So what s the almost "reliable" priming window ? 0.5 sec after the flaming begins ?
Flamer Turret Priming
#26
Posté 08 décembre 2014 - 03:56
#27
Posté 08 décembre 2014 - 04:49
Rank 6 BUT it has to be actively flaming to prime.
Another interesting discussion would be if it is a "flame based" power if incendiary dot from ammo rolls into it and extends the duration of the 6+6 priming window.
#28
Posté 08 décembre 2014 - 05:15
Rank 6 BUT it has to be actively flaming to prime.
Another interesting discussion would be if it is a "flame based" power if incendiary dot from ammo rolls into it and extends the duration of the 6+6 priming window.
Could've sworn someone tested that, and it didn't count.
#29
Posté 08 décembre 2014 - 05:39
Could've sworn someone tested that, and it didn't count.
Yeah I have the same impression, although I'll never be able to find the thread.
#30
Posté 08 décembre 2014 - 07:09
So what s the almost "reliable" priming window ? 0.5 sec after the flaming begins ?
The moment I see the flamer going off, I use overload on the target. It works almost always and the few times it didn't the target still had shields/barriers up, I think.
#31
Posté 08 décembre 2014 - 07:15
The moment I see the flamer going off, I use overload on the target. It works almost always and the few times it didn't the target still had shields/barriers up, I think.
Wait, what? The Turret Flamer only primes on armour or health? That's pretty poor. Every other 'fire' power in the game primes all defenses for a fire explosion.
#32
Posté 08 décembre 2014 - 08:25
Wait, what? The Turret Flamer only primes on armour or health? That's pretty poor. Every other 'fire' power in the game primes all defenses for a fire explosion.
that seems 2B validated page 1 ![]()
#33
Posté 09 décembre 2014 - 12:15
Wait, what? The Turret Flamer only primes on armour or health? That's pretty poor. Every other 'fire' power in the game primes all defenses for a fire explosion.
I'm not really sure, to be honest. I'm going to run a few tests with it tonight, maybe I can figure it out then.
#34
Posté 09 décembre 2014 - 03:31
Eh, it is rank 6, but it is still probably the poorest way to prime for FEs.
Anyway the flamethrower should have a 1.5 multiplier to shields and barriers and 2x to armor. The damage type is weapon damage, which is interesting.
At cursory examination of the logic, it looks like it uses fire damage in a similar manner to other fire priming in that it has to do some damage before the FE is primed, and is set to 30.
Perhaps you can get it to interact with IA.
edit: Oh and part of the prime logic has a check to make sure it is not protected by shields.
- KrrKs aime ceci
#35
Posté 09 décembre 2014 - 07:12
I've always wondered if using a power amp has any affect on the level of priming.
#36
Posté 09 décembre 2014 - 07:21
I've always wondered if using a power amp has any affect on the level of priming.
Nope.
- Swan Killer aime ceci
#37
Posté 09 décembre 2014 - 07:24
I've always wondered if using a power amp has any affect on the level of priming.
I don't believe any level of power amp will allow you to prime a target that is otherwise unable to be primed. It will simply do more damage. It also doesn't affect the damage of tech explosions or BEs themselves. I believe only the level of the powers contribute to the specific explosion damage (outside of additional damage from the power themselves).
- Swan Killer et Jeremiah12LGeek aiment ceci
#38
Posté 09 décembre 2014 - 07:58
I don't believe any level of power amp will allow you to prime a target that is otherwise unable to be primed. It will simply do more damage. It also doesn't affect the damage of tech explosions or BEs themselves. I believe only the level of the powers contribute to the specific explosion damage (outside of additional damage from the power themselves).
Just to elaborate on the bolded part, Jack's referring to bonuses within the power tree that specifically add to combo damage, with a phrase like "adds 50% to the force and damage of combinations." A straight power damage bonus, such as "add 500 damage," wouldn't have any effect on the actual combo explosion.
- Learn To Love Yourself aime ceci
#39
Posté 11 décembre 2014 - 08:50
On the subject of the flamer being a poor primer, it's all a matter of placement & timing (read: luck) and good gaming buddies. The other evening we got a killstreak on gold when Chealec lobbed a frag grenade into a group of trooper-sized enemies who were being flamed by my turret. Made me think of this thread and smile.
- Marksmad is waving goodbye aime ceci
#40
Posté 11 décembre 2014 - 10:27
On the subject of the flamer being a poor primer, it's all a matter of placement & timing (read: luck) and good gaming buddies. The other evening we got a killstreak on gold when Chealec lobbed a frag grenade into a group of trooper-sized enemies who were being flamed by my turret. Made me think of this thread and smile.
In the Glacier Hazard Collectors game we just had, Sabreracer (GE) was tossing his turret into the spawns and I (TSent) would wait until the flames licked over the enemies, then hit Overload - he was doing the same. We got some fairly decent fire explosions, and the Scion armor was stripping away very fast indeed.
#41
Posté 12 décembre 2014 - 08:28
It works just fine, but you have to be fast. The window between primer and detonation is really small.
Yes, and you have to detonate WHILE it's flaming. The priming effect seems to end before the flaming is even finished. Use your Overload right when the flaming starts (if you're a GE, that is).
#42
Posté 14 décembre 2014 - 02:14
Yes, and you have to detonate WHILE it's flaming. The priming effect seems to end before the flaming is even finished. Use your Overload right when the flaming starts (if you're a GE, that is).
It is clearly time critical, but at the same time it's not hard to do, especially if your turret is dropped in a doorway or choke point. Incendiary ammo helps the cause too, and on the GE the GPR certainly applies it very effectively.
#43
Posté 14 décembre 2014 - 06:27
It is clearly time critical, but at the same time it's not hard to do, especially if your turret is dropped in a doorway or choke point. Incendiary ammo helps the cause too, and on the GE the GPR certainly applies it very effectively.
dat's why I use it ![]()
- Marksmad is waving goodbye aime ceci





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