Tips on Incinerator_
#21
Posted February 16 2014 - 09:55 AM
With the incinerator taking most of the heat from battle I think having that last big punch would help. Can't tell you how many times I have tried the ability and died right before it went off. So the delay I think balances it out. Maybe 200HP_ I have tried the ability on A few B's and I haven't been able to finish any off.
#22
Posted February 16 2014 - 10:01 AM
#23
Posted February 16 2014 - 01:39 PM
Farlanghn, on February 16 2014 - 12:58 PM, said:
Hijinks_The_Turtle, on February 16 2014 - 01:00 PM, said:
I also feel as if the Incinerator doesn't really feel like an incinerator. I hope they put a DoT or something to it so I can actually burn things to make up for the low damage the B3AR series gives.
#24
Posted February 16 2014 - 03:27 PM
Edited by Farlanghn, February 16 2014 - 03:28 PM.
#25
Posted February 16 2014 - 10:18 PM
Tagging along with the brawler and rocketeer, Constantly launching volleys of fireballs at the enemy chock point proved effective, constantly flanking the enemy when they are distracted on engaging my team, sneak up on them with heat bars almost full and BAM! took out 2 mechs at once with my heat ability and allowing the team to push the enemy back down to one mech which had no choice but to retreat.
#26
Posted February 17 2014 - 06:01 AM
86, on February 16 2014 - 10:18 PM, said:
Tagging along with the brawler and rocketeer, Constantly launching volleys of fireballs at the enemy chock point proved effective, constantly flanking the enemy when they are distracted on engaging my team, sneak up on them with heat bars almost full and BAM! took out 2 mechs at once with my heat ability and allowing the team to push the enemy back down to one mech which had no choice but to retreat.
Haha, gosh. I really gotta practice more don't I_
#27
Posted February 17 2014 - 06:43 AM
Hijinks_The_Turtle, on February 16 2014 - 08:12 AM, said:
86, on February 16 2014 - 08:11 AM, said:
I have also discovered a tactic that could render the incinerator's ability useless during my encounter with a scout: Just before i could unleash my ability, the scout threw a shield at me which pretty much prevented all the explosion's AOE from reaching him when the shield dome covered my incinerator...the scout made a quick getaway.
Dang, people learn fast. I'm sure you could do the same with a blockade.
The SAARE is already kinda spammy so i would assume they wanted it to have a more manual feel.
#28
Posted February 17 2014 - 08:21 AM
Because of the spammy nature of this mech I've called mine SPAMINATOR.
Btw, anyone know the AOE range of the special ability_
#29
Posted February 17 2014 - 09:08 AM
amade, on February 17 2014 - 08:21 AM, said:
Because of the spammy nature of this mech I've called mine SPAMINATOR.
Btw, anyone know the AOE range of the special ability_
The ability aoe is no more than 2 meters maybe a bit more. If you read my posts above the saare utility doesn't do more damage just a tiny bit more aoe.
#30
Posted February 17 2014 - 09:13 AM
#31
#32
Posted February 17 2014 - 12:19 PM
Hijinks_The_Turtle, on February 17 2014 - 06:01 AM, said:
86, on February 16 2014 - 10:18 PM, said:
Tagging along with the brawler and rocketeer, Constantly launching volleys of fireballs at the enemy chock point proved effective, constantly flanking the enemy when they are distracted on engaging my team, sneak up on them with heat bars almost full and BAM! took out 2 mechs at once with my heat ability and allowing the team to push the enemy back down to one mech which had no choice but to retreat.
Haha, gosh. I really gotta practice more don't I_
Practice makes perfect. I've gotten my BurnBunny to rank 4 over the weekend and really had some time to focus on what did and didn't work (for me, at least, YMMV). I'm fairly consistently averaging 2:1:2 KDA ratios or better. My favorite was the game with two smart techs that hung with me and I went 20-4 (first death was after a 12 kill streak).
Loadout:
Primary: Don't even bother with the unlock weapon. It doesn't spin up in time to put damage out, and if you're in a large group, you'll be getting way too much heat. More on that in a moment. Stick to the default weapon and just tape your LMB down.
SAARE: keep it in primary mode for the most part. The damage difference is negligible and the alt fire is no "scarier" than normal modes. Only switch when you're building too much heat from being with your team (which should be all the time). If you're building too much heat, switch to alt fire and toss one or two, then back. You want to stay above half heat or so, in case you need your ability.
Ability: This is how you kill A's with a smile. Anyone that tries to hug you will die. It's awesome. But, you will miss with this (and die) or not have enough heat to get the kill (and die) many times. Use with caution.
Items: The heat charge isn't all it's cracked up to be. It has a very obvious animation/visual and no one stands in it long enough to be effective. You also shouldn't need it if you're with a team, as you'll be stealing all of their heat. Unless they change the AoE/Damage on the SAARE's alt fire, Scrap it for something useful. I'm currently running shields (for instant cover in bad engagements) and HE (for more burst, they follow about the same arc as the SAARE. If you carry HE, remember to time it after your target dodges.
Internal: Dealer's choice. I'm having success with failsafe, the move speed at lower HP, and the heal on Kill/assist.
As far as tactics. You want to pile up and hug your group. You are a force multiplier even more than a technician. You sap heat from everyone equally, "healing" heat bars for everyone around you. That ups the sustained DPS for the team, not just for you. You can take point, but if you have another C, let them lead so you can arc fire over them.
Keep an eye on your heat during a fight as you always would and be ready to quickly switch to larger fireballs and back, even for a single shot or two, then back. You don't have to wait for the reticle to cycle/roll over. Watch the blue reload bar and fire as soon as it is ready.
Assume that your fireballs have no AoE. Treat the fireballs like a spinfuzor/Disk launcher from Tribes and get used to landing direct hits (especially against airborne targets). Study the arc and how it looks when you dodge and when your target dodges. Also get used to holding your primary fire down, even if you're going to miss with the gatling gun because you have to lead/arc your fireballs. Some of it will land, and you need the heat anyway.
You are faster than other C class (at least I think so). At a minimum, you don't have turret mode to slow down. Use your mobility.
If you have to box, use cover and get a flank. Strafe out of cover, then fire and dodge back into cover. The fire animation is very short and you can bait them into getting closer. You want them close. At shorter ranges, the spread on the cannon is negated and the small AoE on the fireballs is a benefit. C's can't out maneuver you and A/B's will enjoy the tender caress of your burning love flames when try to hug.
Your ability is a bubble, roughly one mech in radius. If someone is being annoying and flying over you and is low, boost under them, hit F, and show them the love glove. They'll be nice enough to drop an orb right on you so you can heal. How sweet.
I came back to hawken with the steam launch. I bought the nemesis pack and the incinerator when they came out. I have yet to play anything but the incinerator (and Fred) because BurnBunny is too much fun. I think I am going to continue focusing on spreading my burning love across the planet until I max it out.
#33
Posted February 17 2014 - 12:20 PM
amade, on February 17 2014 - 09:13 AM, said:
With enough heat built up, it does a stupid amount of damage. Plus it is the most rewarding feeling in the world to have an annoying light that is dodging fireballs try to close the gap or fly over you to hug and you footstomp and they just fall out of the air. It is the most "HULK SMASH" thing I've seen lately, and it feels gooooooooood.
#34
Posted February 18 2014 - 06:54 AM
Despite my initial disappointment at the limited range I think the special ability is pretty balanced.
Previously, I tend to waste away my heat by spamming the SAARE indiscriminately, now that I can utilize the special better I try to keep the heat gauge filled.
#35
Posted February 18 2014 - 08:03 AM
This mech needs teamwork support for it to actually do its job well. Not a front line skirmish style of mech where you could charge head on in a 1v1 match...someone with enough skill is still able to outmanuver and take you down.
#36
Posted February 18 2014 - 08:47 AM
Does this also steal enemies heat_ So in effect they can up their DPS by being in range_
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#37
Posted February 18 2014 - 10:34 AM
#38
Posted February 18 2014 - 02:59 PM
LoC_TR, on February 15 2014 - 08:48 PM, said:
Hijinks_The_Turtle, on February 15 2014 - 08:46 PM, said:
I have been getting top scores consistently. Alone, and even more in team fights because more heat, equal more rockets.
Incinerator boils down to having a rhythm of how fast you fire you rockets vs how much heat you are gaining at the moment. Baby is a good weapon but Mama and Papa also equal more rockets. Learn to lead your targets and the trick is to fire at the aerial guys just as they land if they don't have air compressors.
Get a shield and deploy it in teamfights when near full heat, when enemies come in to attack, activate your ability.
p.s. Papa > Baby > Mama
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#39
Posted February 18 2014 - 03:15 PM
DFTR, on February 18 2014 - 08:47 AM, said:
[font=comic sans ms,cursive]I think about one medium mech around and about one medium mech above.[/font]
Does this also steal enemies heat_ So in effect they can up their DPS by being in range.
[font=comic sans ms', cursive]I'm not so sure about that one.[/font]
Edited by Hijinks_The_Turtle, February 18 2014 - 03:15 PM.
#40
Posted February 18 2014 - 03:55 PM
Hijinks_The_Turtle, on February 18 2014 - 03:15 PM, said:
DFTR, on February 18 2014 - 08:47 AM, said:
[font=comic sans ms,cursive]I think about one medium mech around and about one medium mech above.[/font]
Does this also steal enemies heat_ So in effect they can up their DPS by being in range.
[font=comic sans ms', cursive]I'm not so sure about that one.[/font]
LOL its in my first post!! its like 6-8 meters.. so maybe 6 C classes away_ You can test this by standing next to an INC then backing away from it, a little flame icon will be present until you exit the the AOE buff. The icons are small and sit next to the fuel gauge.
The second question is also in my post.. It steals EVERY ONES heat. That is is too your disadvantage to be near the enemy. Especially their tech. If INCs on the opposite teams meet each other the effect is stagnant since you are giving and getting heat from each other. I haven't tested how INC PPA would effect an INC using a BBY or MMA.
We did do a really crazy game last night.. 2 INCs +4 techs vs 2 INCs +4 techs
Edited by LoC_TR, February 18 2014 - 04:21 PM.
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