Tips on Incinerator_
#81
Posted April 09 2014 - 10:20 PM
Tips:
-ppa is tough to get used to, but highest dps
-when flanking, spin minigun up without firing any bullets to stay off the radar or with a scrambler fire minimal bullets and make sure to avoid catching the enemy's attention with your first few single shots of the papa.
-when advancing don't boost at all. Boosting means less dakka and a delay at the end of the boost.
-don't go balls deep unless you're gonna die anyway. with Fusor and evasive device it's often quite easy to escape if there aren't any anklebiters to chase to down (and they die fast if the enemy team is in a chokepoint)
-ability is not heat dispersion, ability is fly swatter.
-tactical placement of heat charges can provide more suppression than bullets, but it's tricky getting used to the arc of the throw.
My loadout:
Primary: PPA
Items - Heat Charge MK-3 and a Radar Scrambler
Internals - Advanced Armor Fusor, Evasive Device, Basic Power Surger
#82
Posted April 14 2014 - 01:05 AM
The Rocketeer was pretty hard to learn. I could deliver some rediculous damage, but most of the time people where just dodging me, making me feel like a Mediocre Sumo fighter in a fistfight with Jet-Li. My K/D Ratio started plummeting when i started getting paired with higher ranked people. And don't get me started on how it feels to be swarmed by flying A's. It became really frustrating and i had to work really hard to get it back on Track. I found out that the Rocketeer is a perfect supporter/assister... It works beautiful in a team... but if you are on a bad team that cannot coordinate at all you spend more time respawning than anything else... To put it simple... Rocketeers are more than often left alone to die. (BTW i never use Turret Mode since it is a death trap. And i feel no need to turn a Snail into a Target practice Turtle)
Now... This all changed with the Incinerator... all of a sudden you have lots of friends who want to feel your love... They hugg you for that extra awesomeness they can send to the enemy. Now that is a true supporter that gets supported loads. I totally love this mech!!! As for weapons choice... i come from a rocketeer and find the slow traveling SAARE to be a blessing. Compared to the Hellfires it is absolutely gorgeous. Rate of Fire is rediculous. Especially if you have many Team-mates around you. The rate at wich you can spam it is crazy. When with lots of team mates i use the alternative firing mode with the SAARE.
The B4BY is a really neat weapon when you come from a slow firing Seeker. Heat Generation is not great, but if you are with your Team, it will not matter much. The AA on Last Eco is so much fun with this mech...
The Butt-slam... Well... I still need loads of experience with this mech to make it work... most of the time i feel like a pig on Ice when i fire that Alternative... It sure requires good skill and timing.
The Incinerator more than likely will get nerfbombed the way it is now. It is an avalanche of hot death on two legs... It's uberawesome. I am officially a Incinerator Fanboy now.
Sorry for the wall of text... And my bad english.
MarNoahCus Out!!!
Power hath descended forth from Thy hand, That our feet may swiftly carry out Thy command.
So we shall flow a river forth to Thee. And teeming with souls shall it ever be.
In nomine Patris et Filii et Spiritus Sancti." (The Boondock Saints)
#83
Posted April 15 2014 - 10:34 AM
MarNoahCus, on April 14 2014 - 01:05 AM, said:
The Incinerator more than likely will get nerfbombed the way it is now. It is an avalanche of hot death on two legs... It's uberawesome. I am officially a Incinerator Fanboy now.
If the devs treat it like they did the tech, the little touch they did in the march patch will be it and they'll forget about how good it is
#84
Posted April 15 2014 - 01:26 PM
please excuse the terrible video im new to streaming. Ive done well with all styles of play with the incinerator up to and including DM.
#85
Posted April 16 2014 - 07:46 AM
ninjab3ta, on April 15 2014 - 10:34 AM, said:
MarNoahCus, on April 14 2014 - 01:05 AM, said:
If the devs treat it like they did the tech, the little touch they did in the march patch will be it and they'll forget about how good it is
I sure hope so
Power hath descended forth from Thy hand, That our feet may swiftly carry out Thy command.
So we shall flow a river forth to Thee. And teeming with souls shall it ever be.
In nomine Patris et Filii et Spiritus Sancti." (The Boondock Saints)
#86
Posted April 17 2014 - 03:16 AM
#87
Posted April 17 2014 - 01:17 PM
#88
Posted April 17 2014 - 02:01 PM
Edited by jrkong, April 17 2014 - 02:01 PM.
#89
Posted April 22 2014 - 09:41 PM
air dodge incinerators with deflectors and a basic fuel converter are invincible when they have that tech in their butt
that and papa is srs business
#90
Posted April 22 2014 - 10:42 PM
won 1 vs 6 with entire enemy team lol
#91
Posted April 24 2014 - 08:05 AM
Edited by jrkong, April 24 2014 - 08:06 AM.
#92
Posted April 24 2014 - 08:25 AM
It is also good for suppression for obvious reasons. I find the advanced armor fusor is the go-to internal for the mech. Lots of assists, lots of splash so it'll keep you in the fight for longer without having to concentrate on your armor. You need to be focused on heat generation. It is probably not something you are used to checking constantly, but once you get the hang of it, you will know when to release papa from the chain and when not to.
I rarely use the ability. The only thing it is good for is if you are in a situation you cannot fall back from and your target is low on armor.
#93
Posted April 24 2014 - 08:32 AM
#94
Posted April 30 2014 - 04:18 PM
I generally prefer PPA though, simply because hitscan weapons are far more effective against zerkers and other hoverpodders.
Another thing about the incin that will greatly improve your damage is always taking the high ground. From an elevated position you can get repeated full damage hits with the SAARE, while having your crosshair closer to the target requiring less wobble.
(by wobble i mean the ppa burst fire with re-aimed SAARE shots in between; Literally wobbling your crosshairs up and down aiming with one weapon then the other. The wobble is the only way to hit the majority of shots with both weapons, outside of close range, and will increase your damage alot if you were neglecting one of your weapons, but it does take practice.)
Another thing i've been experimenting with is the intimidation charge. Basically, when a bunch of enemies on a point are low on health and you boost directly at them, they'll assume you'll try to heat stomp them and back off, which gives you a chance to spin up your minigun and pick them off. Still trying to figure out the best way to implement it, since often there will be someone who isn't low on health who i don't notice and doesnt back off then gets alot of damage on me. Also, still not sure what the optimal distance to start the charge is.
#95
Posted May 01 2014 - 10:26 AM
#96
Posted May 01 2014 - 06:39 PM
How exactly does the trim line thing with the elite chassis work_ It isn't visible in the garage so I can't really tell what it does.
Watch me pretend to be good at Hawken (Twitch).
...And recordings thereof (Youtube)
#97
Posted May 01 2014 - 11:00 PM
#98
Posted May 04 2014 - 07:07 PM
I have two strategies with the Heat Charge both involving Heat Dispersion, aka my personal fly swatter. Whenever I prep Heat Dispersion I always toss down a Heat Charge down so I'll have heat to fire SAARE shots as my PPA spins up which leaves me a lot less exposed. Strategy 2 is when I'm in pure panic mode and my first Heat Dispersion doesn't kill the target and leaves them with a small chunk of health. When this happens I generally follow up with another F-bomb popping them. This strategy has saved me a few times in Deathmatch where 1v1's don't usually stay 1v1s for long so time is of the essence.
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