johnny5
Destrier
Posts: 77
Karma: 35
Pilot name: Johnny5
Platform: Android
League: Gold
Server Region: North America
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Post by johnny5 on Apr 19, 2017 9:18:56 GMT -5
I guess I'm going to have to time it next time. I assume it's not a full clip, because they empty out before I hit them again.
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Post by frunobulax on Apr 20, 2017 9:58:28 GMT -5
Please note published specs Bullet spread is not available and depends on the speed of the target. Against Punishers, if you're in a quick robot (say Gary) and move perpendicular to the bullet path, you won't get significant damage from 300m or further away. And even if you're stationary, from 400m most bullets will miss anyway. There is some debate as from wich distance Punishers are effective, but you have to be close. For Molots, which I use (and face) more often, I can only guess that I can do a third of the advertised damage from 600-700m, less if the target is moving.
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Post by 0ppressor on Apr 20, 2017 10:10:50 GMT -5
I've actually been very happy with a recent experiment, Tulumbas and Punishers. The Punishers allow you to keep pressure on targets you wish to, and even have enough ammo to fire through the entire Tulumbas reload if you want/need it, while the Tulumbas give you the burst and 'peek-a-boo' advantage. Need an Ancile down before unloading those tulumbas? Punishers love that. Tulumbas left a sliver of health on your opponent? Punishers will eat it up.
Previously I was a quad Molot advocate, but the this Tulumbas Punisher experiment has me keeping my second Griffin this way thus far. Not trying to say that this is an 'end game' build, but that is working (for me) so far at all 7/7/7/7/7 in Silver 1 Android.
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Post by Russel on Apr 20, 2017 10:40:00 GMT -5
I find this info a bit outdated. And least for Punishers\Molots. And for Pin name, also =)
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Post by Russel on Apr 20, 2017 10:58:15 GMT -5
Diamond iOS, I have them both (pun intended) RBD Grinff (bot9, weapons8) Molot Griff (Bot7, level8)
Molot griff: Yamantau, Canyon: Molots are just killing it. By "it" I mean - everything. Enemy Gareth (Yes, the shielded one) running for our home beacon, those Trident Fury at enemy spawn, any guys camping on center... You name it. DeadCity\PowerPlant - meh. Only bring Molots if this is my last mech. Springfield\Shenzhen - you CAN do some damage, if you try... But not good.
RDB: Yamantau, Canyon - very good for shooting at center beacon. Not so good at other situations, need to jump away\hide all the time DeadCity\Powerplant - considerably good. Best use it to hide behind the building and "pop out" by jumping now and then Springfiled\Shenzhen - pretty good for the beginning of the game, when there is no flankers, and you can see many Galahads\Gareth.
Keep in mind that Molots go GREAT against the Ancile (utter death to any Carnage), doable against Gareth and do not use them against Galahad\Lancelot. Tulu\Pin are, au contraire, GREAT against Gareth\Galahad\Rhino\Lancelot, and do not use them against Ancile.
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CLU 1.1
Destrier
Posts: 61
Karma: 21
Pilot name: CLU 1.1
Platform: Android
Clan: Big Bots Club²
Server Region: North America
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Post by CLU 1.1 on Apr 20, 2017 11:30:27 GMT -5
Tulu\Pin are, au contraire, GREAT against Gareth\Galahad\Rhino\Lancelot, and do not use them against Ancile. I will use them against Anciles, depending on whether or not I have another viable target, the target itself (more effective against Carnage shields), whether I have good cover (jump attack helps), if the target is charging towards a beacon, if there are other approaching or attacking teammates (especially if they are not plasma equipped), etc. - it all depends upon the situation. If all you care about is raw damage, then yes, don't use them against Anciles...
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Post by Russel on Apr 20, 2017 13:43:52 GMT -5
Tulu\Pin are, au contraire, GREAT against Gareth\Galahad\Rhino\Lancelot, and do not use them against Ancile. I will use them against Anciles, depending on whether or not I have another viable target, the target itself (more effective against Carnage shields), whether I have good cover (jump attack helps), if the target is charging towards a beacon, if there are other approaching or attacking teammates (especially if they are not plasma equipped), etc. - it all depends upon the situation. If all you care about is raw damage, then yes, don't use them against Anciles... I don't care about damage at all, and that's why my average damage is ~300K in Diamond league. And I have a Cossack lvl9 with ECU in my hangar. But what I care much - is time, and by the time your RDB is reloaded (it will take exactly 18 seconds), Carnage will be fully healed. Let's run the numbers, say, level 9 all. Tulumbas: 15K*2 + Pins 7.7K*2 = 45.4K roughly single burst. Not every missile hit, but let's make situation ideal. Carnage ancile - 57K, 3% per second regeneration rate, +30K roughly regenerated in 18 seconds. So Carnage is at 57-45+30=42K shield by the time of your next full reload. And that makes you 15K damage in 18 second, totaling ~900 dps for the WHOLE BOT. Meanwhile, Zeus\Trident Carnage is 600M fire range, and if you are hitting his shield - you are, say, 530M. So he will hit you before you shoot him, and, with Zeus's 5 seconds reload, he will hit you again, and then uses rush and hit you again and again. Of course, you might say that Pin reloads faster, but you usually must fire and retreat, and keep your eye contact with Carnage at minimum; this would not be a point if you will be WALKING out (remember, jump reloads in 30 seconds) to shoot pathetic Pins and get two shots of Zeus meanwhile. So, shooting RDB at fully functional support or, god help, Thunder Carnage is just a waste of a shot. There are always a better target; like shielded Gareth, too fast for blue Leo to catch, and too strong for blue Stalker to intercept. Or Raijin, sitting at center beacon. Or Lancelot, waiting to be shot.
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