how shoot i asplosion??///
I originally made this thread when I had just gotten a Biohazard lv10.
Well, now I have both a Neutralizer and Biohazard at lvl 10.
Stats
-
Normal shot:
- Fast fire rate
- Slow projectile speed. Each upgrade increases the speed of projectiles!
Charge shot:
- 1 second to charge, with no CTR. The orb will always start circling from the top of the enemy and move counter clockwise, taking 3 seconds to do a full orbit around the enemy.
- When it hits an enemy, it will make an orbiting charge that follows the enemy for 20 seconds. Because of animations and stuff, you can assume that the most you can ever tag is probably 9-10 by yourself.
- Charge shots don't belong to anyone: If anyone with a catalyzer (either one!) shoots a 'tagged' enemy, all attached orbs will explode. This is actually kind of important - since shots don't belong to anyone, any damage modifiers you have don't affect it (penalties don't count, poison doesn't affect the charge damage).
- Knockback is similar to a Valiance charge shot.
-The explosion can interrupt enemies.
Neutralizer (normal) vs Biohazard (shadow : poison)
- - Neutralizer does Normal damage; Biohazard does shadow damage.
- Their normal shots do the same damage, but Neutralizer's charge does slightly more damage.
The tradeoff, of course, is that Biohazard can cause poison and does well vs slimes/gremlins (and loses damage vs fiends and undead), while Neutralizer had a wider range of monsters that it can deal full damage on and has no special effects.
Usage and strategies
- Mobility
Honestly, I feel like the gun is a close range weapon. To make use of its fast attack speed and even make things easier to hit with charge attack, you might sometimes have to weave in close enough to an enemy to trigger their close range attack.
Hitting enemies
The biggest problem is really hitting enemies at all. If they have one, it WILL trigger the dodge response. You can take advantage of this though, by anticipating it.
Gremlins, for example, dodge backwards when a bullet goes towards them, so you can aim a little behind a gremlin and it will dodge into your shot. Since its bullets move slowly, you can run behind your bullet, switch to a sword, and poke a hit in while they're coming out of their dodge ending lag.
T3 Wolvers will teleport. You can run circles around a T3 wolver-gremlin danger room without getting hit just by keeping at least one bullet out and running behind it - they'll just keep teleporting.
Shield robots will shield on the first shot, but if you shoot the charge attack after it, you can still tag them. I don't feel guns are a very efficient weapon on those though.
Charge attack tactics
- Shield push - so you've tagged a monster with 3+ charges. Tap shield near it to shield-push it towards a mob of enemies and instantly follow up with a shot. The monster is now a bomb.
Charging without shooting - If you hold [attack] while shielding, then release shield, you can start charging without using your normal shot. Avoids accidental detonations.
Explosion knockback - The explosions act like mini blast bombs - their effect is additive (so if they're on opposite sides, they won't fly as far, but if you put a bunch on the same side, the monster will fly really far).
Interruption - Similar to a heavy sword's second slash, the explosion itself can interrupt enemies during their charge-up time.
Orbit timing - The orbit ALWAYS starts above the monster and circles counterclockwise. It takes about 3 seconds for it to do a complete orbit around a monster, and if you instantly follow up a charge attack with a normal shot, it will always explode on the left side of the monster (sends them rightwards). If you want to control the direction without looking, you can just delay the detonation hit by like 3/4 second for each 'direction' change you want. (so if you wait 1.5 seconds after shooting the charge shot, it will be on the bottom side of the enemy and send them upwards, etc).
Split orbs - On the rare chance that you can get the charge projectile to hit two enemies at once, it will spawn an orb on BOTH of them. I've done this rarely by accident in real play, but it's easy to recreate in ATH.
Damage
- T3 lvl 10 Biohazard
Vs Gremlin (type bonus):
(Depth 19)
Normal shot: 104
Charge shot: 178
(Depth 24)
Normal shot: 151
Charge shot: 252
Vs lumbers (Depth 20)
Normal shot: 66
Charge shot: 168
Vs Gun puppy (Depth 24)
Normal shot: 83
Charge shot: 187
These numbers are a little deceptive though - the "charge shot" damage is per ball you attach, but the shot you use to trigger them also counts. So if you do a single-charge detonation, it's really 1 charge shot and 1 normal shot added together for your total damage.
HI TENEL!
I say it to you, if you make a treath, I come to learn
before a lot of test and compare the 2 guns, Today y buy a pulsar, im planig to updrade it to polaris, I like the "explosion ammo"