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Juggy Weapons Platform Dilemma


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#151
me0120

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me doesn't say anything about spitfire vs sabre GI, he only concludes that GI Sabre can kill the atlas within one clip, which doesn't mean it's TTK is shorter.

Year ago Anno compared atlas TTK of typhoon and spitfire on GT, it was almost the same. I doubt that sabre can kill atlas faster than typhoon. Hell, I'm out of home for several days, might measure it myself.

Spitfire would have been a great gun for OG Turians, Destroyer, HSol if not for stupid speed penalty.

 

I tested it out on PC with the help of Baby Quarian. I'll cycle through the videos to see if there is anything worthwhile, but I can say a fully maxed out Spitfire didn't lose a step to Typhoon in boss killing. I found it extremely disappointing if not everything was maxed. 



#152
Kurt M.

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And here's the part where I remind everyone that it was only a way of saying things.

 

But continue, please. People taking things literally even when they're blatant exaggerations are always hilarious :D



#153
me0120

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I just tested it for the fun...  :unsure:



#154
capn233

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It depends a great deal on the character and the specific boss.

 

But the movement penalty for the Spitfire means that it still isn't worth taking over the Typhoon most of the time, IMO.  Even if it almost kills some bosses as fast.



#155
Terminator Force

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I don't care about the "running" movement penalty of the Geth Spitfire all that much. It's the "when firing" movement penalty a la Revenant that drives me nuts. Especially with the quite long wind up of the Spitfire. So for me I'd only use the Spitfire on the same kits as the Revenant. That is, Krogan, Batarians, JetpackTurians, Volus, Detroyer & Juggernaut... always feels like I might be forgetting one? ... But anyways, on those kits I really love the Spitfire very much. Was even sad that the supposed superior Typhoon maxed out for me pretty early while the Spitfire was like 3rd last to max.

 

And isn't the Spitfire more accurate then the Typhoon? As in, only the shake of the Spitfire hurts it's accuracy a bit?



#156
me0120

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And isn't the Spitfire more accurate then the Typhoon? As in, only the shake of the Spitfire hurts it's accuracy a bit?

 

Actually it's quite the opposite, the recoil is small and predictable while the accuracy is poor. The recoil also doesn't seem to change from RoF bonuses or from standing ADS vs in-cover ADS. Here's a video showing the Spitfire with 60% accuracy increase and no stability bonuses which should show you how much accuracy matters and recoil doesn't.

 

(starts at 0:35)


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#157
hostaman

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Well!!

 

Having started this thread - I've now taken my juggy build from Gold and into Plat with some success.

 

This is the build: http://kalence.drupa...24251364!396AGG

 

Although I've put 3 points into HS I just don't use it. For Gold I find the Typhoon to be best but for Plat I favour the Spitfire because of it's boss chewing abilities.

 

This is the way I play him:

 

  • Throw the Turret ahead. This gives me an idea where the enemy is, and provides a stagger.
  • Prime SP for damage reduction.
  • Move in using RHA and blast with gunfire followed by SP for TE's
  • Rinse and repeat.
  • Only use Heavy melee If I get cornered.
  • Be ready to use an OPs pack if I get overwhelmed.

Unlike the way I see other Jugs played (including in a few of the games I played recently) I rely on keeping moving, and not allowing him to get stuck in a corner.

 

The only time I got stuck was behind another Jug heavy meleeing EVERYTHING! (I tripled his score).

 

I should probably be using HS when I get cornered, but haven't felt the need so far.

 

I finished second in a Cerb Reactor Plat ( I seldom do that well in Plat) so this feels like a good fun build.

I'm sure someone will tell me I've got it all wrong, but it seems to work!


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#158
Turian Master Race

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Congrats, you have got it right!



#159
LawShadow

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Well!!

 

Having started this thread - I've now taken my juggy build from Gold and into Plat with some success.

 

This is the build: http://kalence.drupa...24251364!396AGG

 

Although I've put 3 points into HS I just don't use it. For Gold I find the Typhoon to be best but for Plat I favour the Spitfire because of it's boss chewing abilities.

 

This is the way I play him:

 

  • Throw the Turret ahead. This gives me an idea where the enemy is, and provides a stagger.
  • Prime SP for damage reduction.
  • Move in using RHA and blast with gunfire followed by SP for TE's
  • Rinse and repeat.
  • Only use Heavy melee If I get cornered.
  • Be ready to use an OPs pack if I get overwhelmed.

Unlike the way I see other Jugs played (including in a few of the games I played recently) I rely on keeping moving, and not allowing him to get stuck in a corner.

 

The only time I got stuck was behind another Jug heavy meleeing EVERYTHING! (I tripled his score).

 

I should probably be using HS when I get cornered, but haven't felt the need so far.

 

I finished second in a Cerb Reactor Plat ( I seldom do that well in Plat) so this feels like a good fun build.

I'm sure someone will tell me I've got it all wrong, but it seems to work!

 

Indeed you have it correctly.

 

But if you want a more offensive approach here is what you can do.

 

"Although I've put 3 points into HS I just don't use it."

 

I never use the Hex and it seems you didnt or hardly use it anyway so...

 

Put the remaining points into your turret flamer this will further increase your primes and also make the enemy formations panic. Now here is one thing you will notice is that flamer actualy makes the opponent DODGE for example 2 goons approach flamer starts to kick in making the goons trying to dodge it wich in turn makes for an easy kill provided that you keep the pressure with the spitfire and SP a dodging opponent wont attack..... This way the turret acts like "stopper" for incomming enemies always toss the turret in enemy crowds if you know your maps well you can anticipate enemy movements and spawn points make use of that knowledge. Not only does the turret gives decent damage (on its own but if you slap a --power amplofyer 3 or 4 it actualy does good damage) it temporarly focuses the enemy attention to the turret time for you to kill them of.

 

Map knowledge is key to your succes know the spawn points and pick a relative save spot to fire away toss in the turret and spam SP.

Keep your distance from enemy crowds engage them from medium distance to far when in a pinch situation SP should be used for damage reduction and toss in your turret this is very important in pinch situations when you know your on your own and thus melee is important to regenerate your shields.

If you know your enemy spots then you dont have to walk all the way up there besides the Spitfire as well as the Lancer are perfectly capable for long distance fire.

 

If you even want to further your offensive and this is done by equiping the Lancer this will enable you to spam SP like there is no tommorow (be host in this case since there is no "lag" for SP spam equip the lancer with the regular armor piercing mod and extended ammo and use incidiary ammo 3 or 4 LOTs of FE's.

 

If your in a situation where you have no SP nor Turret always toss in the turret first since that has a very low cooldown (making you use the SP quicker) compared if you would start enabling SP then the cooldown takes much longer before you can use the turret again.

 

I see you put points into increasing stability at rank 4 - 5b which honestly you dont need it its already there at the first ranks beter use the 15% extra damage for SP and turret.

 

I made 2 builds well they are the same one is the Spitfire and the other is the Lancer if your uncomfortable with Power amplyfier then use the Cyclonic instead but realise it gives you a 50% damage increase in your Siege pulse and turret, to compensate for not using the cyclonic i put in a shield booster IV instead of an asault rifle amp V.

 

Spitfire power recharge = +45%

http://kalence.drupa...!34951364!.989G

 

Lancer power recharge = +165% ---> big difference ie spam time. So Spitfire is the weapon platform Lancer is SP spam.

http://kalence.drupa...!34951364!.989G

 

This is just further advise if you feel good with your set up which is effective then keep your set up but if you would like to enhance your offensive then try my set up.

 

With this setup you can score anything between 125 to 200+k on Plat if your an experienced player.

 

Succes!


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#160
hostaman

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Indeed you have it correctly............

 

 

.........This is just further advise if you feel good with your set up which is effective then keep your set up but if you would like to enhance your offensive then try my set up.

 

With this setup you can score anything between 125 to 200+k on Plat if your an experienced player.

 

Succes!

 

Thanks!

 

I was thinking of ditching HS from the start but other players convinced me it was useful.

 

Having not used it, I think I will respec to put the points into flamer turret.

 

Cheers!



#161
capn233

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I prefer Hex Shield to Turret for an offensive Jugg.  I only really like Turret for solos, and even then it is pretty much secondary.

 

For one thing the Hex electric effect is probably a more reliable primer than the Turret flamethrower.  Mainly because the electric effect has a duration and you can only detonate off the flamerthrower while it is active.  Also because you can either spec the Hex for either large RHA or to give you a little more damage to make up for Power Transfer.

 

Either way it isn't a big deal really if you are constantly on the move.


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#162
TheNightSlasher

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Hex Shield > Geth turret, offensive juggy or not, for the exact reasons capn stated.

 

Also, having a portable RHA allows you to head straight on into mobs where turret just doesn't help enough.


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#163
crashsuit

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I prefer Hex Shield to Turret for an offensive Jugg. I only really like Turret for solos, and even then it is pretty much secondary.

For one thing the Hex electric effect is probably a more reliable primer than the Turret flamethrower. Mainly because the electric effect has a duration and you can only detonate off the flamerthrower while it is active. Also because you can either spec the Hex for either large RHA or to give you a little more damage to make up for Power Transfer.

Either way it isn't a big deal really if you are constantly on the move.


I second all this.

#164
hostaman

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I think maybe my playstyle doesn't favor HS.

 

I keep moving and use SP a lot, I don't have much gap between CD's where I could even slot HS into the mix, plus I don't stay in one place long enough to benefit.

 

I do see other players using HS, but they don't seem to move as much.

 

When I first got him I specced out of Turret and used HS, but I hated the gameplay so much I haven't touched him for about a year!

 

I basically now play him just like any other Soldier, just a bit slower  :D   Works for me  B)



#165
Chealec

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....

 

  Works for me  B)

 

^ and that's the most important thing.

 

I go hex shield rather than turret, it has a useful stagger when you're getting ganked by Phantoms, Goons or whatever and can block DoT attacks (Banshee Warp etc) and Praetorian lasers and gives you a damage boost - though I should really respec to take the shock evo rather than duration, then it would prime for SP detonation as well ... but do whatever you prefer ... as long as you don't prefer to slap on a Reegar/Omniblade and stand around heavy meleeing everything of course ;)



#166
Kurt M.

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I was always a Turret user...until I managed to kill 3 Atlases straight while under the protection of a Hex Shield, and also used it to cover downed teammates before reviving them (works especially well with those downed by turrets).

 

Now I'm a Hex believer :D


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