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Did anyone ever figure out the details of the Spitfire's movement penalty?


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#1
Lucky

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IIRC it was -25% or -30% on most kits, but I was wondering if anyone ever tested or datamined it.

 

I've heard it said that most Krogans aren't slowed down by it and I couldn't notice any speed loss on the KroSol with it (but that is hardly conclusive). Anyone know if the penalty varies based upon the kit? Or are the simply a few exceptions to the penalty and everyone else is the same?

 

Also, no, I do not care how bad you think the Spitfire is. I just like variety and I'm wondering what kits I could use it on without having to deal with looking like I'm running underwater...


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#2
Cyonan

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35% normally.

 

25% on Turians, Batarians, and the N7 Destroyer

 

0% on Krogans and the Juggernaut.


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#3
Lucky

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Excellent, thanks a bunch!

 

I remember hearing that one Krogan was (oddly) effected by the penalty, while the others were not. I wanna say it was the original sentinel, but I'm not sure. Any idea if that is true?



#4
Cyonan

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Excellent, thanks a bunch!

 

I remember hearing that one Krogan was (oddly) effected by the penalty, while the others were not. I wanna say it was the original sentinel, but I'm not sure. Any idea if that is true?

 

It actually does look like the original Krogan Sentinel is missing from the list on the overrides, so he's probably effected with the full penalty.

 

The rest of them are all there, though.


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#5
Excella Gionne

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35% normally.

 

25% on Turians, Batarians, and the N7 Destroyer

 

0% on Krogans and the Juggernaut.

Isn't the Krogan Sentinel excluded from that? He's still slow with it.



#6
Indoctornated

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Don't forget combat walk speed is very important to Spitfire, Revenant and Striker weapons too. So much much so that I'd never slap these weapons on weak combat walk speed kits.

 

Also, no, I do not care how bad you think the Spitfire is. I just like variety and I'm wondering what kits I could use it on without having to deal with looking like I'm running underwater...

 

Kits with good combat walk speed; Krogans (not quite as good as the rest I'm about to list, but still very good), Batarians, Jet Pack Turians, Volus, Destroyer and Jug. Anyone else and prepare to feel like your feet are glued to the ground while holding the fire button. Why it's such a huge disadvantage to other kits, because Spitfire has a long wind up, and why you still need to be able to move while holding the fire button. ... Well, being able to move while firing is always important with any weapon anyway.


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#7
Darth Volus

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Isn't the Krogan Sentinel excluded from that? He's still slow with it.

 

So Krentinel is a weakling?  :rolleyes:



#8
Excella Gionne

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So Krentinel is a weakling?  :rolleyes:

No, that Tech Armor is fat. Fat Krogan is best Krogan. :)


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#9
Darth Volus

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No, that Tech Armor is fat. Fat Krogan is best Krogan. :)

 

I though a strong Krogan is the best Krogan  :P



#10
Excella Gionne

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I though a strong Krogan is the best Krogan  :P

Who could tell if they were fat? If he puts more weight on his melees, I call that a win. xD


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#11
Lucky

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Cool, thanks again!

 

/Cyonan signal deactivated



#12
Lucky

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Don't forget combat walk speed is very important to Spitfire, Revenant and Striker weapons too. So much much so that I'd never slap these weapons on weak combat walk speed kits.

 

 

Kits with good combat walk speed; Krogans (not quite as good as the rest I'm about to list, but still very good), Batarians, Jet Pack Turians, Volus, Destroyer and Jug. Anyone else and prepare to feel like your feet are glued to the ground while holding the fire button. Why it's such a huge disadvantage to other kits, because Spitfire has a long wind up, and why you still need to be able to move while holding the fire button. ... Well, being able to move while firing is always important with any weapon anyway.

 

Very true, I'd imagine Batarian combatwalkspeed is still better than (or near equal to) average, even with a 25% penalty.



#13
Deerber

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Yeah: it makes you hella slow.
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#14
Manbearpig

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Yeah: it makes you hella slow.


But totally badass as well.

#15
7twozero

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I was playing it on the dm less destroyer last night (spoiler, spitfire sucks) and I accidentally did a few combat rolls when I was trying to side hop dodge immediately after letting off the trigger, it was pretty cool. Never done that before even though I've deliberately tried it with other kit and weapon combos. Had a wave 8 wipe though, between spitfire 2 and venom 3 I couldn't get enough standing still time to kill off the 2 scions and 2 crabs chasing me around hazard ghost.

#16
Miniditka77

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0% on Krogans

 

Why did I not know this?  

 

I'm trying this next.



#17
Indoctornated

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Very true, I'd imagine Batarian combatwalkspeed is still better than (or near equal to) average, even with a 25% penalty.

 

No, I'm not talking running speeds. Combat walk speed is different. It's the speed while in combat. ie. the un-scoped weapon under fire speed. So while you are shooting your weapon out of scope, you can still move around at a good enough pace to seek cover, new tactical position, or seek more things to kill (as a Jug, don't ever let go of the fire button of the Spitfire until you know for sure there are no more enemies nearby too shoot. What makes the Spitfire a blast to play with on proper kits. As on non-high combat walk speed kits, you turn into a standstill turret. Thus a walking turret is obviously much better and actually fun!).

 

 

To see what I mean, compare it for yourself with either Spitfire, Revenant, or Striker weapons fire trigger is being held on kits with high combat walk speed and low. Here's the list for combat walk speeds; http://forum.bioware...ces-and-classes Once you see this for yourself, you'll never be able to slap these weapons of poor combat walk speed kits ever again. As that's the case with me, and why I'm still a Revenant, Spitfire, and Striker ARs fan.

 

 

But totally badass as well.

 

There's nothing cool about nothing being able to move due to weak combat walk speeds. 

 

... combat walk speeds even affect powers like Flamer. Why you can barely move while Flamer is activated on Vorhca's and Geth, because they have weak combat walk speeds.



#18
Lucky

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Oh, I know what you meant by 'combat walk speed' and I agree, things like the Revenant are really painful to use on classes with low 'CWS'.

 

I was just saying that, even after the Spitfire's movement speed penalty, a Batarian with a Spitfire could likely walk as fast or faster than say, a basic human with a revenant (while both are firing and not aiming down the sight).



#19
Indoctornated

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Oh, ok. 

 

CWSpeed also helps with many enemies too while wielding any of these 3 weapons. ie. backpeddling away from a teleporting Banshee and still being able to shoot; or dodging a super dumb slow brute while still able to hold suppressive on him the whole time, and so on.



#20
Olivia Wilde

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It actually does look like the original Krogan Sentinel is missing from the list on the overrides, so he's probably effected with the full penalty.

 

The rest of them are all there, though.

Original Krogan Sentinel is slowed by the Spitfire, But the Warlord is definitely not