Post by drspendlove on Jun 13, 2018 20:37:40 GMT -5
From the wiki:
Limited-use Ranged AoE DoT with a high critical hit chance. Similar to Napalm Charge but has more fire damage, much higher critical chance but can only hit a 3x3 area and has one tile less range. Number of targets impacted by Tactics skill, and thus starts at 3 foes affected, even if more are present in the AoE."
What is the best way to use this talent? Is it a cheap way to get more charges of Napalm via a single point of investment? Is it optimized for shorter-ranged weapons the Hydra may choose that cannot make use of the extra tile Napalm Charge grants over this?
I tried several builds using this talent. It never really became something worth investing in. At first glance the high critical rate seems excellent but its downfall for me is the small hit box. There's only a few levels in the game where you may have that many enemies in that small area. The large area of Napalm Charge is a much better option to me. It is worth a spare point or two once you've maxed out Napalm Charge.
Napalm Lance is a talent that I think is best suited for certain levels where you know you're going to be facing a few high HP enemies like the hive mind, the war worm, the Stratos level where you have to fight the security guns. It is a good talent, it's just that I find most basic game play doesn't need to focus on it. For those who want to challenge themselves, it could be a fun way. I could spend the next few years writing subparts to my guide for every form of talent combo and how to use it. I think most people would rather just have fun finding out for themselves.
It might not cover the same area or deal as much damage, or become available as early, but it does give you several more ways to put promethium between the horde and your Battleforce. It's also invaluable as a spawn suppressor. Hellstorm, Incinerate, Heatwave all require a target to activate, and their template only covers the targets affected.
This means unless the enemy spawns and remains on the spawn point, you have no way of shutting the spawn point down. Charge and Lance are the only talents that can shut down spawns 100% of the time regardless of enemy placement. Even if you only take a single point in Lance, you get throw away spawn suppression uses that you can drop down and keep moving.
Napalm lance hits harder level for level than charge, with a huge crit boost and is more controlled in aoe. Investing in both is a bad idea unless you want lots of spawn suppression but really, you shouldn’t be suppressing 10+ points with one hydra every mission. Charge is better on the defensive, fighting retreats or against swarms where it’s large area is an advantage. Especially in tight corridors like the smuggler base missions, it can be a poor talent. Lance serves better on the offence, tight areas where you need to fire then move through and against single hard targets instead of swarms.