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A few questions for you pure gunners out there.

5 replies [Last post]
Mon, 11/12/2012 - 01:01
Tqs-Remx's picture
Tqs-Remx

I ask only for players who have 4bars of connection to answer this because I know that med-high lag/latency affects bullet speed animation and bullet hit detection.

1. Is there any significant visual and hit detection (i.e the amount of delay in which the bullet hits and the hit is detected) difference in the bullet of a callahan (normal shot) when its ASI is at none, high and at max?

2. Will the attack animation of a callahan (the gun itself), in conjunction with shield cancelling, end faster when it is at ASI high/max when compared to a stock callahan? Is there a significant visual difference?

3. Can a blitz (lvl10) with dmg vs undead vh 1 charge shot kill a vana's slag guard with full health (i.e. recently spawned) when in a full team (4)? [Not equipped with any gunner armor or trinkets]

ggkthxbye

Mon, 11/12/2012 - 05:28
#1
Darkbrady's picture
Darkbrady
I'm not a Callahan user, so

I'm not a Callahan user, so can't give an answer to #1 with certainty, but:

1/ Not much. Callahan hits are as close to instant as you get. You notice it more with alchemers where you need to lead shots (in PvP, anyways; in CW they land as aimed)
EDIT: re-read the question after Mohander posted. No, ASI doesn't affect bullet speed at all, on any guns, only the animation in which you fire the bullet.

2/ Shield cancelling is easier, and faster when the weapon has more ASI.

3/ No. I'm pretty sure to onehit the Slags in a 4man you need max damage and need (almost) every bullet to land. I've got max damage on my Blitz and fail to onehit them sometimes, I presume by simply standing too far back and missing a few bullets.

Mon, 11/12/2012 - 05:23
#2
Mohandar's picture
Mohandar
1. No- hit detection and the

1. No- hit detection and the speed of the bullet visually are not affected by ASI. Note that your 'fast' type bullets always look slower to you though, due to how the server compensates for latency.
2. Yes- ASI makes a big difference on Callahan, especially when single-switching to maximize your rate of fire.
3. No- I believe you need Maximum! bonus to OHKO a slag guard in a full party. Ultra *might* be sufficient, but I almost always run with max gun damage.

Mon, 11/12/2012 - 10:17
#3
Lukehandkooler's picture
Lukehandkooler
@ Callahan

Its entirely possible to shield cancel *and* trigger a reload even with asi capped with callahan.

ImHHo callahan has alot of quirks like range and hit detection. I cant count the amount of times it has visually looked like I have hit something (especially silkwings)(With auto aim on and off) and no numbers register or the HUGE bullet seems to explode along side something without triggering any damage. I usually have all bars suggesting that my connection is good but for this very reason I have scrapped the idea of making two to swap-shoot with it.

The only times in clockwork play I really like having a callahan equipped is for T3 wolver when you need to deliver a huge chunk of damage in one shot before they teleport, or T3 gremlin menders where sometimes depending on party size you can chain knock them or deliver raw damage in chunks big enough to kill them before they can shield. Even then, coming from a pure gunner I would almost rather use a BTB and shield cancel. It starts to border on redonkulous and tiresome having to shoot a _______ 7-8 times in a party of 4 that can be taken out in one sword combo or a well placed blitz charge or even reg combo.

Although in PvP I have began to gain a little bit more respect for what callahan is capable of though my experience in LD is very very limited.

I want to say that at VH blitz will not one hit kill one of vanadukes Brojan guards too. I usually run with +dmg vh (in FSC) so I can keep asi at a decent level and still use a shield that can withstand a mace hit and offer some fire resistance and I dont recall ever having one shot one of Vana's body guard Brojans like a normal Brojan.

~Luke

Mon, 11/12/2012 - 11:55
#4
Tenkii's picture
Tenkii
repeat

1. Is there any significant visual and hit detection (i.e the amount of delay in which the bullet hits and the hit is detected) difference in the bullet of a callahan (normal shot) when its ASI is at none, high and at max?

ASI doesn't affect this, AFAIK. I'm mostly sure the bullet speed you see is there to simulate latency.
Unfortunately, even this isn't enough when dealing with fast moving enemies (t3 howlitzers/kats/strikers), so you'll still have to 'miss' ahead of them in order to really land hits.

2. Will the attack animation of a callahan (the gun itself), in conjunction with shield cancelling, end faster when it is at ASI high/max when compared to a stock callahan? Is there a significant visual difference?
Yes, and it's fairly significant if you hold shield during the attack, since it will force shield to come up as soon as physically possible.

@Lukehandcooler:
Its entirely possible to shield cancel *and* trigger a reload even with asi capped with callahan.

...I usually have all bars suggesting that my connection is good but for this very reason I have scrapped the idea of making two to swap-shoot with it.
@reload : Happens with all guns/weapons. Shield cancelling doesn't reset the reload/swing cooldown time (it's a thing - try walking and spamming shield cancels with heavy swords - after two swings in place, you're unable to swing until you step like, one tile over). The only way to 'manually' reload is to switch weapons

@making two guns to switch-shoot:
That's a complete waste of energy. If you learn to double-switch, you only need one gun.

Mon, 11/12/2012 - 13:17
#5
Lukehandkooler's picture
Lukehandkooler
Seiran

Ty for the info, I dont have any heavy swords but it just so happens that I'm leveling an avenger to make DA for a defensive weapon in LD so I will check that out soon :)

The only weapons I have found I like swap shooting so far with are trollaris/AP however if I had I storm driver and a magma driver this would probably also be a winning combination.

I have min/maxed in alot of other games before (think wow during mid WoLK where you could swap instant/deadly with instant/instant poison once you had a 5 stack built up) and I just cant really wholly dedicate myself to that rigorous of a routine most of the time in SK being that clockwork play isnt that competitive.

I have problems using callahan because outside of the autogun line, callahan is the only weapon that solidly roots me in place even for a single shot and goes against my playstyle of spamming WASD or tapping away while shooting to prevent monsters from locking on to my position and triggering an attack.

With my regular loadout I like to kind of keep an "Ickey shuffle" going on when I am in close quarters and along with some of callahans quirky behavior I dislike the fact that it is prohibitive of some of my best defensive footwork in the clockworks. But again I guess there isnt much of an alternative for pierce damage in a pure gunner loadout so I just normally stick with blitz figuring if Im going to risk taking a hit, I may as well go large or not at all.

Now that you mention it I think I'm going to try single swapping regular blitz attacks today and see how effective that is ^_^

PS sorry to derail or spew personal opinion OP, I'm bored and its a rainy miserable day outside up here in Detroit.

~Luke

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