarium is playing with the odds for almost everything.
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Post by S1E1 on Apr 16, 2022 17:46:21 GMT -5
Despite my reservations, I went ahead and got it. I don't want to find myself shut out on this weapon and that it won't hit the progress path for like 8 months or something. I really wish they would give us a sense of how long it will take for gear to hit the path. I don't mind this business model overall, since there are no ads, but withholding any sense of the release date for in-game resources is dirty pool and makes me feel manipulated. Anyway, I am ok throwing some A-Coins at it while trying to accumulate most of them naturally. I actually had about 400 silver crates saved up and I opened 300 of them for the "5 blueprints" task. Got 3 in the first 150 crates and then nothing. Feel like the last time I tried this for a Specialization Spree, the same thing happened. Like it's coded to give preference to the Spree weapon bps (or maybe it's actually the just purchased weapon's bps) up to 3 blueprints and then hard stop. Anyone else had this experience? dukeofadvil, I have seen plenty of folks running double DL builds, not sure about triple. A lot of folks don't have their DL16s doubled yet so they can't run 3 if they so chose. Also I think DL8s might be a bit too weak on light mechs - I have seen a few try them on Shadows and they don't do as well as Shotties or ArcTs. And the radius pilot skill is pretty key, so you'll need 3 of those too. Running both Panther and Killy DLs does seem to be becoming popular. deviant - My understanding is that Panther DL16 and Guardian RG16 is the way better setup compared to the reverse. DLs definitely seem to thrive when you have the speed to get in quick for target lock and then back out into safety for the reload. I am actually curious to try them in my Paragon with its double sprint. Won't be ideal given the HP and lack of a barrier, but I think it could be fun for CPC matches. They already announced that new items won't be added to the progress path. It's going to be: event crate (the typical $100 event that for me is a hard pass), offer for $, and then A-coins crates. For FTP the A-coins crates are the only option to obtain new stuff. Not clear what happens if you start playing later in the game (after the event occurs). As for the epic BPs. I never thought about keeping 400 crates to open all together. However, according to Plarium, the chances of getting legendary BPs in a crate are 0.42%. Thus, in 300 you should expect 0.42% of 2,700 total BPs (9 per silver crate) being legendary BPs. They should be divided between all the available epic stuff. So, for me 3 TBH sounds even a little high. At this point, I'm pretty sure Plarium is playing with the odds for almost everything. Wait they ruled out adding it to the Progress Path EVER?!? I just thought they suspended it for a while, not that they were going to permanently do away with being able buy gear for set AC/Credit prices. God's that is awful!! They are totally playing with the odds. No way the odds on those token gacha events are like 10% for each item. Event after event I only win the lowest value stuff. Never A-Coins or anything but the cheapest stuff.
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Post by lrob on Apr 16, 2022 18:35:36 GMT -5
I mean, never sounds dramatic, but apparently they are working on a new system. So far it's the one with crates. Their semi-official statement was this one:
"You may have noticed that we stopped adding new Mechs and Weapons to the Progress Pass. It's a necessary measure aimed at balancing out ways of getting content for players at different stages of development. For example, if we add a powerful Mech closer to the end of the Progress Path it won't be fair for newer players. Also, we can't add them in the first part of the Progress Path because of their power. So, for now, we are working on improving this whole system"
Scape has a video about this:
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Post by hicycles on Apr 16, 2022 21:04:23 GMT -5
To add to the discussion, I’ve noticed that the acoin crate events release the weapon and mechs at 1 star. Being f2p kinda sucks at this point.
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Post by S1E1 on Apr 17, 2022 21:39:28 GMT -5
I mean, never sounds dramatic, but apparently they are working on a new system. So far it's the one with crates. Their semi-official statement was this one: "You may have noticed that we stopped adding new Mechs and Weapons to the Progress Pass. It's a necessary measure aimed at balancing out ways of getting content for players at different stages of development. For example, if we add a powerful Mech closer to the end of the Progress Path it won't be fair for newer players. Also, we can't add them in the first part of the Progress Path because of their power. So, for now, we are working on improving this whole system" Scape has a video about this: OK, yeah that's what I thought was happening. The whole thing seems a bit of an invented crisis tbh, but if it is all just on hiatus while they prep a new system, that's not as bad.
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Post by dukeofadvil on Apr 18, 2022 7:54:37 GMT -5
well I picked it up and slapped it on my Panther with my extra DL12. Running Maverick because the 3rd implant slot...and both of my guided pilots are in use....1 on Killy with DL12/DL8, and the other on Cheetah with Jav6's. It definitely needs lvl'd up a bit.
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Post by Koalabear on May 16, 2022 15:01:28 GMT -5
Ok, so I started working on my DL16 in earnest and am buying the blueprints for 240 A-coins as I go along. Got it up to R4 right now and it's hard not to push it too fast. It's hard not to throw resources at my DL12 too since I have blueprints for it.
Anyone hear anything about a Legendary Guided pilot yet? I'm using Crow for now, but would love to switch to a Legendary.
Getting the hang of this weapon as long as I use it like a big RPG6. The Panther is a very forgiving platform thanks to it's Stasis Field. Anyone else notice that even though it fires a bit slower than the DL12, they both reload at the same time?
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Post by S1E1 on May 17, 2022 12:51:06 GMT -5
Ok, so I started working on my DL16 in earnest and am buying the blueprints for 240 A-coins as I go along. Got it up to R4 right now and it's hard not to push it too fast. It's hard not to throw resources at my DL12 too since I have blueprints for it. Anyone hear anything about a Legendary Guided pilot yet? I'm using Crow for now, but would love to switch to a Legendary. Getting the hang of this weapon as long as I use it like a big RPG6. The Panther is a very forgiving platform thanks to it's Stasis Field. Anyone else notice that even though it fires a bit slower than the DL12, they both reload at the same time? Well that seems like the way to go now that you've maxed your mechs. I am still trying to save up the last 6k A-Coins to finally max my Shadow, but doing my Guardian instead (so it can carry my Railguns and let me play DL Panther) is very tempting. Even with just DL12s, the DL Panther seems like it is more and more the dominant mech in tournament. Problem is that it doesn't deliver the higher kill streaks. I want to be able to run a DL Panther to counter human players, but vs AI dropping dual Railgun is much better. Haven't heard a peep about a Legendary guided pilot. At the pace they are going, I wouldn't hold my breath. Feels like it is a month+ between new pilots and they are avoiding releasing Legendaries for the most popular weapons. I am still getting the hang of DLs. I really wonder if my targeting settings are hurting me. I am trying so much to avoid getting target locks so I can get splash damage and it is a real pain. Definitely similar to shooting an RPG but it seems like you always have to avoid rapid fire. Whenever I hold down the fire button, I score a lot less damage than when I shoot single rounds.
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Post by Koalabear on May 17, 2022 13:16:00 GMT -5
I wonder if my vertical targeting hurts me too. I've learned to adjust with JRs without the ability to lock a target though it does get annoying somethings when there are massed reds.
I would max Guardian and then Panther. The reason is that you need the Thanos build to stay on par with everyone else, and DLs are very very useful. I probably wouldn't over level the DL12 too much if you plan on getting the DL16. While it's true you could run DL12 on something like Ares or KS, there aren't enough Guided pilots yet if you're going to hold on to the Shadow like me.
I found the Shadow to be viable in both TDM and CPC (just not 2v2) with JR8/JR6 combo since my JR6 are fairly high level and they were almost on par with my JR8. It also has some advantages to have one weapon that fires 6 missiles instead of 1.
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Post by reconnecting on May 17, 2022 15:48:25 GMT -5
I am saving up resources to max my Ares and eventually put dual DL12s on it. That will be exciting. 😁 Then max the dl16 to put two on Guardian or Panther.
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Post by Koalabear on May 18, 2022 7:28:56 GMT -5
I'm starting to like the DL weapons. I'm getting the hang of it. One tip, if you want to hit someone around a shallow corner, you have to break lock and manual aim just beside the corner to get the splash damage. When shooting a target out in the open, the same JR tactic of aiming at the brink of lock works to hit the target from the side or behind, but the edge of lock is much closer so needs some practice.
I'm starting to think I want to work on leveling my DL12 too, but then there aren't enough Guided pilots to go around. Lets see what happens first: them releasing a Legendary Guided pilot or me getting my hands on the AT12. If I get the AT12, I will finally jump on the AT bandwagon and slap that on my Ares!
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Post by dukeofadvil on May 18, 2022 7:37:55 GMT -5
I wonder if my vertical targeting hurts me too. I've learned to adjust with JRs without the ability to lock a target though it does get annoying somethings when there are massed reds. I would max Guardian and then Panther. The reason is that you need the Thanos build to stay on par with everyone else, and DLs are very very useful. I probably wouldn't over level the DL12 too much if you plan on getting the DL16. While it's true you could run DL12 on something like Ares or KS, there aren't enough Guided pilots yet if you're going to hold on to the Shadow like me. I found the Shadow to be viable in both TDM and CPC (just not 2v2) with JR8/JR6 combo since my JR6 are fairly high level and they were almost on par with my JR8. It also has some advantages to have one weapon that fires 6 missiles instead of 1. The one missle Jav8 is the reason i didn't pick it up.... I play slop, and 8 littles would have been better than 1 big for me.I still run my Jav6's on my Cheetah with great success.
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Post by Koalabear on May 18, 2022 8:31:04 GMT -5
That was my thought at first too until I got the hang of it. JR8 does work very well on the Shadow due to its ability to slip onto the field unnoticed and then BAM before slipping away back into cover. The extra damage compared to the JR6 is icing on the cake. If pilots never came along, I would be focusing on JR builds and likely run either Lancer, Cheetah or Tengu with the JR6. I was even going to try to get the Ice JR6 but have given up.
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Post by S1E1 on May 18, 2022 15:37:02 GMT -5
I'm starting to like the DL weapons. I'm getting the hang of it. One tip, if you want to hit someone around a shallow corner, you have to break lock and manual aim just beside the corner to get the splash damage. When shooting a target out in the open, the same JR tactic of aiming at the brink of lock works to hit the target from the side or behind, but the edge of lock is much closer so needs some practice. I'm starting to think I want to work on leveling my DL12 too, but then there aren't enough Guided pilots to go around. Lets see what happens first: them releasing a Legendary Guided pilot or me getting my hands on the AT12. If I get the AT12, I will finally jump ospeed AT bandwagon and slap that on my Ares! I don't quite get what you're saying about brink of lock and edge of lock. I don't actually play Javs much anymore and this tactic is new to me. Can you clarify a bit? The amount of shots I lose on DLs because of the lock in is driving me nuts. reconnecting - I run a Ares DL12 and it's solid. Tanks are the best counter for DLs. Still I keep feeling like the reds I face running DL12 Panthers are more effective. The fence and that extra speed seems to put them over the top. 1v1 the Ares is probably more likely to win an encounter but it's pretty close to even and overall it feels like the Panther is more likely to get higher kill count and win the match.
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Post by Koalabear on May 19, 2022 7:36:07 GMT -5
S1E1 Sure, it's basically the same thing carried over from War Robots where you would twist your torso to just before your spirals or hydra or chimera lose lock. This makes the missile arc more to get around obstacles. In MA, the missiles aren't quite as magical as they are in War Robots, but it is possible to arc JRs around corners or even just to the side to get the side and back hits for more damage. JR flight patterns have been nerfed somewhat since Beta days though. I remember not being able to miss even with lots of obstacles in my way. Now, it's much harder to get around some obstacles. If you use horizontal targeting like they have in War Robots, you have a Lock button on your controls where you can Lock your target like in War Robots. This helps with JRs (haven't done it with DL but principle should be the same), especially if there are other reds around so that your targeting doesn't switch to the next red. I don't know why they don't have this button for the vertical targeting control. It's very annoying sometimes but I've learned to cope with it. Now guided weapons like DL and JR have another form of "lock" yeah it gets confusing but call it weapon lock if you want and the other one Target Lock. Anyway, once your weapon lock is locked on, you are able to move your reticule away a bit and then fire. This creates the arc flight pattern. On JRs, the range of motion is about...maybe 30 degrees if I had to guess. With DLs, it's like maybe 5-10 degrees max. Redsteal might know more. JRs are prone to hit cover if your target is right up beside it. This is new after Global launch. Not exactly a nerf, more like balancing or fixing of a glitch because JRs used to hit no matter what. Anyway when using JRs, try not to target reds that are right beside cover - even low cover, and certainly not beside high cover. The exception is if you are facing them directly and the low obstacle is directly between you two. Then, you can simply swivel a bit to either side and let fly. DLs are different in that the discs ALWAYS go directly at the centre of the target lock. Even if you swing side to side. This is good if your target is out in the open cause then swinging from side to side helps to get those side and back hits due to the large splash radius. But, if the target is behind cover, the discs will always hit the cover. So, you need to swing just enough to break the target lock, manually aim beside the red (like with Orkan and Tulumbas in War Robots) and fire. You're basically treating it like an Orkan or Tulumbas at that point. You can also aim at the wall behind them if they have one and let the splash hit them. I haven't done this purposely myself yet, but I've had it done to me. It's very useful for flushing out snipers in corner nooks because the corner now becomes their enemy rather than friend. Yeah, I learned this the hard way when a Panther killed me while I was in said nook. A couple of other things about the DL. It doesn't have nearly as much curve as the JR. So, don't try to hit things that are at a different elevation than you. Even on a gentle incline, you will miss all shots. Also, the range of the disc is far greater than the weapon lock. The weapon locks around 60m. But, you can actually use like a RPG and manually shoot at targets really far out. I'm not sure of the range but you can look that up in the game. This works really well early match if you see a gaggle of reds clumped together as they move out of spawn.
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Post by lrob on May 19, 2022 13:42:47 GMT -5
The amount of shots I lose on DLs because of the lock in is driving me nuts. Me too!! It's crazy how for me the worst characteristic of DL's is that they are guided weapons. Wish it was possible to turn off the auto-target...
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Post by reconnecting on May 19, 2022 14:41:38 GMT -5
S1E1 Sure, it's basically the same thing carried over from War Robots where you would twist your torso to just before your spirals or hydra or chimera lose lock. This makes the missile arc more to get around obstacles. In MA, the missiles aren't quite as magical as they are in War Robots, but it is possible to arc JRs around corners or even just to the side to get the side and back hits for more damage. JR flight patterns have been nerfed somewhat since Beta days though. I remember not being able to miss even with lots of obstacles in my way. Now, it's much harder to get around some obstacles. If you use horizontal targeting like they have in War Robots, you have a Lock button on your controls where you can Lock your target like in War Robots. This helps with JRs (haven't done it with DL but principle should be the same), especially if there are other reds around so that your targeting doesn't switch to the next red. I don't know why they don't have this button for the vertical targeting control. It's very annoying sometimes but I've learned to cope with it. Now guided weapons like DL and JR have another form of "lock" yeah it gets confusing but call it weapon lock if you want and the other one Target Lock. Anyway, once your weapon lock is locked on, you are able to move your reticule away a bit and then fire. This creates the arc flight pattern. On JRs, the range of motion is about...maybe 30 degrees if I had to guess. With DLs, it's like maybe 5-10 degrees max. Redsteal might know more. JRs are prone to hit cover if your target is right up beside it. This is new after Global launch. Not exactly a nerf, more like balancing or fixing of a glitch because JRs used to hit no matter what. Anyway when using JRs, try not to target reds that are right beside cover - even low cover, and certainly not beside high cover. The exception is if you are facing them directly and the low obstacle is directly between you two. Then, you can simply swivel a bit to either side and let fly. DLs are different in that the discs ALWAYS go directly at the centre of the target lock. Even if you swing side to side. This is good if your target is out in the open cause then swinging from side to side helps to get those side and back hits due to the large splash radius. But, if the target is behind cover, the discs will always hit the cover. So, you need to swing just enough to break the target lock, manually aim beside the red (like with Orkan and Tulumbas in War Robots) and fire. You're basically treating it like an Orkan or Tulumbas at that point. You can also aim at the wall behind them if they have one and let the splash hit them. I haven't done this purposely myself yet, but I've had it done to me. It's very useful for flushing out snipers in corner nooks because the corner now becomes their enemy rather than friend. Yeah, I learned this the hard way when a Panther killed me while I was in said nook. A couple of other things about the DL. It doesn't have nearly as much curve as the JR. So, don't try to hit things that are at a different elevation than you. Even on a gentle incline, you will miss all shots. Also, the range of the disc is far greater than the weapon lock. The weapon locks around 60m. But, you can actually use like a RPG and manually shoot at targets really far out. I'm not sure of the range but you can look that up in the game. This works really well early match if you see a gaggle of reds clumped together as they move out of spawn. This is a good write up on using DLs versus Javs. Could be worth a sticky. Mods?
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Post by Koalabear on May 20, 2022 7:18:22 GMT -5
I don't know if I can sticky just a post. But, maybe its time we did another weapons and tactics kind of thread?
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Post by S1E1 on May 23, 2022 15:38:42 GMT -5
I don't know if I can sticky just a post. But, maybe its time we did another weapons and tactics kind of thread? It is a good write up. Copying it into a dedicated guided weapons thread would be worthwhile IMHO. FYI, the max range on DLs is 120m if I remember correctly, although I am definitely getting splashed outside that range. Going up against guys with higher ranked Damage Radius implants is really an annoying part of this weapon.
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