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Help me spitfire!


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#26
PatrickBateman

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I use it only on the Juggernaut, extended barrel and piercing mod with Drill III or AP IV, he can do some serious damage with that.

You could run it with Warp IV or with the HV barrel with Incindiary IV, but I'm usually lower on those and use them for other set-ups.
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#27
kajtarp

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1. choose a character with marksman, hunter mode, or destroyer mode specced for rate of fire and accuracy. 

 

2. use magazine upgrade and extended barrel with armor piercing ammo lvl 4. (hvb+magazine+incendiary/warp 4 also ok)

 

3. kill stuff with it.


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#28
PatrickBateman

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1. choose a character with marksman, hunter mode, or destroyer mode specced for rate of fire and accuracy.

2. use magazine upgrade and extended barrel with armor piercing ammo lvl 4. (hvb+magazine+incendiary/warp 4 also ok)

3. kill stuff with it.


I don't think using the Spitfire on an MM kit is a good idea, and not something you really want to use on the GE.......

#29
kajtarp

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I don't think using the Spitfire on an MM kit is a good idea, and not something you really want to use on the GE.......

 

no? I brought a spitfire GE to platinum. worked like a charm. 



#30
TheNightSlasher

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Ext. barrel + Ext magazine + AP IV is probably the ideal set-up for Spitfire Juggernaut.

 

Given the ramp-up nature of the gun and the long cooldown on siege-pulse, I am not all that impressed by the incendiary ammo + detonating playstyle. It works better with lighter weight guns that don't need ramp-up.

 

As for other spitfire builds, this one is my personal favorite. Credit to cato_84 for suggesting this build a long while back. The shield/barrier multiplier of spitfire complements his armor destroying powers. Spitfire's movement speed penalty doesn't apply to the KroSol and his resistance to stagger will allow for good sustained fire. 


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#31
KrrKs

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Spitfire does not spit fire. I want my refund, Biower!

But it fires spit, that's basically the same. .....right?!

 

Other than that, I'm on the Juggy, Extended barrel + piercing mod + incendiary ammo team.

 

Edit: Well, the spitfire is not as bad as the first sentence stated.

On the other hand I'm one of those who also like the Predator...



#32
Arkhne

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Ext. barrel + Ext magazine + AP IV is probably the ideal set-up for Spitfire Juggernaut.

 

Given the ramp-up nature of the gun and the long cooldown on siege-pulse, I am not all that impressed by the incendiary ammo + detonating playstyle. It works better with lighter weight guns that don't need ramp-up.

 

As for other spitfire builds, this one is my personal favorite. Credit to cato_84 for suggesting this build a long while back. The shield/barrier multiplier of spitfire complements his armor destroying powers. Spitfire's movement speed penalty doesn't apply to the KroSol and his resistance to stagger will allow for good sustained fire. 

 

^This. I would build it slightly different (Less tank, more power damage), but it's what I intend to do when my Spitfire levels up some more. At level 1 it is just too heavy.

 

More like this: http://kalence.drupa...43O51314!7F0B5G

 

I run this power setup with Lancer, Power Amp 4, and Incendiary Ammo, it's a DOT beast (Actually too much DOT, not enough upfront damage).



#33
capn233

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IA is the best ammo for a Spitfire on the Jugg, probably at least as much because of glitched IA stacking as FE's.  In general ramp weapons are irritating for prime-detonate cycles, but the Jugg has somewhat unusual cycle since you can detonate four times, then go on cooldown.  I agree with TNS insofar as lighter, better, guns with IA are better for combo spam, but if the question is how to get the most out of the Spitfire on Jugg, it is still going to be IA, especially in a team setting.

 

The standard assault rifle mixture of AP+EM is what I would run if using Spitfire on flamerless GTS or Destroyer, which overall are a little better with Spitfire than Jugg.  Krogan Soldier is an interesting thought.


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#34
NuclearTech76

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Optimal setup overall? Probably AP IV with extended barrel and Extended Mag. Warp ammo might be superior like someone suggested on paper but the multi hits are going to be better with AP which will speed up the TTK on some enemy types. 



#35
Loufi

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^Capn is right. While I'm usually not a fan of ramp-up weapons when I want to spam powers, the Juggernaut is a special case, since he can cast 4 Siege Pulse without any cooldown. Besides, given how enemies are often clustered in this game, getting AoE damage from FE is extremely valuable.



#36
Mgamerz

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Spitfire + no delay explosive rounds = goo everywhere

#37
Broganisity

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Don't forget to swap back from your secondary weapon and turn Devastator Mode back on after you pick up the pizza

Guilty of this. So hard. And people let me, that's the beautiful part.


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#38
Shampoohorn

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Stand in soft cover
Next to an ammo box and,
Never stop firing


Your team will love you (though they may choose not to stand next to you).

#39
Miniditka77

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Guilty of this. So hard. And people let me, that's the beautiful part.

 

Ugh - I was in a game with a PUG last week who was using a Spitfire Destroyer and was desperately trying to be the pizza delivery guy.  I had a Krogan with an Adrenaline Mod (I defy you to name a better pizza deliverer than that), and I easily beat him to the first pizza and delivered it just fine.  But the second pizza pretty much spawned directly in front of him, and he picked it up.  Didn't bother to turn off Devastator Mode either.  He was bound and determined to deliver this pizza though.  He went down and gelled a couple of different times, picking the pizza right back up each time.  I would have run in to pick it up, but the Banshees were flying around and I was sure he was going to get synced, so I just waited.  I don't know how he didn't.  Finally, I pulled out a missile, waited for him to go down again, then fired the missile and rushed in and picked up the pizza.... just as another Banshee teleported into the area and synced me.  The pizza eventually got delivered, several minutes later than it would have if I would have been able to just pick it up from the start.


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#40
afgncaap7

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The only proper way to use the spitfire is to slap it on a destroyer, steal the package, activate devestator mode and laugh maniacally as your team ragequits.



#41
Mordokai

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The only proper way to use the spitfire is to slap it on a destroyer, steal the package, activate devestator mode and laugh maniacally as your team ragequits.

 

Look at that phantom incoming... oh and look at that Destroyer swinging from her sword as so much useless flesh because he was too slow to run away.

 

Why no, I wouldn't have anything to do with kitting her next to him officer, I swear :whistle:


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#42
kajtarp

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The only proper way to use the spitfire is to slap it on a destroyer, steal the package, activate devestator mode and laugh maniacally as your team ragequits.

 

i'm gonna try this :D



#43
The NightMan Cometh

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Give it to a turian or a batarian

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

and let them use it as a baseball bat.

 

Serious-ness     I usually only run it on the jugster..ext barrel / regular piercing mod  ..use Incid ammo   and siege pulse everything to hell

 

that gun after firing halfway thru a clip..kinda gives me motion sickness....and I can't even remember if I have even tried it on another character before....I think 2nite I will let the Havoc try it.


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#44
HamleticTortoise

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Imo, the best use for the Spitfire is with a Flamerless Geth Trooper: speecing him as a weapon platform, allows for the highest damage achievable with the Spitfire.

Armor piercing ammo, extended barrel and extended mag, allows you to bunker down and keep position better than Gandalf (You shall not PASS!).

Only problem may be flanking: switch to a Pirhana to kill everything near you, relocate, and repeat.

Also, flamer geth trooper is boring as hell.

 

Build

 

Thank you for sharing this! I have never been a fun of the Spitfire, but I gave it a go on your build (I play the GT flamerless anyway), and I found it super fun and effective. The only tweak was to forgo the Piranha in favour of the GPS; granted, it's weird to see the AP ammo icon over it :blink: , but beside the lore-friendliness, I found its stagger to be invaluable for getting out of sticky situations. I ended up facing Collectors, got my 20 headshots medal, and taking a Praetorian down from full health without ever having to stop firing is just badass, the continuous damage output keeps forcing it backwards, and it only has time to shoot lasers once before going down - which you can easily take. Synthetics trashing organics, at least this round B)


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#45
BeardyMcGoo

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Imo, the best use for the Spitfire is with a Flamerless Geth Trooper: speecing him as a weapon platform, allows for the highest damage achievable with the Spitfire.

Armor piercing ammo, extended barrel and extended mag, allows you to bunker down and keep position better than Gandalf (You shall not PASS!).

Only problem may be flanking: switch to a Pirhana to kill everything near you, relocate, and repeat.

Also, flamer geth trooper is boring as hell.

 

Build

This is the only way I use the spitfire (well, besides having specifically the piranha, which is just one of the shotties i have in rotation on the GT) , especially since I rarely ever use the juggy. If you fire from cover, you don't lose your ramp up if you get hit from the front. Pair him with stronghold package and shield power cells III, and you can probably empty an entire clip unimpeded, provided you don't take a bunch of missiles and prime pulses at once.


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#46
Dabal Hayat

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Thank you for sharing this! I have never been a fun of the Spitfire, but I gave it a go on your build (I play the GT flamerless anyway), and I found it super fun and effective. The only tweak was to forgo the Piranha in favour of the GPS; granted, it's weird to see the AP ammo icon over it :blink: , but beside the lore-friendliness, I found its stagger to be invaluable for getting out of sticky situations. I ended up facing Collectors, got my 20 headshots medal, and taking a Praetorian down from full health without ever having to stop firing is just badass, the continuous damage output keeps forcing it backwards, and it only has time to shoot lasers once before going down - which you can easily take. Synthetics trashing organics, at least this round B)

 

Happy of being of help. :) 

While the GPS has higher damage per shot (especially with a flamerless Geth trooper), the Piranha has highest ROF: I find it invaluable when flanked by a brute or a phantom, to kill/stagger them with superior firepower, and relocate. Before  that, for a while I used the Crusader, which is a good alternative, especially with its superior penetration (basically a Pretorian never gets up).

Still, Piranha offers imo, a better solution, thanks to the hunter mode bonus to ROF.

It is a niche build, but one that works nicely on every difficulty level: forcing phantom to cartwheel in front of you for half a minute, keeping shooting, never gets old. Also, it's traditional bullet dancing from the best Spaghetti Western...



#47
kajtarp

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Happy of being of help. :) 

While the GPS has higher damage per shot (especially with a flamerless Geth trooper), the Piranha has highest ROF: I find it invaluable when flanked by a brute or a phantom, to kill/stagger them with superior firepower, and relocate. Before  that, for a while I used the Crusader, which is a good alternative, especially with its superior penetration (basically a Pretorian never gets up).

Still, Piranha offers imo, a better solution, thanks to the hunter mode bonus to ROF.

It is a niche build, but one that works nicely on every difficulty level: forcing phantom to cartwheel in front of you for half a minute, keeping shooting, never gets old. Also, it's traditional bullet dancing from the best Spaghetti Western...

 

i prefer the graal, if you are worried about phantoms. or the kishock for lulz. but the talon also works great. and truth is, if you shoot phantoms with the spitfire they are starting to dance around.



#48
GruntKitterhand

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I had a Krogan with an Adrenaline Mod (I defy you to name a better pizza deliverer than that)

 

QFT.

 

RARRRRR!!!.....RARRRRR!!!......RARRRRR!!!!... all the way home  :D

 

OT: I've only used the Spitfire on the Juggernaut with any regularity, but I reckon that Flamerless GT suggestion really does sound like the business.


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#49
Terminator Force

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This is my fave Spitfire Jug build;

 

http://kalence.drupa...13Y51314!08.AGG

 

Only I all 6 glitch mine for max healing turret took, because I'm special. And that I like protecting my pugs too.

 

 

The Shield is only there to help counter the dmg debuff of power transfer, and I pop it out at the start of every wave and once more as a Spitfire cancel reload in the later waves before the next wave (why I take duration on evolution 5 so that I don't have to waste more time putting it out again).

 

 

The gear being survival loadout is a no brainer too. As you never want to let go of the fire trigger if you can help it due to very long Spitfire wind up. Meaning, you're always walking and shooting (which works on a Jug perfectly due to Jugs maximum combat walk speed making him walk and gun at top speeds), even if no enemies are in immediate sight, usually one always pops up soon enough (though sometimes it's obvious none are around, and in this case you can let go of fire trigger. Only just be sure to warm it up before you reach the next spawn point so you're all set at max dps for when you finally reach them).

 

And with Survival Loadout, you're given more chances to just tank it up in the middle of all the action without having to let go of the fire trigger. Otherwise, SL is always the best gear for the Jug regardless anyway. Unless playing off host, due to stability passives not always working. In this case, I sometimes like to take Barrage Gear sometimes. Since Spitfire is very accurate, only the shake seems to affect it's accuracy, so some stability seems to do wonders for it's accuracy.

 

 

Aim for headshots too.

 

 

Adren Mods 3's goes without saying. Sometimes I use 2's to conserve on 3's, but it's just not the same...

 

 

Play a smart Jug too and know you're Right Hand Advantage escape routes for when the situation calls for at all times (this also helps you keep your finger on the trigger longer and avoiding it's horrible wind up).

 

 

Only time you want to heavy melee anything followed my firing again, are; at #1 - Benny Hill Nemesis, and sometimes at #2; flipping u Phantoms.


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#50
stephenw32768

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Benny Hill Nemesis

 

That's hilarious  :lol:  And so appropriate.  Have a like :)