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How do you Spitfire?


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#26
MGW7

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Mods depend on class, and the abilities of the character for example,
On my Batsol I run disrupter and such because armor is a nonfactor,
But I run it differently on my GE because shields aren't a factor
And on my Valkyrie I go warp for obvious reasons

It's not a matter of what fits all situations, it's what works best now

Such as in the case of this

Modifié par MGW7, 13 décembre 2013 - 04:26 .


#27
ClydeInTheShell

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I guess nobody answered you yet....

When I ran it on the Juggernaut those few times, I used Incendiary Ammo w/High Velocity Barrel & Extended Magazine. I wanted something I could prime with, so I used Incendiary, but if you're looking to get the most armor damage out of it, you could go with your original setup of AP IV + Damage Barrel/Magazine.

#28
Tantum Dic Verbo

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A bottle of Everclear, two butane lighters, and a chunk of flint between my front incisors.

#29
GriM_AoD

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I Spitfire on my Juggy with AP IV and EB, like so.

Destroys all the things.


Edit - with Extended mag too, because why not, it works well and it's good being able to sustain fire so long.. I've been meaning to try a scope to how it works, but havent got around to it.

Modifié par GriM_AoD, 13 décembre 2013 - 12:18 .


#30
jrob6

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MGW7 wrote...
Mods depend on class, and the abilities of the character for example, 
On my Batsol I run disrupter and such because armor is a nonfactor,
But I run it differently on my GE because shields aren't a factor
And on my Valkyrie I go warp for obvious reasons

It's not a matter of what fits all situations, it's what works best now

Such as in the case of this


You're brave using it on kits that are cooldown dependent!  :o

ClydeInTheShell wrote...

I guess nobody answered you yet....

When I ran it on the Juggernaut those few times, I used Incendiary Ammo w/High Velocity Barrel & Extended Magazine. I wanted something I could prime with, so I used Incendiary, but if you're looking to get the most armor damage out of it, you could go with your original setup of AP IV + Damage Barrel/Magazine.


Thanks, Clyde.  

#31
jrob6

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GriM_AoD wrote...

I Spitfire on my Juggy with AP IV and EB

Destroys all the things


What attachment do you use alongside EB?  Extended clip seems a little redundant to me...seeing as without it the gun already has 220 rounds in the clip. But maybe that's the better option for the Juggy 'cause...dat speed.

Edit: You :bandit:'d me with a build, Grim!

Modifié par jrob6, 13 décembre 2013 - 12:21 .


#32
megabeast37215

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I do it just like the OP usually... Piercing mod, extended barrel and some form of anti armor ammo... Occasionally I'll go extended clip, HVB incendiary ammo.

#33
MGW7

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jrob6 wrote...
You're brave using it on kits that are cooldown dependent!  :o


There are many ways to play the game, and it isn't a simple powers pam/ never use powers binary system, all previous games had the mix of both and there is no reason you can't play with intermediate cool downs

Many of the medium ground weapons are considered underperforming because people compare their raw performance to heavier, more potent weapons, AND compare their effect on powers to ultra light power spam weapons, they lose both arguments

In reality they offer some of the best of both worlds, and are very good in the right hands

#34
GordianKnot42

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Juggy, Incendiary Ammo w/piercing and magazine upgrade (because those ammo crates are soooooooo faaaaaaaar awaaaaaaaaayyyyyyyyy...)

#35
didacuscarr

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MU+EB and AP/Drill or PM+EB and Incendiary/Disruptor/Warp

#36
Pearl (rip bioware)

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EC+HVB with Incendiary on a GI.

Modifié par FatherOfPearl, 13 décembre 2013 - 01:46 .


#37
Kislitsin

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MGW7 wrote...


There are many ways to play the game, and it isn't a simple powers pam/ never use powers binary system, all previous games had the mix of both and there is no reason you can't play with intermediate cool downs

Many of the medium ground weapons are considered underperforming because people compare their raw performance to heavier, more potent weapons, AND compare their effect on powers to ultra light power spam weapons, they lose both arguments

In reality they offer some of the best of both worlds, and are very good in the right hands


This. I'm so f&&king tired of people judging my claymore adepts. 

OT max ROF TSol, mag+AP, never stop firing.. 
Destroyer (accuracy-rof-damage) both piercings fire ammo
TSent (no OL) ap mod EB warp ammo

Modifié par Kislitsin, 13 décembre 2013 - 02:06 .


#38
dudemacha

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TGI, mods being extended barrel and piercing mod...ammo choice can be drill,ap,incendiary,warp

#39
Clips7

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ClydeInTheShell wrote...

I'm probably the worst person to answer but there are some reputable players who have suggested the Volus Merc. I use it on the Juggy, so I've only used it like 3 times ever. I imagine a Marksman class (TSol, Quarksman) could get some decent damage out of it also.

The best use for it, though, is to unequip it for a Typhoon.



Tru dat!!....I've tried running the spitfire on the juggernaut and while it's ok, I always find myself switching back to the typhoon.

#40
jrob6

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Clips7 wrote...

ClydeInTheShell wrote...

I'm probably the worst person to answer but there are some reputable players who have suggested the Volus Merc. I use it on the Juggy, so I've only used it like 3 times ever. I imagine a Marksman class (TSol, Quarksman) could get some decent damage out of it also.

The best use for it, though, is to unequip it for a Typhoon.



Tru dat!!....I've tried running the spitfire on the juggernaut and while it's ok, I always find myself switching back to the typhoon.


No way am I giong to disagree with you guys here.  I prefer the Typhoon in just about every way possible.  However, I think the Juggy and the flamerless Trooper are the two kits that are best suited for the Spitfire (Geth weapon bonus, tankiness for the long ramp-up, lore, etc.).  

#41
MegaIllusiveMan

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Well, I can't do Spifire because Spitfire isn't an action.

Also, if you refer to the weapon, I just point and shoot.

#42
Jugger nuggss

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jrob6 wrote...

Jugger nuggss wrote...

Hold trigger, profit.

Usually on Buggy or TSol.


I understand that it has a lot of ammo...so holding the trigger is mandatory.  When you hold the trigger and profit, what mods and attachements are you using?  Are you using ultralight materials and assault rifle omni blade with explosive ammo?


The barrel that allows piercing (can't remember the name), and ammo capacity. Don't really have a specific ammo type I use. Incendiary,  cryo, disruptor. Any are good with the amount of bullets being put down field

#43
Liquid_Unicron

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Just my 2 Credits, but these build has served me well in the past.

Spitfire
Original Piercing Mod
High-Caliber Barrel
Drill Ammo 3

You now have complete armor mitigation, and you have a respectable damage bonus from the barrel and ammo.
This set-up is great for softening up all the things for your team, you can lay down a huge stream of fire, said stream of fire is damn difficult to escape from, and when playing a Jug can help offset his tendency to stroll to the fight by allowing him to spray through the walls to hit his foes while he covers the distance.  (Also makes it hilarious to kill Nemsi, Nemsises...whatever the plural is.  Since no matter where she runs, no matter where she crouches, nowhere is safe.


If you're worried about your position on the scoreboard with this set-up...don't.  With good aim you can kill things with the gun quite effectively using this build, despite not using a Claymoar, LOLReegar, Slurricane, Winphoon, or other weapon most BSN members judge as being the only ones worthy of using.  Not only can you still kill effectively, but the aforementioned difficulty in escaping your stream of penetrative firepower means you will rack up a ridiculous number of assist points thanks to softening enemies for your team.

Modifié par Liquid_Unicron, 13 décembre 2013 - 08:58 .


#44
cato potato

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I consider the Spitfire to be clearly superior to the Typhoon on the Geth Trooper. I always use AP ammo 4, extended barrel and extended clip.........reloading - ain't nobody got time fo' that.

#45
jrob6

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cato_84 wrote...

I consider the Spitfire to be clearly superior to the Typhoon on the Geth Trooper. I always use AP ammo 4, extended barrel and extended clip.........reloading - ain't nobody got time fo' that.


Interesting statements, Cato.  I won't put the Typhoon on the Trooper, but that's because I want to get some use out of the Spitfire.  

Also, do you think that set-up is better because of DPS or because you prefer to not reload as much.  I wonder if it wouldn't get better DPS out of EB and AP mod with Warp 4?  Anyone able to calculate the DPS with the two set-ups in question?  

Modifié par jrob6, 13 décembre 2013 - 09:28 .


#46
cato potato

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jrob6 wrote...

cato_84 wrote...

I consider the Spitfire to be clearly superior to the Typhoon on the Geth Trooper. I always use AP ammo 4, extended barrel and extended clip.........reloading - ain't nobody got time fo' that.


Interesting statements, Cato.  I won't put the Typhoon on the Trooper, but that's because I want to get some use out of the Spitfire.  

Also, do you think that set-up is better because of DPS or because you prefer to not reload as much.  I wonder if it wouldn't get better DPS out of EB and AP mod with Warp 4?  Anyone able to calculate the DPS with the two set-ups in question?  


I think I prefer it that way just because it's kinda fun firing so much yet not having to reload at all during a wave, plus reload cancelling is less easy on dodgeing, no power kits............so yeah, basically I'm lazy.
Also, you don't lose any damage when shooting through cover or enemies whereas you suffer a 40% damage penalty using EB, AP mod and Warp 4.

But I do agree that the DPS is probably better with EB, AP mod and Warp 4 - that's the setup I used in my plat solo with the GT and I get the feeling it would have been even slower if I had used the first setup.

Modifié par cato_84, 13 décembre 2013 - 10:47 .


#47
MR CauSe iM GoD

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Human Soldier or QME.

#48
FeatherShard

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I usually give it to my Destroyer and put AP Mod, Extended Magazine, and Drill Rounds on it. There's an argument to be made for the High Caliber Barrel in place of EM, but I prefer never having to reload during a wave, lol. I also tend to run the Destroyer with no grenades and pair the Spitfire with an Executioner (EM, Heavy Barrel). The missiles keep pressure off while you're chewing through bad guys, and I absolutely love carrying a double-tap Executioner.

#49
cronshaw

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Awesome on the destroyer because his stagger resistance means the ramp up won't get interrupted every two seconds
Just make sure you take an adrenilne mod

#50
Argent Xero

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Geth Trooper with a Venom sidearm.