Forums › English Language Forums › General › The Arsenal

Search

Choosing what autogun path to take

6 replies [Last post]
Wed, 11/30/2011 - 18:19
Walleyex's picture
Walleyex

Hey everyone,
I have an idea on which path I want to take my for my autogun, but I want to know other people's opinion about this, maybe they know something I haven't considered.

Here's the main reason I'm asking this: I mainly use my autogun for constructs. I like to keep my distance when fighting them, because some of them can do a lot of damage. However, the Blitz and Plague are both weak against constructs, so I'm currently leaning towards the Volcanic Pepperbox, since I'll still be able to still do decent damage to constructs.

I know that the Blitz and Plague are good autoguns since Blitz has a lot of power and Plague is useful in team situations, but I don't want an autogun that's weak to the type I use it most against.

Should I just go with my gut instinct and get the Volcanic Pepperbox, or overlook the Blitz and Plague's construct weakness, or is there some other piece of info that I'm still missing?

P.S.- If this helps, my sword is a Leviathan blade, just so you know what my other weapon is.

Wed, 11/30/2011 - 18:28
#1
Effrul's picture
Effrul
If you absolutely insist on

If you absolutely insist on using an Autogun versus Constructs, then the Pepperbox route is the only really viable option; the other two lines do Piercing damage, which Constructs shrug off with embarrassing nonchalance. Honestly though, I have a hard time recommending a pure-Normal weapon as an anti-Construct solution when Elemental weapons will do a much better job; the Polaris line seems particularly popular, but there's also the Alchemer series to consider. The Polaris' projectile, which expands and gains explosive properties with distance, would seem to be an ideal match for your described tactics.

Wed, 11/30/2011 - 19:34
#2
Walleyex's picture
Walleyex
Thanks for the insight

Thanks for the insight, I think I'll go for the pepperbox. I probably would have gone for the polaris, but I want a gun with high firing rate and fast projectile speed. Maybe I'll get a polaris after my VPB, seeing as how they would both do well against mobs of enemies.

I was also thinking of getting a Gran Faust later on too (after I get a 5* equipment), which would pair up well with the polaris because they each cover what the other one is weak too, making this a good secondary loadout.

Once again thanks for the confirmation, I wasn't 100% sure on the VPB, but i think i'll go for it now.

Wed, 11/30/2011 - 19:53
#3
Culture's picture
Culture
Hmm

What Tier do you play currently? I've never tried it, but I'm guessing the VPB is going to be very difficult to use on Constructs in T3:

Mecha Knights - they shield when shot and can close the distance quickly due to the autogun's slow fire and recovery.
Retrodes will take you down with their lasers since you can't move or shield.
Scuttlebots two hit kills, I wouldn't bother using a gun on them.
Gun Pups - again, you want to be able to dodge. The autogun line is going to hold you in place too long during bullet hell.

Something like Nova or Hail Driver would give you mobility and range with a decently fast shot right now. Or you can wait for the Argent Peacemaker to turn pure elemental and get range, mobility and speed all in one.

Wed, 11/30/2011 - 20:27
#4
Dark-Flare's picture
Dark-Flare
Yeahp Culture brings up the

Yeahp Culture brings up the one reason i ditched autogun line: YOU CAN"T MOVE. So that moment when you are shooting down a lumber, and it doesn't die? Yeah, you're close to dead. Also, VPS's charge attack will draw in monsters closer to you. This can be good if you are positive it will finish them off, but if not, you are also screwed. 'Course, these problems can be solved w/ player skill. :)

Wed, 11/30/2011 - 20:54
#5
Walleyex's picture
Walleyex
Yeah, the not being able to

Yeah, the not being able to move is a set back with the autogun line, but it takes practice to know when to fire, which is usually right after the enemy's attack (dodge then attack). I will admit sometimes I do get hit, but with the other guns I've tried out, I was really slow anyways, so I overlooked it and got used to its "stay and spray" attack, which I really like in arena because if I'm soloing and the mob's after me I just keep going in circles and spraying when i get enough space between me and them allowing me to damage multiple targets (usually without missing any shots).

Also, one reason why I like the autogun line is for its charge attack. It's vacuum effect is extremely useful for isolating medic gremlins or the butterfly medics, bomb gremlins (staying out of their bomb's radius) or saving any team mates who are low on health (although I've only done that a few times). Yes it can really hurt you, but after enough practice you know exactly when to use it.

Long story short, I have enough practice with an autogun to know how to use it effectively, and I do appreciate your concerns because when when others read these posts the can learn more about the autogun's. The no movement is a heavy con, but without it, the autogun line would be overpowered. It's just something autogun users get used to after a while (took me a week to get used to it).

Wed, 11/30/2011 - 21:36
#6
Anakletos's picture
Anakletos
As one who uses the Pepperbox...

The second gun I got after a 0* stun gun was the Autogun. As of now, it is a Pepperbox that I use on, you guessed it, Lumbers. Not purely lumbers though. I've used it a lot in JK runs: Back pedal through a choke point, fire off a volley, catch a few on fire, quick slash from my Nightblade, Shield bump, repeat. Also, I've used it a lot on Lumbers, and it works. Pure elemental guns work better, but as I said above, I don't use them for ONLY lumbers.

Contrary to what a few people above me said, I find it isn't that hard to kite lumbers with an Autogun... at least in Tier 2. Sure, I got hit the first 5-ish times I tried it, but now I rarely get hit when using the Pepperbox to light some Lumbers on fire from a distance (Last time I got hit was because someone was enjoying his Calibur charge attacks a bit too much).

The Pepperbox's main use, I find, is for dealing with big, preferably slow, enemies that would really hurt if you allowed them to come close. Lumbers are the most common example of this. Other than lumbers, I use them on the larger Lichens a lot. At the maximum Autogun range (Takes some practice to find it on a moments notice), the Giant Lichen Colony's ranged attacks will miss you about 97% of the time, due to the circular, radiating, pattern of the attack. In addition, the cone of shots is narrow enough so that practically every shot will hit. If the Lichen goes in for the charge, most of the time I barely have enough time to put up a shield, but it isn't reliable. Once again, there probably are better weapons, but the Fire Damage means you can just set it on fire, then ignore it for a bit, burning to death while you go rev some team-mates :D

Powered by Drupal, an open source content management system