As in the title, i need help with torto guns. I have created one in the last event and have been pretty disappointed with it. It doesn't work well in LD and in the clockworks i think many guns out damage it. Unless its just for fun, i dont see any point to this weapon.
Need Help with How to use torto Guns
I'd consider the tortofists to actually be up there with blitz needle etc. due to their role as basically a better bomb and finisher. Consider these types of damage-
Crowd damage = damage to loads of enemies; e.g. dark briar barrage
Crowd control = debuffs tons of enemies, amplifying safety/power; e.g. stagger storm
Environment control = the ability to trigger things like switches at will; e.g. argent peacemaker
Finishing damage = damage that finishes weakened enemies easily and safely; e.g. winmillion
Point damage = TONS of damage to one enemy; e.g. blitz
Safe/Strafe damage = low but safe damage done safely at a distance to recover; e.g. valiance
The idea behind the tortofist isn't to get "an elemental gun" but to get a "crowd control/damage+finisher gun". There are obviously mobs that it has trouble fighting because those mobs require other types of damage, but that doesn't matter because there are many mobs that are weak to crowd damage and finishing blows, but resilient to other types of damage.
Minis are a prime example of this- they resist everything BUT crowd damage/control.. and tortofists are pretty much a hard counter to all of them. Against a crowd of minis, tortofists will do ALL of the damage ever, because each of the 25 minis will be hit 2-3 times for the equivalent of 3-5 blitz charges worth of damage, each charge. This happens against less enemies than 25, and is also much safer than using blitz. The crowd control aspect of the tortofist is in the shards after they've landed, and is less of a boon but still worth mentioning due to its ability to stop larger mobs in place.
The role of finisher is also not to be seen as poor- closing in on an enemy and killing it is a huge help against things like gremlin menders, larger mobs that are low on health, and smaller mobs that you've weakened with the charge but not quite killed. Finishing enemies without a finisher works perfectly fine, but can be made easier to increase your performance. An example of almost zero ability to finish enemies would be the catalyzer series- you can only deal tons of damage, and never a small amount quickly and opportunistically. Being able to do this is valuable if you know how to use it.
Tortofist is much like the Winmillion in the sense that it is more of a utilitarian weapon than for damage. Yes, in PVE you can get that massive damage if you hit all the shards of the charge attack, but I think the point of the charge attack is to disrupt enemies at a distance. The charge has a high chance to interrupt enemies that it hits, and also messes with their pathing.
The problem I have with the charge attack is that it isn't reliable in disrupting enemy pathing. Sometimes there'll be a large enough gap such that a Mecha Knight can path right by the shards... (next thing you know they standardize the tortofist charge, like they standardized the brandish)
Tortofists are decent to have in a gunner loadout to help cut weeds and lamps, and the knockback on the punch+shot is pretty good to give yourself space.
Tortofists go kinda well with Tortoshields. If enemies are chasing you after you release your charge, you can shieldbash (or bump) them back into your charge attack.
Tortoguns are interesting weapons
First off they aren't LD weapons, they rely more on the enemy's movement and your prediction of this movement to deal damage and in LD the gun is impossible to use. (Might work better if detonation areas weren't telegraphed to the enemy team.)
Second: These weapons are very charge oriented, with good placement and prediction you can fire off a charge so that enemies walk into the impact zone. You also need to have weapons to control the enemy movement. A Divine Avenger is great and pushing enemies back into the impact should they walk out. (You can also use the tortofist to push enemies but after firing a charge you have only one shot till you have to reload)
Third: Tortofists work best against slow and predictable enemies like: Zombies, Jellies, Scorchers, Retrodes, Scuttlebots, and Chromas. It also provides a temporary wall against enemies which gives you time to setup another charge.