If you can only pick one for playing the whole game, which one will you choose? Pepperbox or Blitz Needle ?
Autogun series question: Pepperbox or Blitz Needle?
On the one hand, pierce is useless because wolvers/devilites auto-dodge.
on the other, oilers....
Well actually I have master blast bomb as my secondary weapon. In this case, which one will you choose ??
the needles are fast enough to snipe gremlins with. however, wolvers are still quite darn fast lol...
Pepperbox then. That way you can shoot anything and still be moderatly effective, and will only have to watch out for oilers, for which you need to use your bomb.
also remember that the cone gets larger with pepperbox side, while it gets thinner on needles side. decide on either concentrated fire or spread out damage.
Blitz Needle:
+ Longer Range (so you don't need to stand at point blank range to hit something)
+ Faster Bullet speed (not to be confused with firing speed, this is the speed of the projectile)
+ Tighter Spread (mob damage sucks. It's not a gun meant for mobbing and hitting multiple monsters with it means you just do 50 damage each to 6 monsters and they're all still alive to start attacking you rather than doing 300 damage to one monster and killing it)
- Piercing damage (means you can't do JK runs with it and wolvers and devilites dodge)
- Standing still while firing (this is not so bad b/c you have more range on this gun)
- Charge shot is almost never used
notes: I currently use the Strike Needle. I personally like it much better than the pepperbox (I've never used a pb, but I know the firing pattern is basically the same as the autogun except that it can cause fire). The additional range helps a lot. I used to have to basically get as close as a sword user would have to in order to attack something. In addition to this extra range the spread is smaller which means it's easier to blast a single monster with all 6 shots from a reasonable distance away (which is the best way to use the gun). The worst part about it is that wolvers and devilites dodge it and you have to stand still for a bit to shoot. The standing still part is fine though since once you get used to the attack patterns of the monsters you can always get at least 1 spray in. With wolvers and devilites I'm still able to take them down fairly easily (except that one that goes underground), but it does take a bit longer than it would with a sword.
Pepperbox:
+ Fire (awesome DPS unless it's an oiler)
+ 6 shots to get them with fire damage (the thing's basically a flame thrower lol)
+ Normal damage (means that you don't have to worry about monsters being strong to your gun)
- Horrible range (you need to stand closer to hit anything and some switches are out of range)
- Wider spread (you need to stand even closer to land all 6 hits or your damage is really spread out and weak)
- Slower projectile speed and bad for oilers (slower projectiles means monsters have more time to get out of the way and oilers are self explanatory)
notes: I haven't personally used this gun although I will probably get it in the future. The fact that the thing's basically a flame thrower is awesome. Fire damage means that even if you don't nail the monster with all 6 shots it might still catch on fire and give you decent DPS. Normal damage on the gun also means that it will be safe to use on all monsters (except oilers). Devilites and wolvers will still be a problem for you though since they still dodge and your range is tiny and your shots are slow. With the blitz you can usually land at least one hit b/c of the range and speed of the shot, but expect to struggle the same as if you had an autogun when fighting monsters that dodge. I personally do not like this gun since it requires you to be in such close proximity to the monster to do damage. Yes it's DPS is better b/c of fire damage, but is it really a gun when you have to stand 2 feet away from the monster to hit it with more than 1 shot?
Final notes:
If you use a master blast bomb I would go for the blitz. The bomb you use makes monsters fly away from the blast site. The blitz will help you then snipe the monsters while they're far away and allow you to do some damage until they close in on you again and you can blast them away again. If you go with the pepperbox I can see the vortex bomb being better. That gun works best at very close range (basically sword swing range). Having all the monsters grouped together for just a little bit means you can blast them with fire and set some of them ablaze.
I'm the other way around actually, I've got a fiery pepperbox and I'd wondered about using a needle shot branch autogun. I like my fiery pepperbox, it ensures I always do damage to enemies, few (if any) resist Normal damage. I'm used to the troika line swing delay, so using an autogun at such a close range is a minor issue for me. The inability to hit wolvers in tier 3 (or, reduced ability. I CAN hit them sometimes) is a minor one, and usually setting them on fire is more helpful than doing extra damage on a few shots that'll usually miss.
I've also been using the Fiery Pepperbox, and I quite like it. It's a little tricky to solo with, but moving along with a swordsman? It's quite nice. But the biggest strength to the Pepperbox line that I've found, and hasn't been mentioned here, is it's charge attack. Soloing or with another friend, the charge attack seems to outright kill just about anything in T2, and at minimum mauls things in T3. The pull of the charge attack prevents wolver and gremlin dodges, (though I'm not shore about T3 Wolver teleports) and can be a useful way to kill Menders (T3 Menders are a bit more resilient when they start bubbling) in a group. With some IAS from other gear, and CTR UV on the Pepperbox, I think a Pepperbox would be a pretty stellar primary weapon, though I'd love more thoughts on whether or not that is actually true. Its still mostly speculation till I can try it for myself at this point.
I upgraded to a Needle Shot, which was a mistake because I couldn't shoot Gun Puppies any more. That's the most important thing. I had to make a new gun and upgrade it to a Pepperbox, which I really like.
What Onmyo said is one of the things I don't like about the blitz =/. Gun puppies are some of the best enemies to kill with guns, but the Blitz can't do it. I'm a gunner though so I'm just getting around that by using another gun. For a bomber/swordsman looking for a sidearm though that's not a very good trait. Especially if you wanted the gun just to deal with gun puppies.
Yes, a charged fiery pepperbox will more often than not kill a gun puppy in one go. If it doesn't, if you unloaded into it from outside of its front arc, odds are you can just shoot one more volley before it can turn around and charge to shoot at you.
Great suggestions. I'm currently using pepperbox myself and the DPS is pretty neat. The only drawback I felt until now is when I'm facing oiler, which in that case I use my master blast bomb (with DMG vs slime : high, take that oiler !!!), but I'm considering blitz needle too because everybody says that it has better range and accuracy. Can anyone show me the range and spread of blitz's projectiles ?
Here are screens of the Pepperbox and Needle Shot. I don't have anything higher to compare, but I don't think the ranges change.
The spread of the Needle Shot is about half of the Pepperbox's. It's pretty fun to use, but it just doesn't kill anything I need it to kill.
Thanks for the screenshots. I can have a better understanding about the two weapons now.
P.S. I've played quite a few online games and I think this game has one of the best communities so far. People are very helpful and willing to answer your questions. Other than a recurring debate about energy and whatnot, the discussion in the forum is also pretty constructive I think (even the debate about energy doesn't bother me that much and people actually gave solid comments). So give yourself around of applause, you guys deserve it :)
stepong: I'm currently using pepperbox myself and the DPS is pretty neat.
I have a Pepperbox myself and I'm actually quite disappointed with it, so I was wondering... Since you say the DPS is "pretty neat", how do you use it? Because I've found the only way I can really hurt monsters with it is by using the charge attack from close range. That's kinda suicidal (it's hard to get away with, but awesome if you do). So I'm interested to know how you do it. (I'm even more interested if you'd back that DPS claim up with facts, but I won't hold my breath for that one.)
Personally I've switched to a gun that actually provides range and mobility (not the Needle though), since I can already set monsters on fire (more reliably) with the Fiery Atomizer and attack from close range with swords. When I use a gun it's because I want range, I'm trying to hit a monster that's too dangerous to get close to, or that's chasing me so fast that I'd prefer to keep some distance, or it's a healer between some other monsters and I'd really like to take that one out first. Hazel told me I'm using the Pepperbox wrong, but then gave me the example of kiting Lumbers... and I don't have trouble defeating Lumbers with my Vile Striker.
I'm not debating taste. If you simply like the Pepperbox, that's fine with me. Personally I think it's pretty cool this game has a machine gun type, the sound it makes it pretty nice. It's great when you can land most of your bullets and get away with it, but most of the time I've found the gun's drawbacks to weigh it down heavily. Probably the Pepperbox is just not the gun for me, but...
Pro tips on Pepperbox anyone? (And anyone got a video in which they kick ass with the Pepperbox with damage numbers turned on?)
I'm not pro by any definition, but I've been using this line of guns since release.
Pepperboxes are like the Troikas of guns. I use mine with a Khorovod, and I like the deliberate pacing of both weapons when used together. I simply don't need more range because of the Troika line's defensive advantages, especially the range and interrupt on the second hit. I kite with my sword. When I switch to a gun it's because I want to hit a target at medium range, where running in with such a slow sword would put me in danger.
For example, suppose a Lumber has its back to me but there are more enemies right next to it. The best I can do with a Khorovod is to hit the Lumber once and block the hits from the other enemies. At that point the Lumber may have time to turn around and smash my damaged shield. In that situation I can safely fire one or two volleys, doing more damage before reloading than I would with most other guns. The two volleys come out very quickly.
When I do feel like firing from a distance, I time the shot so that enemies walk into it. I start firing before enemies are in range. Pretty fun in that area of Red Carpet Runaround with the three successive Gun Puppy setups.
I do use it to kill Gun Puppies at range, but again that's medium range. I rarely snipe them from far away even when I'm using other guns, for various reasons. Consider those passages with squares of spikes and Gun Puppies on the sides. I can usually count on idiots in Vog Cub shielding me with their bodies.
It's true that the inability to move is a drawback of the Pepperbox. It takes a little getting used to. Generally when I left click to start shooting, I'm ready to at least flick on my shield as soon as I'm done to make shore nothing outside my range of fire is about to hit me, which is pretty common with lots of enemies around. I find that as long as I fire once, shield, and move, I don't get hit very often. Being aware of where enemies are before you open up is important- because you don't want to stop in a place where you're gonna get hit before you're done firing.
Oh, and maybe I'm wrong, but it seems like you can partially shield cancel reload animations and end them faster. Love to get a confirmation one way or the other on that.
Pepperbox has two modes-
Charge Attack: This is how you quick kill important targets like Menders and Gunpuppies. It's also how you kill elusive dodgers like Devilites and Wolvers one at a time. In T2, ~33 damage x 15 bullets + fire status (if they survive the bullets) is pretty lethal. The charge attack almost universally interrupts any attack being made, so generally pulling the target closer isn't foolhardy. After firing, shield cancel to end the reload a little faster,(if that works) and move! Oh, and try to only pull one enemy at a time this way. Too many and none of them will die immediately, since the damage will get spread around more.
Pepper Spray: When kiting lots of targets, especially after healers are down, you can rely less on charge attacking and more on the Fire aspect of the Fiery Pepperbox. At mid to long range, just aim at the center of a group and fire one burst. Shield if necessary, move, and repeat. The idea is to hit as many targets as possible each time you fire. This way the bullets won't be doing much in the way of damage, but by hitting multiple targets, you gain more chances to proc the fire status the Fiery Pepperbox is good for. It's just like kiting with any other gun, but you can potentially be doing more damage to more targets if you can really get the fires going. It's very satisfying to set hordes of bad guys on fire- and it's reliable enough I generally don't bother to carry Fire vials anymore. This tactic works best on Jellies (except Oilers, heh.) Zombies, and Constructs.
Party Advice:
- Just stand behind any Swordsmen with Knockback and Pepper Spray while they keep the enemies at bay. When not behind that ally, aim at where the enemies will be knocked back to, not where they won't be after he swings.
- When bombers have aggro, just Pepper Spray the mobs as they run by. Most won't even notice you lit them on fire. :p
- Alternatively, take aggro against ranged mobs like Gunpuppies and Retrodes, and turn their attention away from from the Swordsmen in your party. That way they can walk in quickly and smack them down.
Covering Fire- There's a lot of complaints about enemies auto-dodging gunfire, but it can also really be a tool to use. With the exception of teleporting Wolvers, dodging enemies aren't attacking enemies. When providing covering fire, the key isn't shooting to kill, it's to keep enemies out of the fight entirely, or to disrupt their attacks by forcing them to dodge away. Note that some Swordsmen will not want you crowd controlling in this way, because it can be disruptive to their attacks as well, but it's a useful skill to practice. In arenas, you can pin mobs in a corner, keeping them dodging while your allies focus on the other enemies. If you see an enemy about to attack an ally who is mid-attack on something else, shoot it, or pull it out of reach with your charge attack. If your allies catch you doing this, they may be more inclined to hit enemies targeting you while you're stuck firing at something else.
-If you're forcing Mecha Knights to stop and shield, you're giving an ally time to step in behind them and get a couple good hits in.
-Pin Wolvers and Gremlins into corners and keep them dodging. You're basically removing them from the fight, even if you're not really damaging them.
-For projectile throwing Devilites, if you shoot them the moment they pull out the item they intend to throw, they will lose it, preventing the attack. (This is much easier with a Silversix than a Pepperbox however.)
That's all I can think of for now.
Most of the tips you give here are for guns in general. I'm interested in how you make the most of the Pepperbox, where it outshines other guns, or where it complements your equipment best.
You make a very valid point there dealing with the different creatures in game, in my opinion having the one that causes fire would be very effective. If i were put in a room full of oilers and other creatures, i would shoot the oilers first and try to get the others on fire from the oilers then proceed for some knockbacks with my melee weapon
Do enemies even ignite from a burning Oiler's trail? My only experience with burning Oilers was with other Fire-themed monsters, which are immune to Fire status anyway...
It's true the party advice I listed above tends to be good for any gun. The two tactics I listed however, the Charge Attack, and Pepper Spray, are entirely for the Fiery Pepperbox only. The ability to deal high single target damage, or to wear down larger groups with the larger field of fire + Fire status, is something I believe no other gun can do. Also, because the gun deals Normal type damage, the only time it's less effective is on Fire Strata levels, because most things there cannot be set on Fire.
In terms of complementing my equipment, again the weapon does Normal type damage so it's a good cover all so you can take other more specialized weapons and not worry about not having the right thing. It's rather opposite to my Silversix, which has great precision and mobility, but unless you're fighting Undead or Fiends, does pitiful damage. The two together tend to make a strong combo, giving me great flexibility to take on a horde or to snipe healers. The only other piece of Equipment I've seen really compliment the Fiery Pepperbox is the poison bombs. Reduced defenses make inflicting Fire status a happy time indeed.
I mentioned that I didn't think the range of either line increased with upgrades, but I finally got around to getting my Fiery Pepperbox today and it does have a longer range than a Pepperbox. Not quite as long as the Needle Shot, but maybe the 4* upgrade of that gun is longer still.
Blitz Needle is one of my most used weapons. Fantastic in Citadel...