CTR or ASI for autoguns?

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Imagen de Orangeo
Orangeo

See title

Imagen de Malware-Exe
Malware-Exe

Ctr...or ASI

Imagen de Orangeo
Orangeo
I mean which variant would be

I mean which variant would be preferable?

Imagen de Traevelliath
Traevelliath

CTR by far

Imagen de Bopp
Bopp
but ASI is also valuable

CTR is obviously extremely valuable for getting off tons of damage. It used to be valuable in a second way: While you charged, your movement speed was reduced by a third, so you were vulnerable. But the gunner update removes that aspect of its value.

ASI is valuable for helping you recover after an attack, so that you can shield and dodge. If you're having trouble using your autogun safely, then ASI (and MSI) might be what you need. You can experiment with the ASI+3 from Swiftstrike Buckler.

So CTR is probably more useful, but ASI is also good. Let's put it this way. If you Punch and get ASI+1, then lose that UV and try to get CTR. But if you punch and get ASI+4, then keep that UV and try to get CTR as a second UV, even though that's very expensive.

Imagen de Orangeo
Orangeo
Thanks

Thanks

Imagen de Malware-Exe
Malware-Exe
learn single/double

learn single/double switching, you won't need ASI really because switching cancels frames, but ASI might come in handy . Its your decision, really.

Imagen de Drischa
Drischa

I'm gonna jump in here and say damage boost more than either.

The whole idea with autogun charges is that they're slightly more dangerous to use but do massive burst damage.

Why would you need ASI when everything in front of you is dead from the charge you just shot?

Imagen de Poopsie
Poopsie
going to be close minded ->

Chaos set needs ASI, Black Kat needs CTR.

Imagen de Krakob
Krakob
@Faeyd

That's highly incorrect. Switching doesn't cancel any form of frames, that's what shield cancelling does. And as for shield cancelling, it speeds up animations by a percentage rather than a set amount of frames which means that it's much more obvious and helpful on slow weapons such as Autoguns and Magnuses as opposed to fast ones like Antiguas and Blasters.

Imagen de Orangeo
Orangeo
So CTR seems more useful imo,

So CTR seems more useful imo, but also easier to cap.

Imagen de Mnemonomnomnom
Mnemonomnomnom

I agree, they're both useful but CTR more than ASI. For many weapons, it's probably best to choose whichever bonus you have the least of, since experienced players say the marginal value decreases with more boost, but Autoguns benefit more from CTR, and by enough that it might make sense to max out CTR even with no ASI boost. It's not as extreme as with bombs, though.

If you're wondering which trinket(s) to buy with Autoguns in mind and/or which Sprite Perk to equip with them, CTR is better than ASI if you don't have either at max, but I don't know whether the gun damage options are more or less useful. Clearing a room with one charged attack is a nice ability to have, but it might take a lot of damage boost to make the difference between being unable and being able to do that. Also for non-UV boosts, which other weapon(s) do you use with Autoguns, that can share those boosts? For example, I have long felt that Autoguns and Alchemers are just asking to be used together, but since the big update I'm also warming up to Blasters with Autoguns and Magnus with either Autos or Alchs.

For UVs, the better of CTR and ASI might just be whichever you first get a big one of, because whichever UV you end up with you can still configure for CTR Max plus some other boosts, without any status penalties, and that's not even with trinkets. Given the usefulness of heating our weapons and the cost of targeted UVs, CTR Med should be considered standard. Even if you eschew Chaos for status effect reasons, the Seerus Mask and full heat give +4 CTR against a max of +6, and the last two can easily be had from a Sprite Perk unless you try really hard to neglect your Sprite. That's before the armor bottom, which should give you something as well.

Imagen de Nertgvv
Nertgvv
CTR

Personally, I think charge time reduction is better for autogun lines. Because technically, Autogun's only have 2 attacks, the first burst and the second burst. Therefore, the ASI is the time between the bursts. I think thats fast enough. But, autoguns are mainly known cause of blitz needle, which is known for its 3000 dmg on charge to Vanaduke. So I think CTR is better BY FAR.

Imagen de Bopp
Bopp
hmm

How do you know that the ASI influences only the time between the bursts? I'm honestly asking, because I'm always on the lookout for new information.

The general opinion is that ASI influences various aspects of the attack animations. In particular, ASI does affect charge attack rates, very slightly. (See offhand remark here, for example.) So it can't just affect the interval between regular attacks.

But I do agree with you, that CTR is generally more useful on Blitz Needle.

Imagen de Nertgvv
Nertgvv
Hmmmmmmmmmm

Idk it seems its the bursts because in wiki the basic attack is 2 BURSTS so im taking it that its prob only a 2 attack gun...... but if im wrong, the attack speed of the burst is generally very fast already for an autogun. So CTR is probably your UV to go for. <>

Imagen de Bopp
Bopp
also the recovery time

ASI also influences the recovery animation for the attack and charge attack, which helps you return to defense quickly after using the gun. (See post #4 above.) Probably it also influences the animation at the start of an attack.

I find that ASI makes Autogun charges quite a bit safer to use. Anyway, have fun experimenting.