Imagine a whole group of gunners using these in LD? OP? Right.
EDIT: Imagine CTR Very High Also!
Imagine a whole group of gunners using these in LD? OP? Right.
EDIT: Imagine CTR Very High Also!
Not really. The range is poor and the speed is low. You could use the charge to get sick area denial but really, you can do that with any weapon. Unless it's a sword. But if you have three swordsmen constantly going together, whoever finds them is gonna get their butt handed to them in a box with sprinkles on top.
Also, why are they making these sword/guns? That was the EXACT REASON (besides it being a bomb/gun) they changed the shard bombs!!! hmmmm
IDK. Only one hit could work, and it would probably be very easy to dodge the charge attack.
I'm using it now! Most people tend to ignore the charge... the normal attack is awesome for killing retreating enemies though, or it should be in theory.
The charge has some potential, it could clear off a cap long enough to let you or a teammate setup some haze bombs, the knockback could make certain areas more dangerous (status traps come to mind), or just ranged support during a camp session.
In standard combat it seems more of a recon gun that can play a single shot annoyance weapon though most would prefer a volt driver this could also prove viable due to it's type variability.
If anything, it's a charge deterrent.
The spikes from the torto charge are ignorable alone, but if you're charging, you lose invinciframes and you eat a ton of damage. It's especially bad for bombers circling points, and also eats guardian shield. That's pretty much the main use I've seen for it, but good luck trying to block them off with it.
I had more success hitting a striker multiple times with salt bomb than landing a single tortocharge.
Multi-hit weapons tend to suck in LD thanks to invincibility frames (single hits are more valuable), and the tortodrone guns are definitely multi-hit (the normal attack is great if both connect, the charge is amazing if multiple shots could deal damage at once.
I tried a level 1 tprtofist in LD today.
Very low dmg (obviously, its only level 1)
The mechanic throws people off, i was able to hit with the punch and projectile on some noobs. However trying to hit faster players is more of a guessing game.
Charge made a wee vog run into base and spam its polaris, but pros just ignore it for the most part.
Will get back after more practice and hopefully ASI
- I'm still having a lot of trouble actually landing hits, but it seem a more relaxed attack rhythm ("pokey" counter attacks rather than streaming attacks like alchemer/valiance) do better if you're in a 1v1 situation.
- At first, I avoided using the 'punch' because it's weaker damage, but it might really not be too bad since it screws up their movement. It IS actually possible to combo from punch to projectile if they're moving in the right direction, but normally it'll invinci cancel.
- The charge is really interesting if you combine with other weapons or use it as a placement tool instead of a direct attack.
The charge can act as a wall that people will walk around (so if you put it near a wall, you can almost be sure that people will move around it) meaning you can prepare for ambush attacks easier that way. One game in reactor, I was defending the zone below their base this way (also combined with a salty shard bomb near me to keep them from running straight into me), and it helped so much with predictability that I was landing snipe callahan charges since their movement path was so 'blocked off'.
And of course, if they actually step on it, it can interrupt their attacks as well.
Like a horde of shard bombers, it could be effective but few have the willingness to put aside their "super damage set" to take part in an unproven and highly cooperative group playstyle.
The only group playstyle I can think of is Haze spam and Alchemer/pulsar spam.