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I found some positives about the Destroyer's Missle Launcher


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#101
Golvellius

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They triggers tech bursts.
You have to go rank 6 with the hydras.
The cobra is bugged or something because it always flies off crooked and hits a wall.
I do more damage with them in mission than the grenades because simply I run out off grenades while this things fire every 3 seconds.

#102
BjornDaDwarf

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ErrorTagUnknown wrote...

I just did a round, i saw the visual results of tech bursts, as well as my kill feed showing tech bursts. I wish i had a video but i'm on xbos and i don't have that equipment ... the rest of the team was a human adept and an asari juticar (the human adept never used shockwave that i can remember) so none triggered by those two.... and the last guy was a human soldier. i don't remember any concussive shots from him.... and at least i got them when he was downed too. i was being quite careful to look for the circumstances behind the tech burst, as it seemed to have very erratic causes (sometimes it would trigger them, sometimes not... couldn't make sense of why. it's either related to the amount of force, which rocket hits the target (of the three) or it's just random. So if it's one of the previous 2, cobra missiles would be better for the task.
I'm going to do another two rounds with this build... one more in the same circumstances but without disruptor ammo... just to see if that's equally effective.... and one more in gold with DAIII instead of II and see if it's viable there, and if i can see more tech bursts.


Golvellius wrote...

You have to go rank 6 with the hydras.


I admit that I tested with the more powerful single missile (to better set off Fire and Cryo Explosions), and not the Hydras.  I suppose given the buggy nature of some Evolutions in other skills, it's possible that taking Hydras could make it work.

That said, I'm still going to have to see it with my own eyes before I believe it.  Until now, every thread I had seen on this, and my own experience, pointed to them not setting off TBs.  Relix28 keeps a list of all known priming and detonating powers, and as far as I know has never been able to find that ML sets anything off. 

Oh, and @ErrorTagUnknown.  The HA's Warp can also set of TBs, as can an offensively specced Justicar's Bubble, and so can the regular HSold Frag Grenades.  That's the problem of trying to test stuff like this in a 4-person public match, too many priming and detonating powers to control for.

#103
ErrorTagUnknown

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BjornDaDwarf wrote...

ErrorTagUnknown wrote...

I just did a round, i saw the visual results of tech bursts, as well as my kill feed showing tech bursts. I wish i had a video but i'm on xbos and i don't have that equipment ... the rest of the team was a human adept and an asari juticar (the human adept never used shockwave that i can remember) so none triggered by those two.... and the last guy was a human soldier. i don't remember any concussive shots from him.... and at least i got them when he was downed too. i was being quite careful to look for the circumstances behind the tech burst, as it seemed to have very erratic causes (sometimes it would trigger them, sometimes not... couldn't make sense of why. it's either related to the amount of force, which rocket hits the target (of the three) or it's just random. So if it's one of the previous 2, cobra missiles would be better for the task.
I'm going to do another two rounds with this build... one more in the same circumstances but without disruptor ammo... just to see if that's equally effective.... and one more in gold with DAIII instead of II and see if it's viable there, and if i can see more tech bursts.




Golvellius wrote...

You have to go rank 6 with the hydras.


I admit that I tested with the more powerful single missile (to better set off Fire and Cryo Explosions), and not the Hydras.  I suppose given the buggy nature of some Evolutions in other skills, it's possible that taking Hydras could make it work.

That said, I'm still going to have to see it with my own eyes before I believe it.  Until now, every thread I had seen on this, and my own experience, pointed to them not setting off TBs.  Relix28 keeps a list of all known priming and detonating powers, and as far as I know has never been able to find that ML sets anything off. 

Oh, and @ErrorTagUnknown.  The HA's Warp can also set of TBs, as can an offensively specced Justicar's Bubble, and so can the regular HSold Frag Grenades.  That's the problem of trying to test stuff like this in a 4-person public match, too many priming and detonating powers to control for.


whoops.   put my text inside the quote.

indeed.  i'm sure there wasn't a bubble - but it's true, the frag,
concussive shot could have --- though the Hsol didn't seem to be using
either of them.   As for the warp - i hadn't thought about it, though
'tis true. 
Again, and i know you'd have to see it for yourself,
these were going off on targets only i had line of sight on (even beyond
warp hooking and whatnot)

Also - i intend to try it on a solo.... though it'll have to be silver as i haven't quite mastered solo gold....... silver's as high as i've been able to pull off (though i generally refuse to use consumables... which may contribute to that)...  I'm loathe to use consumable equipment in a solo mission... especially if it's just a test run, but in the interest of science i plan to in this case.   (didn't have a chance this morning - slept in, kids were awake right after i got up - so i had enough time for my test without ammo powers (and it was still quite an effective setup with falcon and hydra missiles)....  tonight or tomorrow morning i'll do a silver solo with disruptor ammo and see how it goes.   I wish i could video tape it.  ah well - you'll have to take my word for it.   Either that, or i could make it a point to try and get 10 kills with tech bursts and i can provide a screenshot showing 10 tech kills.  (tech bursts give you tech kills medal right?)

Modifié par ErrorTagUnknown, 12 août 2012 - 07:38 .


#104
IndigoVitare

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To compare it with another class... the Female Quarian Engineer's rocket spec Sentry Turret does all of those things, more damage, fires faster (unless the spec is chosen) and costs no shields.

I mean, even if you go back before the buff Rocket spec Sentry Turret would STILL be a better power. And this was considered the worst power on one of the worst classes in the game.

I don't think many people would disagree with me if I were to say that the Missile Launcher is the worst power in the game. Its only real competition is Pull, and that at least gets some use on Bronze.

#105
BjornDaDwarf

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ErrorTagUnknown wrote...

Also - i intend to try it on a solo.... though it'll have to be silver as i haven't quite mastered solo gold....... silver's as high as i've been able to pull off (though i generally refuse to use consumables... which may contribute to that)...  I'm loathe to use consumable equipment in a solo mission... especially if it's just a test run, but in the interest of science i plan to in this case.   (didn't have a chance this morning - slept in, kids were awake right after i got up - so i had enough time for my test without ammo powers (and it was still quite an effective setup with falcon and hydra missiles)....  tonight or tomorrow morning i'll do a silver solo with disruptor ammo and see how it goes.   I wish i could video tape it.  ah well - you'll have to take my word for it.   Either that, or i could make it a point to try and get 10 kills with tech bursts and i can provide a screenshot showing 10 tech kills.  (tech bursts give you tech kills medal right?)


I thought back to when I was testing, and remembered that I actually brought one other character with me, my wife running an Salararian Engineer with no Decoy, max ED and Inci.  That gave us the ability to prime TBs and FEs.  And we both brought in Cryo Ammo to prime those.  I did another round where I used Disruptor Ammo and they wouldn't set off with it either.  

IndigoVitare wrote...

To compare it with another class...
the Female Quarian Engineer's rocket spec Sentry Turret does all of
those things, more damage, fires faster (unless the spec is chosen) and
costs no shields.



Comparing turrets is actually a great example.  Each of the three turret/drone types provide unique bonuses, similar damage, are deployable anywhere on the field, and have no penalty other than a relatively short CD.

#106
ParatrooperSean

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IndigoVitare wrote...

To compare it with another class... the Female Quarian Engineer's rocket spec Sentry Turret does all of those things, more damage, fires faster (unless the spec is chosen) and costs no shields.

I mean, even if you go back before the buff Rocket spec Sentry Turret would STILL be a better power. And this was considered the worst power on one of the worst classes in the game.

I don't think many people would disagree with me if I were to say that the Missile Launcher is the worst power in the game. Its only real competition is Pull, and that at least gets some use on Bronze.


To put this in perspective, compare missile launchers to Geth Hunter Mode. Both decrease your shields by the same amount. Now loook at what you get in return.

Hunter Mode: Improved Damage, Rate of Fire, Accuracy, Speed, and the ability to see enemie through walls. Optional are Improved power recharge speeds and power damage.

Missile Launcher: Fizzle rockets.

Let's get real here...

Modifié par ParatrooperSean, 12 août 2012 - 08:04 .


#107
ErrorTagUnknown

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meh pull is a valid power. Valid for setting up BE... has some scattered other utility.

it's simple, strip shields, pull - detonate.

BEs aren't for killing one target, their main benefit is the AOE damage.... so it can be used to turn mobs into bombs.

True - other powers do this arguably better.

but i've used pull to (well... not great) effect in silver and even gold.

it's not a great power. but it's not utterly terrible. it has its uses.


as for missile launcher --- no, it's nowhere near as good as a lot of other powers.... but it's supplementary. The shield sacrifice is a bit much. But honestly? my build currently doesn't even max shields and they sit at, if i did my math right, 700 when the missile launcher and devastator mode are engaged.
Sure it's squishy - yes ADEPT squishy. But it simply adds another dynamic. the stagger effect keeps fire off of you, and as long as you play smart, use cover, and use a gun that kills quick enough (or staggers like the falcon) you're viable. in any difficulty at least up to gold.
i've done it.
Look - i'm well aware that the numbers make skipping it look like a no brainer... but i've built the guy both ways. and the missile launcher does NOT cripple the character. Not sure why / how.. maybe it's all the reasons people have listed on here... but you just have to play smart... use him as a damage dealer (or an AOE damager) rather than a tank soaking up fire... and he works just fine that way.

again, i'm not disputing the numbers, i'm speaking from my experience. I know there's a whole legion of much stronger players out there than i am, and probably - since they can more closely max out a characters capabilities - these benefits/shortcomings become much more pronounced... but there's a lot more players closer to my level of skill at this game than them.... and for those like us, some clases just click. we can just make them work much closer to their true potential than we can other classes, so they become very viable choices to us. it's about flexibility.... and the missile launcher - while it doesn't add much in the way of damage... and is kind of a wash as far as surviveability (because the shield hit isn't as bad as it sounds, and the missiles have defensive applications)... so it simply makes the character different. again, it turns him into less of a "wade out into the middle of everything guns and grenades blazing" character and more of a "stick to the background, keep line of sight, and rain down death" character. staggered enemies also make easy prey.... and the damage, when you actually see what it does to an enemies health and shields is better than what you think (at least better than what you would think after reading these forums.)

#108
ErrorTagUnknown

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i still dont' get why we are comparing other classes powers to this power?

it's clearly beaten in utility by a host of other powers....

The entire debate here should be its utility on its specific class.

and as for turrets - name one other -soldier- that gets one.

it's very complementary - just complementary to a totally different style of play than a no-ML spec would be.

Not saying it doesn't need a buff. not saying it's a "no brainer, you have to take this power" type thing.... just saying it has uses..... like many other powers, you have to design your playstyle around it.

#109
The fool you should have eaten

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Also with certain power evolutions and gear, I know that you can bring the penalty down to -20% for sure, but I only have shield gear III and at level V, it may be at -10% which is nothing at all. IF, you put at least one point into fitness.

#110
IndigoVitare

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ErrorTagUnknown wrote...

meh pull is a valid power. Valid for setting up BE... has some scattered other utility.

it's simple, strip shields, pull - detonate.

BEs aren't for killing one target, their main benefit is the AOE damage.... so it can be used to turn mobs into bombs.

True - other powers do this arguably better.

but i've used pull to (well... not great) effect in silver and even gold.

it's not a great power. but it's not utterly terrible. it has its uses.


as for missile launcher --- no, it's nowhere near as good as a lot of other powers.... but it's supplementary. The shield sacrifice is a bit much. But honestly? my build currently doesn't even max shields and they sit at, if i did my math right, 700 when the missile launcher and devastator mode are engaged.
Sure it's squishy - yes ADEPT squishy. But it simply adds another dynamic. the stagger effect keeps fire off of you, and as long as you play smart, use cover, and use a gun that kills quick enough (or staggers like the falcon) you're viable. in any difficulty at least up to gold.
i've done it.
Look - i'm well aware that the numbers make skipping it look like a no brainer... but i've built the guy both ways. and the missile launcher does NOT cripple the character. Not sure why / how.. maybe it's all the reasons people have listed on here... but you just have to play smart... use him as a damage dealer (or an AOE damager) rather than a tank soaking up fire... and he works just fine that way.


I never said Pull was useless, just that it was a candidate for worst power in the game. Which is true.

Missile Launcher may have some limited function, but if you compare it with any power that functions similarly (turrets, Hunter Mode) then you realise it's not merely bad, it's outmatched in virtually every single way. Even without the shield penalty it'd still be massively underpowered.

 Frankly, and you can disagree with this bit if you want, it IS my opinion, I wouldn't use it even if we could max out all abilities.

#111
BjornDaDwarf

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ErrorTagUnknown wrote...

i still dont' get why we are comparing other classes powers to this power?

it's clearly beaten in utility by a host of other powers....

The entire debate here should be its utility on its specific class.

and as for turrets - name one other -soldier- that gets one.


Well, why not compare it to other similar powers?   Powers that either serve a similar function (providing unattended damage), or a power that lowers the users shields.  It really is a shoulder mounted auto-fire turret.  That's the closest comparable power in the game to what it is.

I don't care if people use it, build your character however you want.  I just always try to help people make informed decisions about various powers.  

#112
ErrorTagUnknown

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oh it's fine. I'm not getting worked up over your opinions. I understand why you don't care for it. it definitely has its drawbacks, and the numbers make it seem like it's nothing but.

And the reason i wouldn't compare it to other similar powers is because the destroyer doesn't get the option of taking those similar powers. I think we should stick to opportunity cost.. and generally we're probably going to be talking about shields via fitness.... or class passives... maybe a few points out of grenades. it depends on how you want to set up your character. Comparing it to simple powers would be valid if we were arguing whether or not to play the class... but if arguing how to build the character, the fact that there are other powers that far outclass it is irrelevant.


and definitely - your opinions are informed and helpful. But there's another side. and obviously you're of the opinion that it's not a good option, and i'm of the opinion that it's not nearly that bad. It just seems to me like the message the forums sends out is "if you take the missile launcher you're a fool" and i'm saying that, while the numbers would seem to say that "the proof is in the pudding" and i've noticed, as long as i play the destroyer differently with the different builds... the missile launcher -for me- has been easily equally effective when compared to building the character without.

I think if the shield hit was 35% ... 15-20% with the evolution... it would be a simply fantastic option. But as it is it's just "different"... many people are very vocal in their opinion that it's terrible - i'm just trying to make my (seemingly minority opinion) heard (that it's effective, but changes the character completely) before he was a boss killer, now he's AOE crowd control, with the ability to take down bosses, or at least add some hurt, in a pinch.

#113
megabeast37215

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Pull is NOT in the discussion for worst power in the game anymore... it's currently the most powerful biotic primer in the game. There is NOTHING else in the game that gets +75% to BE... nothing. The Acolyte pistol also gave Pull a second lease on life. Before the buff AND the Acolyte... I'd of agreed.

As for comparing it to the Engineer pets and Hunter Mode... there are some good points there. However... I don't think comparing it to Hunter Mode is fair since it's one of the best powers in the game, and arguably overpowered.

The Engi Pets have to be recast however... and getting the FQE turret (a power I LOVE) into a good spot with suitable line of sight can be a bit tricky at times. The Combat Drone has to re-cast alot... which isn't really a bad thing for the Suicide Drone (since it's a bomb). The real advantage of the Missle Launcher over the Engi Pets is that you turn it on once and forget about it. It protects you and does mild damage.. allowing you to shoot away with reckless abandon. Also... Engi Pets block team mates fire and sometimes make 'invisible walls' after they die which players can't shoot through... those are significant negatives, ones that the ML doesn't have.

The Missle Launcher also makes the Destroyer one of the best characters for the 4-points objective, and for reviving team mates.

Just about every counter argument made is something akin to "Damage sucks, Shield Penalty is too much". Those things are true IMO... but that's not where the strengths lie. It's a utility power, a CONSISTENT stagger (who doesn't love a good stagger ability?), warns/protects from flankers, makes Phantoms much easier to kill... and CAN'T BE KILLED like the Engi Pets.

Also... I'm going to say this is ALL CAPS since this major major point seems to fall on deaf ears time after time.

YOU DON'T NEED A BUNCH OF SHIELDS IF YOU ARE USING RIGHT HAND ADVANTAGE! IF YOU ARE USING THE PPR OR THE TYPHOON YOU SHOULD BE USING RIGHT HAND ADVANTAGE ANYWAY! THE MISSLE LAUNCHER IS ON YOUR RIGHT SHOULDER SO IT WORKS AT THE SAME TIME!

If you don't know what Right Hand Advantage is (I didn't know until a few weeks ago) I'll explain here:
Go up to a doorway/corner that is on your left side, hide behind it without taking cover. You can stick your weapon reticle around the corner and shoot enemies while you are still behind the wall, which prevents you from being shot. If the enemies can't shoot you, but you can shoot them THEN YOU DON'T NEED SHIELDS!!!

Rant over : )

#114
megabeast37215

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Also... I recently respecced the Destroyer into a new build which I think I'll keep. It has the best of everything IMO.

Devastator Mode- 6
Missle Launcher - 6
Cluster Frags - 4
Weapon Passives - 6
Fitness - 4

With that build.. I can have my cake and eat it too.

#115
ParatrooperSean

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ErrorTagUnknown wrote...

oh it's fine. I'm not getting worked up over your opinions. I understand why you don't care for it. it definitely has its drawbacks, and the numbers make it seem like it's nothing but.

And the reason i wouldn't compare it to other similar powers is because the destroyer doesn't get the option of taking those similar powers. I think we should stick to opportunity cost.. and generally we're probably going to be talking about shields via fitness.... or class passives... maybe a few points out of grenades. it depends on how you want to set up your character. Comparing it to simple powers would be valid if we were arguing whether or not to play the class... but if arguing how to build the character, the fact that there are other powers that far outclass it is irrelevant.


and definitely - your opinions are informed and helpful. But there's another side. and obviously you're of the opinion that it's not a good option, and i'm of the opinion that it's not nearly that bad. It just seems to me like the message the forums sends out is "if you take the missile launcher you're a fool" and i'm saying that, while the numbers would seem to say that "the proof is in the pudding" and i've noticed, as long as i play the destroyer differently with the different builds... the missile launcher -for me- has been easily equally effective when compared to building the character without.

I think if the shield hit was 35% ... 15-20% with the evolution... it would be a simply fantastic option. But as it is it's just "different"... many people are very vocal in their opinion that it's terrible - i'm just trying to make my (seemingly minority opinion) heard (that it's effective, but changes the character completely) before he was a boss killer, now he's AOE crowd control, with the ability to take down bosses, or at least add some hurt, in a pinch.


Without testing, I would think the best way to take missiles is to take the +40% shields in the Devastor Mode tree, and instead of messing with fitness you spec completely out of Multi-Frag.

By choosing +40% shields you're only sacrificing 15% weapon damage, which in totality is minor. You still have a ton of weapons buffs, you have your missiles, and although you're not a tank you're also not so squishy.

On the downside you've removed the "tank" from a slow character who can't dodge, and you've removed what is arguably the best grenades in the game.

#116
ExpiredLifetime

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It sets off tech bursts. Knowing that, go into something with a demolisher and follow them around. Your missiles will set their Arc nade tech bursts off and destroy everything.

Plus the shield hit isn't that bad really, you will have the same amount of shields as nearly every other class that doesn't spec fitness.

#117
Untonic

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I wish it was more proactive, loved being able to automatically fire 2 missiles that flew epically around while you pulverize with a Typhoon or Revenant. Would be even cooler if they realized another Destroyer like character but he had like 4 missile launchers on his back and could just spam as an artillery. Now THAT would be a game-changing character.

The Missile launcher is awesome, jsut wish it was a little more versatile.

#118
HashimSharif

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to me it the rate of fire, you have 3 seconds or so , for the next shot

#119
Poulpor

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megabeast37215 wrote...

Also... I recently respecced the Destroyer into a new build which I think I'll keep. It has the best of everything IMO.

Devastator Mode- 6
Missle Launcher - 6
Cluster Frags - 4
Weapon Passives - 6
Fitness - 4

With that build.. I can have my cake and eat it too.


Thanks, i play a game with you today and i see you doing good with your destroyer. I have to respec one more time to add cluster frag.

Also i see you have Magazine Upgrade - Extended Barrel with Armor-Piercing Rounds , its better than my
Magazine Upgrade - Piercing Mod with Incendiary Rounds  ?

#120
Tallgeese_VII

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Another chance for Shoulder Missile Launcher ?
I think I`d rather keep my defense and frag grenades... and spam grenade as situation requires.

#121
megabeast37215

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Poulpor wrote...

Thanks, i play a game with you today and i see you doing good with your destroyer. I have to respec one more time to add cluster frag.

Also i see you have Magazine Upgrade - Extended Barrel with Armor-Piercing Rounds , its better than my
Magazine Upgrade - Piercing Mod with Incendiary Rounds  ?


Ohh hey... good to see you!

I like AP ammo the best on the PPR... but if not using it, I'll put on the setup you were using. They're both good.

#122
ErrorTagUnknown

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ParatrooperSean wrote...

ErrorTagUnknown wrote...

oh it's fine. I'm not getting worked up over your opinions. I understand why you don't care for it. it definitely has its drawbacks, and the numbers make it seem like it's nothing but.

And the reason i wouldn't compare it to other similar powers is because the destroyer doesn't get the option of taking those similar powers. I think we should stick to opportunity cost.. and generally we're probably going to be talking about shields via fitness.... or class passives... maybe a few points out of grenades. it depends on how you want to set up your character. Comparing it to simple powers would be valid if we were arguing whether or not to play the class... but if arguing how to build the character, the fact that there are other powers that far outclass it is irrelevant.


and definitely - your opinions are informed and helpful. But there's another side. and obviously you're of the opinion that it's not a good option, and i'm of the opinion that it's not nearly that bad. It just seems to me like the message the forums sends out is "if you take the missile launcher you're a fool" and i'm saying that, while the numbers would seem to say that "the proof is in the pudding" and i've noticed, as long as i play the destroyer differently with the different builds... the missile launcher -for me- has been easily equally effective when compared to building the character without.

I think if the shield hit was 35% ... 15-20% with the evolution... it would be a simply fantastic option. But as it is it's just "different"... many people are very vocal in their opinion that it's terrible - i'm just trying to make my (seemingly minority opinion) heard (that it's effective, but changes the character completely) before he was a boss killer, now he's AOE crowd control, with the ability to take down bosses, or at least add some hurt, in a pinch.


Without testing, I would think the best way to take missiles is to take the +40% shields in the Devastor Mode tree, and instead of messing with fitness you spec completely out of Multi-Frag.

By choosing +40% shields you're only sacrificing 15% weapon damage, which in totality is minor. You still have a ton of weapons buffs, you have your missiles, and although you're not a tank you're also not so squishy.

On the downside you've removed the "tank" from a slow character who can't dodge, and you've removed what is arguably the best grenades in the game.


see i split the difference.   I take 5 evolutions in class passive, 3 in fitness... and six in everything else.  devastator mode is specced for +40% shields... which, if my calculations are right... leave you with close to 800 shields when both powers are active.   nothing to write home about....  But not as squishy as say an asari adept with NO points in fitness.   roughly as squishy as an asari adept with FULL points in fitness.   Which.. granted is still squishy.... but you just have to think of him the same way....  Keep some distance, keep cover, and send out a lot of AOE damage downfield.   That's why i like things like the indra (or the lovely falcon) on him.   The indra does plenty of damage WITHOUT full buffs from class passive and devastator mode (in fact, i even take the power boosts in class passive in order to make the grenades AS BEEFY as possible because they are so fantastic).... and the falcon... well - it's poor damage can't be improved enough by the buffs to make it anything beyond medicre.... against a single target ... but then you have to remember, it reliably staggers the enemy (so does the rockets) ... and it damages and staggers in AOE...  so with that and the hydra missiles, it allows you to keep an entire group of enemies locked down, staggered, in one place while you finish the job.   and relatively quickly considering how many you can take down like this.   Add the tech bursts to the mix (uncomfired... sort of.  i've seen it with my own eyes - but as bjorndadwarf says... there are small possibilities that something else was mucking it up (though i'm quite sure there weren't) gonna confirm this tonight a little later) and you've got some substantial bombardment power.  
And given the nature of the cluster grenades... i have a feeling, he was designed with this sort of thing in mind.... locking down whole groups at once...
Oh and i still carry the pirahna for backup in case the team needs some help taking down a boss... or i get cornered....
But that's how impressed i was by this technique....  i pratically forget i have the pirahna for the bulk of the matches i've played with that build.  i run for more ammo for the falcon before i switch over to the pirahna.   the pirahna is only for bosses who got in too close or when i can't get to ammo

#123
Benny8484

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I made a thread about this topic today actually.  I'll quote

--------------------------------------------------------------------------------------------------------------------------------------------------------

So I decided to try out the "Missile Launcher" skill tree for the
destroyer today as I haven't seen anyone using it.  Now I know why.  It
is completely inaccurate in anything but a wide open area.  If there is
any obstacles/terrain whatsoever is likely going to hit it.  Even if
your missile is on course the enemies dodge it half the time.  

In
the rare incident it does impact your target its damage is so minimal
it doesn't even do enough damage to bring a husk to half health on
silver specced at max damage & power damage.  To top it off, you
have to sacrifice 50% of your sheilds to have the missile launcher active.....

/facepalm.  

I
would like to see this abilities damage increased significantly.  The
guidance AI won't be changed as it would actually take development time
to fix, so increasing the damage is likely the only plausible solution.


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While I am glad you took a more constructive/positive approach on the matter OP, I think we can both agree its damage needs to be increased like...2-3 times what it is currently.  Its hardly viable on silver.

#124
Taritu

Taritu
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Right hand advantage?

#125
gyuuniku

gyuuniku
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agree, shield penalty is still unattractive