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Argent Peacemaker?

10 replies [Last post]
Tue, 02/11/2014 - 17:53
Kesari's picture
Kesari

I got this weapon back when it was a split elemental/piercing (I got it intending to use the weapon as anti-undead, anti-fiend, and for vanaduke)
But what of it now? What is this gun good for?
It's very tedious to fire this gun as it requires you to click more than anything else in the game, all the while, doing marginal damage with NO knockback whatsoever, and having the most vulnerable charge attack I've witnessed.

Pros:
Can move while firing, so easy to kite with.
High speed bullets make it easier to hit dodgy enemies and into the center of tight groups.
Large clip makes it more forgiving to missed shots.

Cons:
No knockback leaves you always on the run, leaving you at a huge disadvantage in cramped quarters.
Combustor outclasses it in every situation except when there's gaps, low walls, and oilers.
Devine Avenger outclasses it, period.
Charge attack leaves you extremely vulnerable.
Final shot tends to explode on any solid object anywhere close to it... including the wall behind you.
Click click click click click.... click click click click click... click click click click....

If anything I said seems unfair, feel free to reply.
I'd like to know what this gun is good for anymore, I seem to be the only one using it.

Tue, 02/11/2014 - 18:08
#1
Sweetsundere's picture
Sweetsundere
Eh it's nice.

I like my Argent because of it's fast shooting and high damage against the undeads in FSC/UFSC, i mostly use it just to finish off though.

-About it's knockback, well it's a gun, you're kinda supposed to use it from a distance and pull a sword if they get closer.
-Argent's charge is only useful against puppies as the full charge destroys them, but still, there is way better gun charges.
-Something i really hate about Argent is that it doesn't do anything against blocks in a lot of occasions.

Never use Polaris that's for newbies.
Alchemers only have 2 clips and then you have to reload which is a problem at times.

Tue, 02/11/2014 - 18:11
#2
Flowchart's picture
Flowchart

Most of your cons are saying swords are better, if that's so then maybe you just prefer swords.
I don't use AP as a main weapon when being gunner, it's better as a side weapon when primarily using swords.

no knockback is good. it lets you assist others without knocking them out of their way.
in fsc I use it to shoot zombies when there's spikes in the way and not enough time to use blitz.
or sometimes I use it to keep up the attack when I back off due to their attacking.

click click is annoying but I use a gamepad so i don't worry about that.
Also, it's my favorite weapon to break boxes with at the end of danger missions.

Tue, 02/11/2014 - 18:21
#3
Bopp's picture
Bopp
you forgot good range, ease of use

Compared to the alchemers, Argent Peacemaker and Sentenza have long range and are really easy to use. But yes, alchemers are better.

Tue, 02/11/2014 - 20:04
#4
Kesari's picture
Kesari
Alchemers

Speaking of the Alchemers, I got one and am finding that they ricochet only to the left, which is completely murdering my OCD...
Why.. why do they do this?! XD

90% of Alchemer ricochets are 10-90 degrees clockwise of the point of impact.

Is this a weird programming bug? It's very similar to an angular probabilty error I made when I made something in Game Maker because I was 45 degrees off or something.

Tue, 02/11/2014 - 23:33
#5
Fe-Tarkus

Well, the Wrench Wand charge attack has a 100% chance of pushing things 90 degrees to the left.

The Alchemers aren't as awesome.

Wed, 02/12/2014 - 00:12
#6
Bopp's picture
Bopp
Kesari

Kesari, the charge shots ricochet in both directions. If the regular shots ricocheted in both directions, then the alchemers would be overpowered. If the direction of ricochet were random --- sometimes left, sometimes right --- then they would be underpowered.

The ricochets are crucial to the alchemers' design. In the hands of an unskilled player, alchemers do poor damage (lower than other guns). In the hands of an expert, they do close to twice as much as "poor" (higher than other guns). I for one really like this aspect of the game's design. Newbies can survive, but experts can take pleasure in honing their skill.

Wed, 02/12/2014 - 02:51
#7
Jenovasforumchar's picture
Jenovasforumchar
Agent Peacemaker

I agree that my Firebrandish is more effective, when it only comes to damage, but if it comes to safety, you would value AP over this sword.

Eg.: In the danger mission 'Ghost in the Machine' I prefer to use Agent Peacemaker and Polaris.
Polaris got some nice shots, but at close range it becomes weak and Agent Peacemaker does do a better job.
Also keep in mind that AP bullets are pretty fast and can kill one of these little suicide bombers pretty fast.
At further distance or wide areas I do actually prefer Polaris because I can run in the direction of a Polaris bullet and let these bullets stack to get literally a flexible Brandish without the need of charging (and killing shieldable construct knights pretty fast this way).

Other Aspects of an AP is the ability to spamm Trojan's shields. This does not harm them but it pushes them back a little bit with each bullet and they actually stop attacking; and while beeing under fire, they won't turn around (let us call this some kind of stunlocking them).

You say it is annoying to you to click often - well I like it :) but I can't imagine that it was different to the time when APs had split damage?

The main reason why I did choose an AP as my first 5* specialized damage weapon was the high muvability with a large clip size. I hope this is helping you.

Edit:
Oh I almost forgot: My best choice against these undead cats is an AP: the fast bullets can shoot these while they are shifting away and the big clip size makes up the accuracy of these monsters: missing one shot isn't that tragic (as you stated out already).
At the same time you get the necessary distance to avoid the cat's bullets.

Wed, 02/12/2014 - 05:04
#8
Effrul's picture
Effrul
>>Never use Polaris that's

>>Never use Polaris that's for newbies.
If there's a finer firearm for Walker hordes, I've yet to see it in the two-and-a-bit years I've been playing. The Polaris gets a lot of flak for being visually distracting, and for the knockback being rather disruptive in team play, but that's a matter of deployment; a skilled wielder who's minding their surroundings can do horrendous damage without treading on anyone's toes.

The Argent Peacemaker, indeed the Antigua line in general, make great support weapons, but they don't really have the stopping power to be arsenal linchpins. Their strengths are kiting and hassling, mostly; the lack of knockback can actually be an advantage in teamplay, because you can contribute chip damage to enemies who're engaging teammates at melee range without risk of throwing off their attacks (i.e. the principle reason the Polaris draws so much ire). But yeah, used as a primary weapon, you're going to spend a LOT of time watching shells ping harmlessly off advancing monsters, punctuated by panicked reloading. Alchemers are generally better weapons against Mecha Knights and their thrice-cussed automatic shields, because you can use the ricochet to tag them from the back. The long cooldown on said shields means that it's possible to get a few cheeky shots in with an AP if you're careful with your timing, but again, you're unlikely to be doing a lot of damage in that window.

Jenova is exactly right about their utilty vs Spookats, too; the high projectile velocity and ROF coupled with their superb mobility when compared to other EL guns makes them excellent sidearms for Undead strata, though I'd couple it with a sword or a higher-damage gun.

(I have a gunner loadout for Construct/Gremlin levels that uses both Antigua guns, but it's basically there because so I can feel like a space cowboy rather than because it's particularly useful.)

Thu, 02/13/2014 - 13:36
#9
Anthrom's picture
Anthrom
two things

if you are starting gunning, may i recommend winmillion :D
and second, AP does have some slight knockback, ever tried shooting at a trojan? it will focus all its atention at shielding you shots and will be pushed away half a block per shot plus he is busy with you and another teammate can finnish him off for you.
also good to damage decently many, if not most of the enemies so u can finnish them off with a sword or charge.

Thu, 02/13/2014 - 14:58
#10
Dibsville's picture
Dibsville
Just an opinion, not actual facts

It's bad.

In a Polaris vs Argent argument, I would honestly prefer using Polaris, and I'd also prefer that a party member used Polaris if they had to choose as well, no matter how spammy they were with it. I for one hate Antigua's, and in a real situation I would never consider using one (can't even remember the last time I used my Carbine other than to show it off).

You want something that's good for finishing a straggler? Try an Alchemer. Know what Alchemers are good for over Antigua other than finishing off stragglers? Being an actual gun.

Now, in terms of your question, I actually do have a couple reasons for taking out my Antigua:

1. Places where I may need to kite
2. When I'm rushing

Now, as for my first reason, this is only in areas with slow enemies (specifically places like FSC). In a place like Legion of Almire that also have fast moving enemies (such as Kats), I'd rather use my Polaris, or my Hail Driver (sometimes Storm Driver, though I prefer Freeze for kiting).
My second reason is pretty straightforward. If you're rushing, you'll obviously want to grab the boxes along the way, and Argent Peacemaker is at the top of my list for #BestTreasureBoxSlayer2014. It also has that nifty 6-shot magazine, which can tear through those blocks that get in your way when you're trying to quickly advance. *cough* Graveyards *cough*

"ever tried shooting at a trojan?"

Any weapon in the game can potentially cause knockback on a Trojan shield, even those that are very well-known to have absolutely no knockback.

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