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- - Interesting Tortogun Tactics - -

12 replies [Last post]
Wed, 07/23/2014 - 14:07
Pellipper's picture
Pellipper

I don't personally own the gun but would like to, and have been intrigued by the charge attack and it's possibilities.

Cutter Line+Tortogun: Using the charge to create a solid wall behind targets, followed by chasing enemies into said wall using the cutter line. Damage from both cutter strikes and the ticks of crystals.

The same idea above could be applied to heavy swords by knocking enemies into the shards created. Perhaps even use a nitronome to push enemies into the shards, for effective crowd control.

Vortex line + Tortoguns: Straight forward, you get them in a huddle and then unleash a charge on enemies, shards hitting multiple enemies (perhaps invincitinks reducing effectiveness)

Stagger Storm + Tortogun: Slow enemies in confined spaces so they are hit as much as possible by the shards

Self Protection: Fire a charge to create a partial barrier in the corner of a room and be protected from enemies. Alternatively could be used to trap larger dangerous enemies.

Any interesting tactics people have come up with you should post here!

Wed, 07/23/2014 - 14:24
#1
Krakob's picture
Krakob

Calibur + Tortogun:
Like your suggestion on Cutters and Tortoguns, but you use the Calibur charge instead to hit up to thrice if done correctly with setting up the wall. Having CTR Max on the Calibur is probably more important than having it on the Tortogun for this setup.

Wed, 07/23/2014 - 15:03
#2
Zeddy's picture
Zeddy

There's the old autogun + tortogun, where one player spams walls to keep enemies back while the other charges their autogun safely and kills them.

Wed, 07/23/2014 - 16:17
#3
Jenovasforumchar's picture
Jenovasforumchar
Menders Ahoi

-If you manage to get one spike spawning below the shield of a mender, this spike will very effective break the shield and the Mender inside.

-Nuke from above: Charge gun but instead of retreating, move to monster and stop just in front of it. The monster will stop chasing you, stops for a moment and starts to attack. Before it can do that though, the spikes from the sky arrive and the monster gets (in best case ofc) six time damage and dies instantly.
This works with Zombies, Jellies, those Gremlins with shield on back and these spider-like machines.
However, Asi is very important here and it seems not to work that good on devility, because of their fast reaction time (they usually finish their attack before the sparks arrive).

-Shoot sparks on a turret and get a safe spot where bullets cant hit you.
Additional bonus if it is a Howlitzer: It cant pass the shard wall and will die before it is even proper launched.

Wed, 07/23/2014 - 20:44
#4
Glacies's picture
Glacies

I actually wonder if Volcanic Pepperbox doesn't have a reason with the shards now. If you're able to land the shards behind the enemy (which sadly is hard to do because of the glitch) you can end up pushing enemies into the shards with Volcanic Pepperbox.

Thu, 07/24/2014 - 08:03
#5
Drischa's picture
Drischa

@Glacies you'd need some pretty serious CTR to get that done effectively without the shards breaking too fast, but it could work.

The tortogun's combo itself has pretty huge knockback, why not just use that to hit an enemy into the shards?

Thu, 07/24/2014 - 08:18
#6
Blazzberry's picture
Blazzberry
SCP-96

The tortodrone shards from the charge attack can indeed block wisps and make them change directions. Getting it to work is a bit tricky.

I haven't tested it on shankles yet.

Thu, 07/24/2014 - 09:26
#7
Fe-Tarkus

I've accidentally changed the direction of a Shankle with a thrown pot (it hit the wall adjacent to the shankle and changed its direction). Tortogun most likely works on shankles as well.

Thu, 07/24/2014 - 10:17
#8
Batabii's picture
Batabii

vort-ofist doesnt really work without a partner, the bomb explodes before the shards actually hit even with max ctr

Thu, 07/24/2014 - 11:53
#9
Seiran's picture
Seiran
YER

This is absolutely a team gun though. Invincitinks kind of encourage multiple people using them to make sure the things caught will die (or bounce around to their friends' charges).

Agreeing/reiterating that vortex-fist is amazing but needs a partner to work.
- If you drop vortex first, the monsters clump up and your charge will end up coming up too short (due to hitting and spawning in front of the group).
- If you drop vortex last, the shards disappear.

You need to release the charge in the vortex circle before it starts to suck monsters in.

---------

I'm surprised nobody's brought this up yet - it was one of the first things I did with the weapon:

Shield Bash combo (alt. Tortodrone rage):
- Drop charge, punch them into charge, shield bash them back into the charge, punch. Looks especially awesome if you have a tortodrone shield equipped.

Thu, 07/24/2014 - 11:56
#10
Holy-Nightmare's picture
Holy-Nightmare
Make one guy hold the front

Make one guy hold the front line (guardian class mindset, or Electron vortex spammer)

Get everyone else with perfect masks of Seerus and Chaos cloaks.

SPAM charges everywhere.

Fri, 07/25/2014 - 04:58
#11
Pellipper's picture
Pellipper

An idea based on what holy nightmare posted, in a situation where there is limited space but multiple mobs, a team could use a nitronome and multiple tortoguns to keep enemies away whilst taking damage from crystals

Fri, 07/25/2014 - 07:54
#12
Seiran's picture
Seiran

Kind of.

As far as bombs paired with the charge go, I find that the more immobile it makes the enemies, the less effective it makes the tortofist charges. Vortex is the exception in that it has a short moment where it 'moves' enemies (and pair that timing so that the charge is in that location and you have an amazing combination for damage).

If you combine Nitronome and Tortofist, you can probably play a pretty strong keepaway game: build a fence to keep out monsters with the fist charge (remember, they don't just walk over the spikes unless they're attacking), and nitronome any enemies that get too close, bouncing them to the fence for damage.

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