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Hurricane or CSMG on power based kits


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139 réponses à ce sujet

#126
capn233

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The flamethrower at rank 6 is good for if you plan on using the turret offensively by going for FEs. Unpopular idea I know, because BSN prefers weapons over tech powers.

 

The point about shield recharge is important, because with Multicapacitor V and a Cyclonic, he becomes very survivable - in my experience, even for a scrub like me.

 

It isn't popular because turrets have to be actively firing the flamethrower for the FE to be primed, and that makes for small relatively unpredictable windows.

 

In any case, I have 3 in turret.  I can't quite bring myself to go 0.



#127
Jeremiah12LGeek

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My GI is female

 

All GIs are female.

 

No man would lower his guard just to gain insight into what's happening.



#128
Terminator Force

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It isn't popular because turrets have to be actively firing the flamethrower for the FE to be primed, and that makes for small relatively unpredictable windows.

 

In any case, I have 3 in turret.  I can't quite bring myself to go 0.

 

At least it's something into the Turret. Machines need love too.



#129
Deerber

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I find a bit of both fitness and the turret to be the best mix, and I honestly don't understand why people go for the extremes here.

 

Still, as I said, it hardly makes or break anything. Overload and HM are everything the GE needs to roflstomp things.


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#130
NuclearTech76

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I find a bit of both fitness and the turret to be the best mix, and I honestly don't understand why people go for the extremes here.

 

Still, as I said, it hardly makes or break anything. Overload and HM are everything the GE needs to roflstomp things.

Agreed. I don't understand the skipping turret entirely? Just makes no sense. You can run cyclonic and get something like shield power cells for basically a three point investment. DOT damage is pretty well negated with just a minimum investment into Geth Turret. 


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#131
Marksmad is waving goodbye

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... turrets have to be actively firing the flamethrower for the FE to be primed, and that makes for small relatively unpredictable windows.

 

It's not unpredictable. Toss the turret into the group of enemies, or just behind them, it pops up and flames directly. When the flames have started, hit Overload. If I can do it, anyone can :P


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#132
Kushiel42

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Geth Engineer is the only kit Sinful Force can't figure out how to spec without dropping fitness.

 

For pugging gold, I do just fine with this



#133
Indoctornated

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For pugging gold, I do just fine with this

 

^ Yeah, that's what I normally use too, down to your Gear/Consumable choices. But I mostly have it set for heal turret (still switch back and forth sometimes to mix things up). 

 

However, now that I'm on PS3 I'm actually thinking of skipping Turret for once because that with Geth Scanner vision, extra speed from HM, and higher firing rate from HM just wreaks my PS3 frames (especially if I'm hosting). Making it really hard to play the weapon and aim at time (especially with Harrier. For some reason both 360 & PS3 really struggle to contain this beast of a weapon. Really annoying when I'm aiming for head and the blasted view changes to a lovely view of the skyline).



#134
Kushiel42

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^ Yeah, that's what I normally use too, down to your Gear/Consumable choices. 

 

First you said that you can't figure out how to spec him without fitness. Then you say that this zero fitness build is also the one you use.

 

*frustrated prime growly sound*



#135
Terminator Force

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^ I mean without fitness as in not putting points in fitness. Learn Terminator English.



#136
ColonelKungPao

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It's not unpredictable. Toss the turret into the group of enemies, or just behind them, it pops up and flames directly. When the flames stop, hit Overload. If I can do it, anyone can :P

 

So that's when you do it? I would always hit Overload ASAP after deploying the turret and wouldn't get any explosions.



#137
Marksmad is waving goodbye

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So that's when you do it? I would always hit Overload ASAP after deploying the turret and wouldn't get any explosions.

You have to see the flames lick the enemies. Timing is crucial because once the flames stop they become unprimed, possibly immediately, but certainly within a second. So toss turret, shoot until the flames are on, hit overload. Practice is needed to get the timing right, but the FEs are worth it.



#138
Miniditka77

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You have to see the flames lick the enemies. Timing is crucial because once the flames stop they become unprimed, possibly immediately, but certainly within a second. So toss turret, shoot until the flames are on, hit overload. Practice is needed to get the timing right, but the FEs are worth it.

 

Your previous post said to use Overload when the flames stop.  I'm sure you meant "when the flames start."

 

It actually requires pretty good timing to get it to detonate consistently, especially if there's any lag.  You want to be firing your Overload about a second after the flames start.



#139
capn233

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^That's why I prefer Saber to the face as opposed to spec'ing out turret to Flamethrower.



#140
Marksmad is waving goodbye

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Your previous post said to use Overload when the flames stop.  I'm sure you meant "when the flames start."

 

It actually requires pretty good timing to get it to detonate consistently, especially if there's any lag.  You want to be firing your Overload about a second after the flames start.

Good catch. Dyslexia is a ****** sometimes. I'll fix it.