The Spittfire is a boss killer.
#101
Posté 29 mars 2013 - 02:38
#102
Posté 29 mars 2013 - 03:12
It's just not worth the insane weight + movement penalty. This thing should have had a bigger penalty against armor in exchange for increased base damage, effectively making it the highest damaging gun in the game, but only against unarmored enemies. That would justify the slowdown; you become a walking turret, but also more susceptible to sync-kills in exchange.
Edit: Ok. I just read a little more, and I guess I've been trolled.
Modifié par oO Stryfe Oo, 29 mars 2013 - 03:13 .
#103
Posté 29 mars 2013 - 04:21
oO Stryfe Oo wrote...
Not saying it's a bad weapon.
It's just not worth the insane weight + movement penalty. This thing should have had a bigger penalty against armor in exchange for increased base damage, effectively making it the highest damaging gun in the game, but only against unarmored enemies. That would justify the slowdown; you become a walking turret, but also more susceptible to sync-kills in exchange.
Edit: Ok. I just read a little more, and I guess I've been trolled.
lmao
Modifié par RedJohn, 29 mars 2013 - 04:21 .
#104
Posté 29 mars 2013 - 04:40
Annomander wrote...
One second of difference isn't that significant. Sure, the typhoon is better versus armour, but the spitfire isn't bad.
its good that its more competitive vs. the Typhoon and PPR now, but the weight and speed reduction of the gun are just too large of drawbacks for it to be worth picking, imo.
#105
Posté 29 mars 2013 - 04:43
Annomander wrote...
DHKany wrote...
Annomander wrote...
One second of difference isn't that significant. Sure, the typhoon is better versus armour, but the spitfire isn't bad.
Isn't the 10% multiplicative damage bonus HUGE or something?
The
weapons platform geth soldier is the spitfire's niche. It works, and
it's good, and it's not that much weaker than the typhoon except versus
targets that have only 1.4x headshot modifiers and only armour (brutes
and bombers).
I would only willingly use the Spitfire on the Juggernaut. It works on other platforms and is okay. Damage is an issue so long as it stays with the speed penalty. And neither the damage nor the speed penalty are going to be changed now. In other words, it's stuck as a subpar option that does not stack up to its competition.
Modifié par Kenadian, 29 mars 2013 - 04:48 .
#106
Posté 29 mars 2013 - 04:45
#107
Posté 29 mars 2013 - 04:47
Modifié par Zjarcal, 29 mars 2013 - 04:48 .
#108
Posté 29 mars 2013 - 04:49
Zjarcal wrote...
For some reason BW really considered spare ammo and magazine size an important balancing factor. Will never understand the logic behind that.
I K R
its like they expect us to turret the damage and ignore missiles warps stun locks and all that other fun stuff
#109
Posté 29 mars 2013 - 04:49
Zjarcal wrote...
For some reason BW really considered spare ammo and magazine size an important balancing factor. Will never understand the logic behind that.
Just in the same way that Harrier is 'balanced' SOLELY on its spare ammo......
inb4flamers.
#110
Posté 29 mars 2013 - 05:27
RedJohn wrote...
Period.
It is very good against mooks.
It can take down 2 Possessed Praetorians with 1 clip if you use extended magazine, and I think it could kill another one if you have the oportunity.
Come at me.
Exhibit A:

#111
Posté 29 mars 2013 - 05:59
It's like how people thought the Talon was bad before updates. L2P.
#112
Posté 29 mars 2013 - 07:41
xx DJ ONE xx wrote...
RedJohn wrote...
Period.
It is very good against mooks.
It can take down 2 Possessed Praetorians with 1 clip if you use extended magazine, and I think it could kill another one if you have the oportunity.
Come at me.
Exhibit A: [smilie]http://i.imgur.com/9LCMIiT.jpg[/smilie]
Yea, mighty fine argument.
#113
Posté 29 mars 2013 - 08:08
It will be very difficult to make anyone satisfied with this gun. As it is there really isn't any reason to take it over the typhoon, but if you change anything then there really wouldn't be any reason to take the typhoon over it. Just an all around bad choice by bioware to introduce this gun with the typhoon already in play.
P.S. its late, i've been drinking and i think what i thought what i remember what i wrote makes some...mmmmm...semblence of sense. but at this point... i'll just look over it in the morning
Modifié par nrcrane, 29 mars 2013 - 08:10 .
#114
Posté 29 mars 2013 - 08:09
Yes
Is it the best weapon to do it with?
No
#115
Posté 29 mars 2013 - 08:19
nrcrane wrote...
the spitfire should have never been put in the game. I guess you could call it fine as it is, but why add a gun that just feels like a weaker typhoon with a movement speed penalty?
It will be very difficult to make anyone satisfied with this gun. As it is there really isn't any reason to take it over the typhoon, but if you change anything then there really wouldn't be any reason to take the typhoon over it. Just an all around bad choice by bioware to introduce this gun with the typhoon already in play.
P.S. its late, i've been drinking and i think what i thought what i remember what i wrote makes some...mmmmm...semblence of sense. but at this point... i'll just look over it in the morning
Nah youre right, the only people that this gun really does any good for are those without typhoons.
#116
Posté 29 mars 2013 - 09:17
RedJohn wrote...
Yes, incendiary can outdamage AP ammo but only with damage over time, which means that it will take you longer to kill a heavy unit like atlas.
.....
Weapons like typhoon, harrier, spittfire, PPR, etc etc will kill much faster a heavy armored unit with AP ammo than with incendiary.
Even if incendiary can outdamage AP ammo it doesn't mean it kills faster
I should have looked at your manifest and play time before I commented, but like the fool i am, I gave you the benefit of doubt.
You don't even have enough time played to make up to stupid things your posting. Do you even know that there are armor piercing mods for ALL weapons and that armor peircing rounds and mods only stack to a certain point, and that, unless your playing with yourself (which I'm guessing you are) Fire explosions are > No fire explosions. Armor piercing rounds only give peircing distance, and damage vs armor/health, warp rounds do better with damage and drill rounds do better with peircing. Incendiary ammo outpaces APR for a reason I think you missed in that link I gave you, might wanna check it again. Fire explosions also do great damage to enemies around the target.
lol I need to learn to play.
lol:lol:
#117
Posté 29 mars 2013 - 11:17
#118
Posté 29 mars 2013 - 11:37
Ronnie Blastoff wrote...
RedJohn wrote...
Yes, incendiary can outdamage AP ammo but only with damage over time, which means that it will take you longer to kill a heavy unit like atlas.
.....
Weapons like typhoon, harrier, spittfire, PPR, etc etc will kill much faster a heavy armored unit with AP ammo than with incendiary.
Even if incendiary can outdamage AP ammo it doesn't mean it kills faster
I should have looked at your manifest and play time before I commented, but like the fool i am, I gave you the benefit of doubt.
You don't even have enough time played to make up to stupid things your posting. Do you even know that there are armor piercing mods for ALL weapons and that armor peircing rounds and mods only stack to a certain point, and that, unless your playing with yourself (which I'm guessing you are) Fire explosions are > No fire explosions. Armor piercing rounds only give peircing distance, and damage vs armor/health, warp rounds do better with damage and drill rounds do better with peircing. Incendiary ammo outpaces APR for a reason I think you missed in that link I gave you, might wanna check it again. Fire explosions also do great damage to enemies around the target.
lol I need to learn to play.
lol:lol:
I think you misunderstand some mechanics.
- Armor piercing stacks to a points yes, but that point is 100% Armor negation.
- Incindiary ammo DoT takes effect once you stop shooting, so you'll have to be spot on to stop shooting just perfectly enough where the DoT will get the kill.
- Incendiary based Fire Explosion DoT overwrites Incendiary ammo DoT; if you stack 10000 points of Incindiary DoT and cause a Fire Explosion you'll lose the huge amount of Inc. DoT and gain the base FE DoT.
-Your idea about AP being not as good based on the fact that it only does extra damage to Health and Armor is silly since every enemy in the game has either Health or Armor.
#119
Posté 29 mars 2013 - 11:43
Incendiary ammo works best for it. You can spray, set all ablaze, siege pulse. Done. Hell, I'm using the explosive rounds on it to great effect too. With the Geth bonuses, it's nearly a typhoon with endless rounds. Cryo ammo works great too. Freeze, siege pulse, boom. Christmas.
#120
Posté 29 mars 2013 - 01:47
me0120 wrote...
- Incindiary ammo DoT takes effect once you stop shooting, so you'll have to be spot on to stop shooting just perfectly enough where the DoT will get the kill.
This is false, or a PC only thing. Once you apply 1 bullet with incendiary ammo IV the DoT kicks in. You don't have to stop shooting to start to see the effect. In the spreadsheet provided by peddro the DoT kickin in after 1st shot as well, there is no stopping.
#121
Posté 29 mars 2013 - 02:31
Spitfire is underwhelming on Gold with even Level 3 ammo. I have plenty of level 4 ammo, so I will give the warp a try as well.
As far as the incendiary ammo, somebody needs to link peddroelmz's thread where he explains the mechanics. I was under the impression that he said quite clearly that the dot does not start until after you switch targets. If you continue to shoot the target until it dies, you have wasted the incendiary ammo effect.
#122
Posté 29 mars 2013 - 03:26
Ronnie Blastoff wrote...
RedJohn wrote...
Yes, incendiary can outdamage AP ammo but only with damage over time, which means that it will take you longer to kill a heavy unit like atlas.
.....
Weapons like typhoon, harrier, spittfire, PPR, etc etc will kill much faster a heavy armored unit with AP ammo than with incendiary.
Even if incendiary can outdamage AP ammo it doesn't mean it kills faster
I should have looked at your manifest and play time before I commented, but like the fool i am, I gave you the benefit of doubt.
You don't even have enough time played to make up to stupid things your posting. Do you even know that there are armor piercing mods for ALL weapons and that armor peircing rounds and mods only stack to a certain point, and that, unless your playing with yourself (which I'm guessing you are) Fire explosions are > No fire explosions. Armor piercing rounds only give peircing distance, and damage vs armor/health, warp rounds do better with damage and drill rounds do better with peircing. Incendiary ammo outpaces APR for a reason I think you missed in that link I gave you, might wanna check it again. Fire explosions also do great damage to enemies around the target.
lol I need to learn to play.
lol:lol:
You just told the guy who solo'd platinum on day 1,( the first one on PC )to learn to play and the one who has been soloing gold since demo and one of the best players on this side. lol
What you have said is wrong, the DoT starts when you stop firing your weapon dude.
AP ammo > Incendiary ammo for instant damage
Incendiary > AP ammo after you stop firing and wait for the DoT to outdamage by a little margin AP ammo, so it doesn't worth you know, because it's slower.
You sir, need to learn to play this game.
On the other hand.
RedJohn, the spittfire is the most awful thing i've ever seen..
Modifié par Mirenko, 29 mars 2013 - 03:27 .
#123
Posté 29 mars 2013 - 03:34
Ronnie Blastoff wrote...
RedJohn wrote...
Yes, incendiary can outdamage AP ammo but only with damage over time, which means that it will take you longer to kill a heavy unit like atlas.
.....
Weapons like typhoon, harrier, spittfire, PPR, etc etc will kill much faster a heavy armored unit with AP ammo than with incendiary.
Even if incendiary can outdamage AP ammo it doesn't mean it kills faster
I should have looked at your manifest and play time before I commented, but like the fool i am, I gave you the benefit of doubt.
You don't even have enough time played to make up to stupid things your posting. Do you even know that there are armor piercing mods for ALL weapons and that armor peircing rounds and mods only stack to a certain point, and that, unless your playing with yourself (which I'm guessing you are) Fire explosions are > No fire explosions. Armor piercing rounds only give peircing distance, and damage vs armor/health, warp rounds do better with damage and drill rounds do better with peircing. Incendiary ammo outpaces APR for a reason I think you missed in that link I gave you, might wanna check it again. Fire explosions also do great damage to enemies around the target.
lol I need to learn to play.
lol:lol:
Yes, you need to learn to play, definitely.
Besides time played doesn't matter at all, look at Cyonan or peddroelm manifest, none of them have a lot of time played and they are the ones that datamine everything, i don't play as much as I used to, but doesn't mean I don't have enough knowledge about this, take the hours played as an asumption that I lack of knowledge is stupid, mainly if I have more than 500.
The DoT with incendiary starts when you stop firing your weapon, which means that if you shot the target and don't stop shotting you are just wasting incendiary ammo's potential, it's like if you don't have something equiped.
I will tell peddro myself to come here and explain you, because you have missunderstood what you read there.
#124
Posté 29 mars 2013 - 03:39
If you think incendiary takes down things quicker than AP, it should be simple to actually time it and see.
#125
Posté 29 mars 2013 - 03:41
Zjarcal wrote...
For some reason BW really considered spare ammo and magazine size an important balancing factor. Will never understand the logic behind that.
It's a perfectly valid balancing tactic if spare ammo is a limited resource, like it was in ME2.





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