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Post by Kanly on Nov 5, 2015 8:49:53 GMT -5
Suppressing fire 10 = ludicrous speed, possibly even plaid.
To me Neptunes are weaker than soldiers until they get some points into suppressing fire and then it isn't even close. Soldiers are still nice for buffs, but unless I need to move especially fast I find myself leaving ol Dalan behind more and more if I can't bring both.
Anyone else loving neptunes as much as I am?
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Post by Cory Trese on Nov 5, 2015 10:36:53 GMT -5
I love my Neptunes, but prefer Full Auto and Full Vent + Heatsink. I prefer them for their high-base damage weapons and massive AoE.
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Post by bookworm21 on Nov 5, 2015 17:09:54 GMT -5
This is why I prefer my Neptunes to hydras. Full auto means nothing gets through.
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Post by Cory Trese on Nov 5, 2015 17:12:02 GMT -5
And Full Auto also means you get the absolute maximum out of buffs like Rallying Charge.
Those buffs also apply to Hydra AoE attacks like Napalm Charge -- an excellent way to stack your limited use Talents together.
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Post by CdrPlatypus on Nov 6, 2015 23:09:32 GMT -5
I like to really crank up stabilizing platoform myself after getting to full auto 5. Self crit, ranged acc, and dmg buff that costs 1 ap and can be cast overheated...awesome. pair with some crit ammo like seeker rounds for a tasty dish
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Post by Cory Trese on Nov 7, 2015 17:13:03 GMT -5
Seeker Rounds FTW =)
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Post by algesan on Nov 8, 2015 5:41:13 GMT -5
Heh, still Neptune > Hydra? Oh the last iteration of Hydra in the original wasn't too bad and absolutely fantastic on some levels...but a Neptune still did the job just fine.
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Post by Cory Trese on Nov 8, 2015 10:00:34 GMT -5
Most people on Steam claim Neptune < Hydra. Seems like a 50% split right now, based on the thousands of pieces of feedback we've gathered on this across forums, e-mails, Twitter and metrics.
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Post by Kanly on Nov 8, 2015 10:06:31 GMT -5
I guess that's either due to good balance or they just haven't tried a Neptune yet.
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Post by Cory Trese on Nov 8, 2015 10:08:36 GMT -5
I guess that's either due to good balance or they just haven't tried a Neptune yet. We only count people who've claimed to try both, or saved games where they have unlocked both.
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Post by algesan on Nov 9, 2015 13:37:00 GMT -5
I guess that's either due to good balance or they just haven't tried a Neptune yet. In the old game I tried Hydra several times. First time, it stank vs. Neptune, it just really couldn't touch it for killing power in anything except mass rush of xeno in constricted areas. Second time was the best since I built the Hydra as a melee specialist (per forum advice) and kitted it out in the best armor and fist I could get. IIRC, the Hydra had gotten a little buff and Neptune a little nerf. Last time was after the Berserkers came out and the real thing melee specialist was >> than the Hydra in that role. OTOH, it does appear to have been much more of a playstyle choice for most people. Right now, IMO, the huge heat issues both Soldiers and Neptunes can have breaking charges using OW might make a Hydra out to be much more viable. The pure damage is still appears lacking, but dropping fire behind and on the flanks for interdiction works the best I've seen.
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Post by fallen on Nov 9, 2015 18:53:54 GMT -5
Be sure to raise your Napalm talents if you want to see big damage.
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Post by xdesperado on Nov 9, 2015 20:17:00 GMT -5
Love my Hydra; Shadowflame Armor, Hellfire Incenerator, Aegis Guantlet, Boosted Reactor, Recoil Harness; Hellstorm 3, Grapple 2, Napalm Charge 6, Heat Waves 1, Napalm Lance 2. Becomes even more effective with my scouts tagging everything in range with Crippling Fire 4 and Piercing Fire 4 using Needle Cannons. Anything not fried in initial blast gets slow cooked as they try to struggle through/out of the raging infernos and the Boosted Reactor means my Hydra can keep up a very fast pace without needing buffs like my Soldiers. Gives a whole new meaning to Fire and manuever
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Post by contributor on Nov 22, 2015 16:21:44 GMT -5
To the OP yes, I've tried Suppressing Fire 10 (well ok 9, but not much different) and love it. Sure it doesn't pack the same punch as Full-Auto, but the biggest problem with FA is that you rarely get to utilize it's full AoE potential. That's the beauty of SF. Hit a crowd once and they're stopped in their tracks. On the next turn the second wave moves in and swells their ranks. Hit them again. Some of the first wave will die, but even if they don't they won't move. Third waves comes in, hit them again. Whether you just want to make a big plug or stack up a crowd for more AoE fun, SF is perfect. Owning the enemy's MP is the greatest way to dominate in this game. Also since you can keep the enemy at range and don't have to worry about that one that didn't die getting through and whacking your Neppy, you can load them even more aggressively with +damage gear to make up for lost FA damage. Win-win.
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Post by ntsheep on Nov 22, 2015 16:57:51 GMT -5
Full Auto is great until you have enough points to max out Suppressing Fire. Then I believe that's the way to go. A huge AoE, the enemy can hardly move, add a Mk 17, Shatter shell rounds, and a few points in Stabilize Platform, and you got the ultimate roadblock. Nothing gets through and you can walk circles around them.
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