Lathlaer wrote...
Anno, how's that video? I'm really curious how it performs on your Trooper. Tried it yestarday and it wasn't half bad but what annoyed me the most was the slowing down (even when hipfiring).
I'm at work right now for about 5 more minutes when my lift gets here, I'll post again soon with the link.
Without an AR III amp, using mag and barrel + AP IV and an AR amp V for gear, it takes down an atlas faster than the typhoon does when used on the same class. Chews through infantry with impunity and takes down bosses only marginally slower than the typhoon does using an equivalent set up.
The gun is a monster, and (similar to other ARs) benefits greatly from consumables, and benefits greatly from being used on the geth trooper who boosts it's base damage even further, meaning with AP ammo, EB + consumables its damage versus armour is only marginally less than the typhoon...
The higher base damage scales better with additive weapon damage, meaning its armour damage is not that much less than the typhoon's. Will post some calculations soon, but might be worth comparing a weapons build geth trooper with typhoon versus a weapons build geth trooper with spitfire (I have both at X) on narida's. The damage is great...
Now all we need is for Fagnan and co. to wake up and remove the movement speed penalty; which at the moment is the ONLY thing holding this gun back. Typhoon does better damage versus armour, spitfire has more spare ammo and a larger clip... The spitfire becomes a drag with the movement speed penalty, an I would be extremely grateful if Fagnan realised that the gun's weight and it's lower armour damage is enough to balance it, without retaining the movement speed penalty...
At the moment, the movement speed reduction is the breaking point.... remove the movement speed penalty and this truly would be a gun worth using on anything that's not a geth soldier. As the typhoon has NO movement speed penalty, I only think it's balanced to give the spitfire the same courtesy.