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Ugly In The Morning posted:I haven't really branched my skill choice out from sticky bomb/first aid. What else should I try? The numbers on turrets look really, really garbage. The shield is actually a decent option now, since the pistols have been generally buffed, threat generation redone, and the bugs fixed. Support station pairs really well in groups now, as the revive functions combined with better healing make it a good First Aid alternative. First Aid defibrilator mod got a significant cooldown reduction, so if you want to pick your buddies back up, it's a good one.
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# ¿ Oct 30, 2016 02:48 |
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# ¿ May 26, 2024 01:53 |
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Alchenar posted:No he's right, the effect of 1.4 is that you hit gear level 228 in no time, but actually getting the right set of gear with a good set of talents is a matter of grinding away. Doing all the other activities will get you swimming in set pieces, but for the most part, you'll have 2-3 good pieces of a set and be missing the 4th for the full set bonus, which is where the actual major gameplay change in a set comes from. Incursions in 1.4 are now weighted for specific item drops, so if you're looking for a set piece in a certain slot, do the Incursion that drops it a few times.
Before 1.4, Incursions were ludicrously difficult for the time invested and loot rewards; these days, the difficulty is no more than other activities. Post-patch, I've matchmade into decent enough groups that we were able to run a decent few runs playing completely suboptimally. In 1.3, running Clear Sky at Heroic meant cheesing Pulse/Smart Cover/Overheal shenanigans; I just ran 1.4 Heroic Clear Sky five times as a Riot Shield guy pulling the enemies towards me while the fuse runners did their thing. Falcon Lost in a group running around the zone with a chicken's head cut off worked somehow; wiped on the last wave in two runs, but the new checkpoints meant we only redid 3 waves instead of 15. The real moral of the story is the 1.4 Shield fixes are very nice and everyone with at least 100k Skill Power will have a fantastic time. 40 Proof Listerine fucked around with this message at 15:34 on Oct 31, 2016 |
# ¿ Oct 31, 2016 15:31 |
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Croccers posted:Where's my SMG Shield skill/talent? And for those that haven't tried it, you get the benefit of a guaranteed stagger with shield melee, PVE and PVP, so you can run crowd control on shotgunners. Haven't tried the Dark Zone shenanigans with the shield yet, but in a group working around it it may actually be viable. EDIT: They also seem to have fixed the protection arc on the shield, the thing soaks up Cleaner flamers (regular and heavy) wonderfully, so that's absolutely a thing for Dark Zone/HVTs
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# ¿ Oct 31, 2016 15:39 |
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Rick_Hunter posted:Keep in mind that abilities that revived players from a downed state now revive them from death. If you build your character to have have high skill power and haste you can theoretically help your allies stay up. Of course, if you're using the abilities that revive them often then there's something wrong with your group. 1) Use Defibrilator on First Aid (cools down significantly faster than Booster Shot / Overdose; you get less self healing, but allies get far more healing) 2) Swap a Stamina part for Electronics - You'll still be in the ballpark of 300k toughness, but cooldowns are around ~30s per skill at 100k skillpower, ~25s at 120k skillpower. 3) Run Determined / Coolheaded in a free slot (or use a lower tier pistol with Coolheaded - 204 requires ~3100 electronics). 4) Do Support Station instead of First Aid - it doesn't recharge any faster in your setup, but it'll last long enough to get you through most of the encounter. Galewolf posted:-I really like pistols, revolvers to be exact. Is it possible to use a pistol and still play the game (I don't mind if it will be a support role or whatever, just like my pistols yo). All videos I watched about the game is like people hosing mobs with belt fed LMG's or SMG's. Even if pistols are not a thing I'd like to experiment with rifles or sniper rifles. Pistol-wise, there's a family of .357 magnum revolvers, which have very high burst damage potential, but it is a chaotic game and you will reload frequently. Semi-automatic pistols can be modded out extensively - the pistols are well-balanced post-patch and you can pick between damage and rate of fire to taste. I'm using a modded 1911 and it's doing a solid 100,000 damage per headshot as fast as I can click at 300 RPM, compared to automatic rifles doing 50k-70k and a M60 doing ~80-100k. It's trading raw DPS for infinite ammo (pistols have an infinite reserve). When combined with the Riot Shield though, you get incredible protection, which is a much better tradeoff for that DPS drop. The riot shield mentioned works swimmingly at World Tier 4 (the highest endgame difficulty) and is great in a support role, since it makes you a big threat beacon that influences enemies to shoot you and not your teammates. You can use a second skill with the shield, which helps even better. Riot Shield / Health Support Station heals everyone in a big radius and can prevent status effects / automatically revive folks, while Riot Shield / Seeker Mine or Shield / Turret lets you drop crowd control that rolls to the enemies while keeping your shield up. Reviving folks with the shield up also prevents you from getting shot, so you can act as a frontline medic. The shield itself can be modded to pulse enemies for your team, make you shoot your pistol harder, or even heal yourself as the shield gets shot, which is incredibly useful. I've been deriving more joy than I should dragging pubbies across the finish line with the Shield in Dragon's Nest and Clear Sky, and not getting killed by incursion enemies while killing them almost as fast, clear times are pretty solid.
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# ¿ Nov 6, 2016 21:47 |
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For those who haven't checked the Special Weapons Vendor this week, there's an Omega Rifle Suppressor for 500k that has 16% headshot damage, goes great with just about everything, unless you want more threat, which I do on half my guns.Capn Beeb posted:Does a Vigorous chest pieces' thing where healing grants Overheal get procced by heal on kill?
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# ¿ Nov 7, 2016 05:32 |
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Underground Riot Shield trip report:
Overall, Underground shielding is incredibly safe as long as you take it methodically. The new SMG set will make for an interesting twist on the formula. One of the changes in 1.5 is that enemies will be doing 10% more damage to the shield, so that's going to be a thing. But hey, Rhinos and burst pistols.
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# ¿ Nov 8, 2016 04:03 |
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The Locator posted:At what level do I need to start paying attention to the talent on gear/weapons? I am only level 12, and so far I have been trying to get stamina and weapon, with the emphasis on stamina, while also trying to get the most armor. On weapons I've been just going with the biggest damage number. It's still the same principle at 30 when Gear Score is introduced - if you have a gear score 163 gun, then having gear score 163 gear and gear mods will let you easily activate the talent. The numbers scale up and down across the levels, but the pattern follows like this: Perfectly rolled, you have a little under 12 gear slots worth of stats - Holster counts as 3 (1 of each stat), your 5 gear mods together count as ~1, Vest/Gloves/Mask/Backpack/Kneepads make the other 5 up, you get 1.5 slots from leveling up (535 per stat) and the freebie stats on gear add up to another ~1.5 in all stats at a given gear score. At Gear Score 229, a pretty much perfect roll in a gear slot is ~1000 in a stat, while an average roll is ~950 in a stat. No time to grind? You'll be okay - full average rolls is only a ~0.5 slot difference from near-perfect. Moderate unlock talents require ~3.25 slots of stat (e.g. 229 Deadly at 3098 Firearms) Tough unlock talents require ~4 slots in a stat (e.g. 229 Brutal at 3873 Firearms) So this would be your Holster, Moderate Hybrid talents tend to require two moderate unlocks (e.g. Coolheaded at 3098 Firearms / 3098 Electronics) for 6.5 slots total. Tough Hybrid Talents require one tough unlock and one moderate (e.g. Vicious at 3098 Firearms / 3873 Stamina) for 7.75 slots total. Specialized Hybrid talents require an easy ~2.5 slots in one stat and a tough (4) stat in another (e.g. Responsive at 3874 firearms / 2374 Stamina) for 6.5 slots. Hybrid Hybrid talents (e.g. Meticulous at 3099 Stamina / 2374 Firearms / 2374 Electronics) have a moderate unlock and two easys for ~7.25 - going to take up part of your build, but easily doable with a few mods shuffled around. And then there's Fierce, which has three moderate requirements (3099 Firearms / 3099 Stamina / 3099 Electronics) for 9.25 slots total, which The short version: Holster + Freebies gives you a base of 2 in each stat to work with, with 5 pieces + gear mods to close the gap for the build you want. Think of your build as how you mix the six remaining slots up. You want a tough Firearms talent (e.g. Brutal)? Wear two firearms pieces to reach the 4-piece threshold. Want Fierce? Wear one Electronics piece and salt the rest of your gear to taste. Well-Rounded? 2.25 Firearms / 2.5 Stamina / 1.5 Electronics. (~105k SP base) Mister AlphaBridge? 2/2/2 (~120k SP base) Turbo Skillpower? 3 Electronics, 1 Firearms, 2 Stamina. (~150k base, ~180 with SP rolls on BP/Mask, ~200 with gear mods) "Streamer" DPS? 3 Firearms, 3 Stamina, or 2 Firearms / 4 Stamina if really tanking it up. (~70k SP base, this is practically the "base stats" on the skills panel, don't do this your cooldowns will be 60s)
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# ¿ Nov 15, 2016 05:16 |
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cubicle gangster posted:I just got this and I'm not sure if I'm playing it right. I'm level 4 trying to do the rescue dr kandel mission and I'm finding the part where you make your way across the court near impossible. If I stay back and try and pick away behind cover I can't hit anyone, and when I do it does fuckall damage - if I try and get close I get flanked immediately and die in a couple of hits. If you're stuck making advances or having trouble with the cover layout, try giving the riot shield a spin. It's essentially a second, much bigger health bar, and it being portable cover gives you a big boost in advancing across open arenas like the court in Madison. If you use the shield and go into cover, it remembers you have the shield when you leave that cover, and while you are in cover you can use your normal weapons. If at any point you don't feel like you are doing enough damage, check to make sure your weapons are at your level. Even a one or two level difference makes a large impact, since the damage scales exponentially, not linearly. If you need a weapon upgrade, craft one or buy one from a vendor - an at-level green will do more damage than a blue three to four levels lower. Conversely, if you do have a blue gun, those can last you longer than expected. Raged posted:What is a good base DPS for weapons at 229? Short version is any full auto combination at 200k DPS is more than plenty to be comfortable in Tier 4 content. Reload speed mods, since they've been buffed, also significantly impact DPS while not necessarily improving per-bullet performance. Per-bullet performance is a better indicator of how the guns compare. I'm not super optimized, and on balanced loadouts (2/2/1 firearms/stamina/electronics splits) I tend to get 35k headshots/50k HS crits with SMGs, 45k HS/65-70k HS crits with assault rifles, 60-70K headshots / 100k crits on slower LMGs, 300k HS/ 500k HS crits with bolt-action DMRs, and about half that with semi-autos. Pistols with Decisive gloves clock in at 50k headshots for big magazine pistols, 100k headshots base with 1911s and higher. 40 Proof Listerine fucked around with this message at 07:56 on Nov 20, 2016 |
# ¿ Nov 20, 2016 07:47 |
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hey welcome to the show! posted:I'm the most unlucky bastard in survival... Conversely, if you have all the firearms parts but few tools, the turret is a pro buy for 3 blue gun parts / 1 blue tool.
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# ¿ Nov 24, 2016 20:44 |
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I've been farting around with the stupidest build - Tactician's + Coolheaded 93R + Heal Shield + BFB. 4 Electronics pieces, 1 Stamina, Firearms mods to get 3800 to trigger Coolheaded. It's kind of impressive for brawling, as you can get close enough to chain the Coolheaded procs to have a near-instant recharge, and with no optimization (207k SP base, no Sticky damage performance mods) it's a 500k blast a decent amount of Tac stacks (30+, get two folks in blast). It's only 305k toughness, but the shield has stupid HP (currently rocking +Health +Shield DMG Reduction performance mods) I was using it to solo the DZ decently, and it has the bonus of popping rogue agents easily. It's terrible against certain long-distance scenarios, since you can't hit squat with the 93R, but it's a hilarious change of pace from AlphaBridging.
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# ¿ Dec 3, 2016 05:22 |
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poptart_fairy posted:So, smart use of Riot Shield has broken my reliance on the healing ability, and I can rely on medkits and positioning without hammering the L1 button to get through combat. I'm trying t think of a secondary skill though - my min/maxer side is telling me to stick with Pulse so I get around the SMG's lack of crit in shield mode, but that seems a bit cheesy. BFB is kind of hilarious but even with 135k skill power the recharge lets it down (even if "erase a combat encounter every minute" is hard to argue with...). Run Precision as a talent and you'll get around needing Pulse for that bit of crit with the Shield up.
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# ¿ Dec 3, 2016 19:16 |
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Pierson posted:Does that mean how much damage your sidearm/SMG does when you have the shield equipped? On the flip side, if you gear for shield damage resilience, you can get 26%, which will stack with Booster Shot handily. I don't know if shooting Smart Cover onto Riot Shields still works, though. A 50S RAYGUN posted:i ran a bunch of underground last night with some friends You may want to shift some of that stamina to electronics so you can use crowd control skills more frequently. If you're using First Aid, consider using defibrilator, both for the lowered cooldown and the ability to pick up friends. If using Pulse and you aren't invested in Electronics, have another guy be the Pulse guy. If the electronics guy only has 160-180k electronics, have him use the Recon Pack instead of Tac Pulse for the greater uptime. Bring a bunch of Survivor links. Challenging Incursions are doable if you can easily do Challenging missions / Underground; Heroic Incursions require a bit more optimization on the teamwork and damage output. Pro tip for any Firecrest users on Dragon's Nest - you can throw a fire turret on top of the fire truck. The flamethrower will focus on the turret, your turret will burn just about the entirety of both sides of the room, and it works swimmingly. 40 Proof Listerine fucked around with this message at 23:04 on Dec 3, 2016 |
# ¿ Dec 3, 2016 23:00 |
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Kommando posted:What does skill power actually do? It's for 1.5 launch, so it doesn't have the cooldown tweaks (e.g. Recon Pulse v. Tactical Pulse) but the skill power curve is generally the same. The major benefit of Skill Power is in cooldown reduction - it's the difference between waiting for 45s for your Overdose to come back or getting it back in 20 seconds, which is double the dosage. It also makes your skills actually do damage and your buffs actually be worth the slot. Comparing a baby 80k skill power Tactical Scanner giving 13% crit for 20s on a 50s cooldown versus a 260k Tactician's / Reclaimer Performance modded Pulse at 34% crit for 20s on a 16s cooldown, it's far better to have the first guy just run a gas mine. Even with just one Electronics piece, it's a huge quality of life upgrade having your heals actually work for multiple bars of health or being able to get 33% more heals out overall just with 20-40k more Skill Power. Wamdoodle posted:Re: Shotguns It's also a good AlphaBridge combo; you would want to run +reload speed on the tube-fed shotguns and maybe include Swift in your weapon talents, but AlphaBridge shotguns are fairly beefy.
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# ¿ Dec 8, 2016 02:47 |
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Damegane posted:I got a pair of Skulls MC gloves with electronics and shotgun damage on it. Which should I reroll away? I do like shotties, but I prefer to bring a bunch of different weapons when I go without sets. If it's a high electronics roll, if you're missing crit or crit damage that may be a good choice for the shotgun damage, or damage to elites.
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# ¿ Dec 14, 2016 05:53 |
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Rick_Hunter posted:Why would you want that scope? It doesn't get headshot damage above 6%.
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# ¿ Dec 24, 2016 03:49 |
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Thronde posted:What's this about Shield Damage mods not doing anything? Because my Assault Shield damage modifier is up to 35% from 20% with 4 mods. Guess it's time to mess around with my mods and do some
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# ¿ Dec 26, 2016 18:42 |
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poptart_fairy posted:Can someone explain to me, a big stupid doodoo head, why a lot of people running D3-FENC build for critical hit damage? A lot of these threads and talks just dump their builds and attributes into a list without really explaining it. Does the headshot pulse ability negate the crit penalty from the set bonus, or what? Rick_Hunter posted:With the only abilities giving you crit chance being base pulse and savage, you're looking at a 14.70% crit chance with no buffs and while it's possible to stack crit damage with mods - about 72% - it's something I wouldn't gamble on. I'd make sure that your other mods had headshot damage to increase your dps and stability/accuracy to stay on target.
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# ¿ Jan 1, 2017 04:20 |
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Cling-Wrap Condom posted:How the gently caress do you do the stupid lovely raid with the crashed osprey and the constant mortar spam. gently caress. oh ym god. im going to scream.
40 Proof Listerine fucked around with this message at 08:01 on Jan 3, 2017 |
# ¿ Jan 3, 2017 02:27 |
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Roman posted:For not being really organized, we weren't doing THAT bad, but that last wave... does it actually end or do they keep respawning forever? Clustering on the left side used to work because the geometry would tank the mortar shots - no more. Same with the trench in the middle - trench is awful since there's no cover and waves take forever to come down stairs. A pretty reliable way of doing it is to hang on the back right of the arena - one guy up front on the L-shaped portion, two near the back, and the 4th guy in the middle / middle back down low - works great if the 4th guy has a shield build and can draw aggro even better. This setup lets the point guy on right and point guy down low run up both sides of the arena when it's time to hit the turret switches for the bomb.
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# ¿ Jan 6, 2017 03:00 |
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Lima posted:Got a bit tired of his "this beats AB meta fosho" line which comes up in nearly all videos, esp in the Reclaimer vid where it's debatable at best AlphaBridge: +45% damage (3 damage talents + 5% on 3-piece) or +30% damage / quality of life talent (e.g. Self-Preserved, Accurate, Stable, Meticulous) Compare to: FireCrest: 15% damage to on fire targets, 50% DMG/range on turret (loses on raw damage, wins on massive crowd control / Exotic damage) Lone Star: Free Reload on switch, 8% LMG / Shotgun damage (free reload lets you take +reload speed parts and convert to +crit / crit dmg, which is a nice bit of extra damage. 1.5s reload (time to switch) isn't quite +100% reload speed, but it's roughly analogous to 50% more DPS) Predator's: +50% damage on bleed, 8% AR/SMG damage, +10% reload speed (reload speed is always welcome) Striker's: +100% conditional damage, 10% armor damage, 20% stability (assuming keeping 50 stacks up, that's +60% damage) Sentry: +15% damage for team (so equivalent to +60% damage from one guy), +10% damage to elites, +30% accuracy (so +25% damage for yourself) Tougher to Quantify: D3-FNC: SMG stats will be about 60% raw DPS of an AB build due to no crit, but you have a sweet Ballistic Shield. Tactician's: Everyone loves the skill power guy. +40% skill power past what any other build can do is a whole lotta power. Reclaimer's: Water is a +20% buff to the team with 75% uptime, so it's a similar class to Sentry. Soda's a great team buff too. DeadEYE: Crunching numbers is super wonky and I'm not even going to try. Not-Damage Sets: Hunter's Faith: +10% headshot damage is nice, but the armor benefit is tough to measure (never actually seen anyone use it in the wild). Nomad: It's a 1-UP Final Measure: Not exploding from one grenade at a time is like a 1-UP Banshee: +10% damage, +10% additional damage v. rogue / non rogue; Any of the sets that are damage focused give a similar or better return on investment with the bonus of better crowd control. AlphaBridge has all its damage up front and about 10-20% more raw damage (e.g., 45% AB v. 25% Sentry), but you lose weapon variety and you miss out on quality of life.
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# ¿ Jan 10, 2017 02:36 |
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Rick_Hunter posted:Well, here's a tip then: Don't head towards the Office Hideout (The bank UDBG bank south of DZ 04 East extract). Those 3 LMB will gently caress you right up. The agent basically 5 shot my ballistic shield. Everyone's been praising the Custom M44, but I think a really underrated contender is crafting a high end SASG-12. The stagger on that thing is perfect for being able to get some crowd control for friends - good aim an an extended mag is a reliable way to put down said First Wave agent or a hunter at lower risk, especially if they're already on top of you.
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# ¿ Jan 16, 2017 22:27 |
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hug a mexican posted:shield guys leave their backpack exposed to your right so you could still wreck them at range!! well, semi-range. just shooting the backpack from the front in general sometimes counts as a weak spot hit, and sometimes doesn't The rub of course, is that the red box is still tiny and it's even more difficult to hit when you can't see it. At a certain point you hit the sunk cost fallacy and should have just shot them in the face, but I still go for it every time.
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# ¿ Jan 26, 2017 02:53 |
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PTS Last Stand is pretty interesting - the loot's good for the time invested, and the stat normalization means that you can throw on a bunch of previously useless gear with the right talents but terrible stat rolls and still have a purpose. I am trying my darnedest to make a Lone Star triumvirate of the Showstopper / Medved / SASG work, and it seems to be hilarious when paired with a shock/fire turret, but it's still pretty tough dealing with roving gangs of Lightweight M4s on a bad server. Psion posted:Just from hearing about it, it really sounds like #2
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# ¿ Feb 4, 2017 03:08 |
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Back Hack posted:Man, I hate how SMGs and Shotguns suck so much, they're my favorite weapons to use. They could really use some loving. Savage (7%) + Glove CHC Roll (6%) + Mask CHC Roll (4%) + CHC minor rolls on magazine/scope/barrel (3%+3%+3%) + SMG Innate (22%) is 48% crit chance out of the 60% cap before you even factor Pulse in. 160k SP on the 1.6 PTS is about 20% CHC base on Recon Pulse, a little less on Conceal and a bit more on Tac, but with performance mods you get an extra +8%. This is before talents and assuming average rolls - It'll be stupid easy to cap out the crits and you can ignore Pulse entirely / use Conceal Pulse. Mod-wise it'll probably be preferable to use Extended Mags / CHD scope / Loud Vent Brake / CHD grip combo. Shotguns won't get as much love, but the exotics are solid and in PVP they have extra stagger, so that's something going for them. I was using Medved / SASG combos on the PTS in Last Stand reliably, so there's that.
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# ¿ Feb 14, 2017 06:24 |
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Dr. Mantis Toboggan posted:I checked out this video recently: https://www.youtube.com/watch?v=AR6cwuuFFSI One thing is that the additional CHC means you don't have to use CHC performance mods and can swap out for CHD mods or mods for another skill. Another interesting find for PVP purposes is that due to the armor changes, Destructive has less overall PVP damage contribution than a flat 10% damage talent like Competent or Responsive. Does Precision still override Concealed status? A lot of the parity in the CHD v. CHC SMG calculation comes from Pulse - taking Pulse out puts the CHC SMG out front by a pretty wide margin.
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# ¿ Feb 14, 2017 10:21 |
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jerichojx posted:That's mean and retarded at the same time
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# ¿ Feb 16, 2017 02:56 |
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Rick_Hunter posted:I so want the MG5 to be a good LMG but as everyone else says right now it sucks balls compared to the meta guns. It's more accurate, stable, and has a higher RoF compared to the RPK but has lower damage and a glacial reload on par with the M60 and M249. For an additional ~15 rounds in your magazine you too can suffer a 5.5 second reload on sub par LMG...or trade those 15 rounds for RPK and benefit from some of the best hipfire accuracy in the game, decent damage, and a modest 2 second reload.
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# ¿ Feb 17, 2017 02:27 |
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HiriseSoftware posted:In my experience the trench hasn't protected me from the mortars, do you have to stand underneath the little grated walkway? I'll try Lexington though. Falcon Lost is still fun as you go through it and the LMB on the comms get more desperate. Plus the music! The mortar in Falcon Lost targets the guy closest to the APC, which means you can bait it as long as the whole group isn't huddling on top of each other. This is more difficult in the trench since it's horizontal compared to the APC, so it's a tossup where it's going to land. I'm not a fan of the trench since the waves take twice as long due to waiting for folks to filter down there - the fastest, cleanest way I've run it in 1.5 has been on the right side - great lines of sight, plenty of cover, and 2 levels (if folks are on the top level, drop down to bottom level, and vice versa). If you have a Nimble holster, it's worth its weight in gold in Falcon Lost - you're constantly bouncing from cover to cover in the process of dodging adds and mortars. Nimble's going to be even more valuable in 1.6 for low skillpower builds, since First Aid's getting a nerf and health pools are getting bigger overall.
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# ¿ Feb 25, 2017 02:40 |
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I can't stop buying the Loud Vent Brakes at the birdcoin vendor for all my SMGs - 18% CHD, 6% HSD, 3% CHC for 200 coins a pop is a great deal. Goes great with the Hildr/Eir combo.
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# ¿ Mar 4, 2017 07:45 |
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GET MY BELT SON posted:So i finally got a MDR to drop and it has capable and talented
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# ¿ Mar 12, 2017 01:24 |
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Roman posted:anyway, can the Showstopper be any good with Striker? I've got Responsive/Accurate on one I'm running the Showstopper with an all-HE Skulls MC build, and it's really solid in Legendary missions in blind-fire - stops swarms of shotgunners in Warrengate in their tracks. Speaking of Legendary missions, a group I was with the other night had a really great tactic for the assault on Napalm Production Factory - starting out at the top of the third floor of the scaffolding right by where the enemies are streaming out from. When the giant swarm of shotgun scouts come out, the AI gets a bit confused and tries to flank three floors down, which allows enough time to safely burn them down. Once the initial swarm is dealt with and the First Wave agents start coming out with the grenadier / shield heavy combo, that's a good time to get down to ground level and slowly fall back while popping weak points, but that top spot is a great initiation point.
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# ¿ Mar 12, 2017 07:17 |
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Roller derby disco gas seekers is another good pulse replacement if you're carrying a bunch of folks who think that 90k SP Tac Pulses are a good idea and didn't bring any crowd control.Psion posted:If you're expecting to be the one person carrying a team of randos, IMO bring pulse/defib shot TA. You'll be a lot more flexible than trying to corral downed players into your station radius, even with the boosted radius from Reclaimer. Your pulse will give everyone huge damage increases and your defib can be fired to revive or overheal someone in a much larger area than a station. Another major stress reduction is to have a guy with a strong turret (be it FireCrest, Tactician's, or whatever) throw his turret physically on top of the fire truck (in grid #8, per Psion's example). The flamethrower will aggro on the turret, the turret will pull mobs to it, and the turret will eat flames with style since the flamethrower does really small damage for some reason. You can drop it either on the left or right front corner of the truck with a hefty verticle arc; if the adds are getting in the way of a good drop, put it on top of one of the boxes as far up as you can. This will let you get more aggressive running in grid 7/8/9 for the later phases when the switches are closer to the truck.
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# ¿ Mar 19, 2017 01:35 |
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IM DAY DAY IRL posted:you know, despite the fact that chasing exotics is basically the game for me right now I can not bring myself to poopsock missions for the weekly. I'd legitimately prefer to cycle sub-1k point survival runs over more lex repeats.
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# ¿ Mar 25, 2017 22:09 |
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Mr. Neutron posted:Is this game supposed to be so difficult or am I doing something wrong? Level 27 now and I basically die every fight with the purple or gold elites. How the hell am I supposed to take on 3 of them at the same time when I'm dead the moment I poke out of cover? In addition to Alteisen's tip on hitting up world bosses, feel free to flex that recalibration station on on-level gear - it's a fraction of the cost of buying an equivalent. You'll want at least blues, but at 27 you can find purples around the world (such as from the World Bosses). You'll want a couple pieces of gear with health rolled on it (see vest/kneepads/backpack/holster) and having a couple of those pieces be stamina will also help get your health in a good spot. Once you're up to date stats-wise, the next thing would be working a form of crowd control into your skills. Gas seeker mine, flashbang sticky, any turret, any Ballistic Shield are all ways to distract / pull aggro / get crowd control going. If the enemies are blinded/on fire, they're not shooting you. The Ballistic Shield and a good pistol will pretty much get you to 30 and beyond if you don't mind taking missions slower and more deliberately. A good general combat tip is to blind-fire to suppress enemies, then pop out for better cover. Also blind-fire on advancing enemies (like LMB shotgunners). You're more accurate in blind fire than you'd expect, so you can burn down folks from much better cover than you would trying to use soft cover.
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# ¿ Mar 27, 2017 02:23 |
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Thronde posted:Why exactly are medkits getting buffed? I've never thought they didn't do enough. I dunno though, know I'm not complaining. Edit: Reddit has bad information and I shouldn't trust it, thanks insert name here. The important thing is that the buff to medkits is to bump the burst heal up to 40%, apparently. This, combined with Adrenaline being changed to make medkits have 0% burst and entirely heal over time (but not stop when shot) meant burst healing was reduced significantly. Since most people slammed a medkit in the middle of being shot, the change was a nerf in practice. The details of how much they're increasing the actual heal amount haven't been revealed yet. 40 Proof Listerine fucked around with this message at 04:24 on Mar 31, 2017 |
# ¿ Mar 30, 2017 00:50 |
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Mr. Kurtz posted:On another note, is there a good SMG to use with the D3 riot shield set? It doesn't seem like a great set but the idea of running around with a shield seems like fun. MP7: High ROF, high accuracy, low magazine. SMG-9: Better handling than MP5, but worse damage due to no underbarrel. MP5: Well-rounded - higher ROF than AUG, less damage. AUG: Well-rounded damage / great stability, smaller mags. Vector: Bad accuracy, higher ROF / less damage than AUG (7% ROF gain for 4% damage loss) PP-19: Large magazines, guaranteed Hurried, terrible accuracy, bad damage due to no underbarrel. T821: Fat magazines and damage, but the slowest ROF. UMP-45: Highest damage per bullet, but bad accuracy and mag size. Converted USC has an extra 50 RPM to make up for smaller mag size. Ambusher plays well with shield.
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# ¿ Apr 11, 2017 08:18 |
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MREBoy posted:So the game decided to give me an Urban MDR tonight from a pubbie Hudson run. 49.somethingk damage, Responsive/Deadly. What exactly do I do with this thing ? Does Deadeye work with it ? You can also do the classic Striker "build stacks with SASG then switch" combo, and the extra stability is nice. 40 Proof Listerine fucked around with this message at 05:51 on Apr 16, 2017 |
# ¿ Apr 16, 2017 05:48 |
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NerdyMcNerdNerd posted:What kind of gear do I want when I'm screwing around in PvP? I'm talking rogue or Last Stand. Stand is dumb as hell but it can be kind of fun sometimes. In terms of builds, the current archetypes are either: A) Firearms-heavy (7000-9000 Firearms, rest in Electronics, possibly one piece in Stamina to unlock talents) B) Balanced (~5000 in each stat, flexible talent choices) C) Electronics-heavy (6000-9000 Electronics, rest in Firearms, stack Skill Haste) Sets by difficulty levels in gearing: 1) "A child can do this" - DeadEYE, Striker's, Skulls MC Gloves/HEs 2) "Some Thought Required, Works as Labeled" - Tactician's, Sentry's, D3-FNC5, AlphaBridge 3) "More Thought Required" - Reclaimer, FireCrest, Banshee's Shadow 4) "Know Your Audience" - Final Measure, Nomad, Lone Star, Predator's Mark, Hunter's Faith Sets in tier 1 are easy - get as many firearms pieces as you can, then get as much health/CHC/CHD as you feel comfortable with. If you feel more confident in your ability to stick and move, you can swap out a few health rolls for stability/reload speed/exotic damage resist to taste. Tier 2 sets are straightforward - get a bunch of pieces that match what you're trying to do for a firearms or electronics archetype, then play to your set's strength. If you have a Bliss holster, you can do a really funny Sentry's build with the Ballistic Shield, but Sentry's still works great with shotguns. Tier 3 sets are more gimmicky and rely on stationary assets / specific conditions to hit their peak, but when they're active, they're really good. Banshee's works great in the DZ as a 4-piece, but lots of people run it in Last Stand as a 3-piece with either 3-piece Lone Star, Striker's, or Predator's Mark for the extra 8% damage to go with the 10% out of cover bonus. FireCrest is really good at area denial and can be run as any of the stat archetypes. Since PVP has a ton of burst damage going on, Tier 4 sets aren't going to win you firefights straight up. They're much better at sustained running firefights, which means you'll outlast if you can stay mobile and at mid range, but trading with a Striker's LVOA-C guy is going to get you melted. I run these as balanced builds, leaning towards 6000 electronics, and use a combination of overheals, conceal pulses, and disrupt sticky bombs with grenades to win fights against pure DPS cannons. My current setups: Nomad - Rapid chest, 250k SP, Overdose First Aid / Conceal Puse, Savage Gloves (plan to switch to Shortbows). Talents: Adrenaline / Critical Save / On the Move / One is None; eat canned food before each fight. Final Measure - Bliss Holster, Vigorous Chest, Defib First Aid / Heal Shield, 250k SP, Tactical 1911, (can also run immunity station, Ferro's mask, or conceal pulse) Talents: On the Move / Battle Buddy / Precision / One is None Lone Star 1 - Vigorous Chest, Savage Gloves, 200k SP, Saiga / Super 90 combo, Defib First Aid / Conceal Pulse combo Lone Star 2 - Specialized Backpack, 280k SP, Destructive/Commanding/Skilled MG5 / MK46 combo, Defib First Aid (clear landmarks, Tac Link all day) Predator's Mark - See Lone Star, substitute in AR/SMG of choice Hunter's Faith - Vigorous Chest, 170-200k SP, Conceal Smart Cover, Defib First Aid (Larae Barrett's Bullet-Proof Vest is a good option too), L86 / Pakhan primary, SCAR-H/M1A/SVD secondary. Smart Cover damage resilience performance mods. Depending on your SP / skill haste setup, you can get down to 25s/30s cooldowns on a balanced build, which is often enough in a running fight. Also remember in Last Stand all your grenades / consumables respawn every death, so fling 'nades left and right, use explosive bullets liberally (esp. against DeadEYE users) and eat candy bars if you're getting chain stunned and don't want to burn a medkit. Edit: Forgot Hunter's Faith, it's actually a favorite for Incursions / Legendary modes, but a bit trickier in Last Stand. Great for mid-long distance engagement. 40 Proof Listerine fucked around with this message at 21:29 on Apr 24, 2017 |
# ¿ Apr 24, 2017 19:35 |
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NerdyMcNerdNerd posted:Thanks for that. It'll give me some food for thought going forward. I've got the Bliss Holster and MC Gloves, but the only set I've put together so far ( that has actually useful stats ) is Nomad's. If you want to get really crunchy on the numbers, check out http://www.divisionfieldguide.com. The layout's pretty awful, but the data's current as of 1.6 live and each weapon has a calculator on the page you can punch in your stats for and get damage ranges for. SkillUp made a downloadable DPS calculator available on Google Docs if you want to tomfool around offline. The very short version is that 1000 more firearms = ~10% more base damage. Going from 4000 firearms to 9000 firearms is about a 50% raw damage boost. That's pretty neat, but comes at a huge opportunity cost in skillpower. 7000 firearms is plenty for you to still feel useful as a primary DPS. My Skillpower shorthands: 1 Gear Piece = change of 1,000 of a stat (205 base, 1267 max) 4 Gear Mods = 1 Gear Piece Base World Tier 5 Electronics = 80,000 SP (no electronics rolls gives ~2,800 Electronics. This is terrible and will lead to 50-60s skill recharges.) 1,000 electronics = 30,000 SP 1 SP Gear Mod = 3,000 SP 1 Electronics Gear Mod = 8,000 SP Backpack Major = 12,000 SP Specialized Backpack Talent = 20,000 - 30,000 SP (1,000 Firearms / Stamina = 2,000 SP) So if you're looking for about 200k SP, having 3 electronics pieces, a few gear mods, and a backpack SP Major will do the trick. Getting to 250k would be 4 Electronics pieces and a Specialized backpack on top of that. Alternately, 3 electronics pieces + 2 firearms, with all electronics gear mods. Part of the other benefit of having a pretty decent SP on a balanced build (170k-260k) is that your base Pulse stat will be pretty beefy for skills that Pulse (shield, Smart Cover, Precision talent), at least 20%, with up to 8% more if you spring for performance mods. DPS builds that have 80k SP are lucky to break 9% crit chance on a base Pulse. Since crit hit chance cap is 60%, this means you don't actually have to run a dedicated Pulse / are just fine with Conceal Pulse. If you run an SMG (~20% CHC), you're guaranteed to hit 60% CHC without trying. 10% off weapon (all minor CHC rolls) 12-16% off gear (2-3 CHC rolls between mask/gloves/holster) 22-30% base Pulse = 45-50% CHC 16% - 58% weapon CHD 16% gloves 0-16% backpack/kneepads 30%-40% base pulse = 80%-130% CHD 40 Proof Listerine fucked around with this message at 23:39 on Apr 24, 2017 |
# ¿ Apr 24, 2017 21:16 |
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# ¿ May 26, 2024 01:53 |
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xxEightxx posted:Are there any viable lmg builds for end game pve? I can get my damage to a good spot but I end up being exposed for so long I end up getting shredded. Set-wise, they go great with Reclaimer (as mentioned by A Buff Gay Dude), but particularly well with Hunter's Faith - each bullet procs the team buff. I run it with a 5k/3k/7k split on stats with Smart Cover and Smart Cover durability mods, second skill you can salt to taste (refibrilator is always welcome). Your team will thank you extensively and you get bonus uptime with your LMG as a result of the damage reduction and stability. Lone Star LMG Tactical Link builds are fun for goofing when soloing missions or doing HVTs - get you two solid LMGs with Skilled and Commanding (I use an MG5 and a M249 variant), then you can have about 2/3 uptime on your Tactical Links blasting through waves, swapping LMGs as you empty them. MG5's better for burst, M249 has better sustain. This will only get better in the next patch, as Determined and Coolheaded are getting patched to reduce cooldowns on Signature skills in addition to regular skills, so you can get some serious cooldown reduction on a skill haste-focused Determined/Skilled LMG (7.5% any kill, 12.5% headshot kill).
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# ¿ Jul 4, 2017 01:49 |