Incinerator's PPA gun
#1
Posted March 12 2014 - 11:40 AM
* The spin up time is ridiculous. It takes longer to spin up than to heat up.
* Worse yet: the gun won't fire at all during the spin up time. Other gatling guns fire slowly and speed up with each shot. This one will not fire until it gets up to speed. Which takes a while.
* The gun's text says it's most suitable for close distances. Well such a long spin up time will get you killed in close distances
* It builds heat so fast that firing rockets will not cool it fast enough, effectively killing sustained fire .
* Burst damage would be an option but the spin up makes it impossible: by the time you start pumping damage you're either dead or somebody else got the kill.
* Using the special ability to cool down is asking for trouble, since you are vulnerable whlie using it. You become a sitting duck.
There seems to be a bug with Incinerator's guns, the weapon's flash is not at the gun's muzzle but a couple meters away. I don't know if this is intended. Please have a look here:
http://cloud-4.steam...0753A77A6F4C33/
So all in all this gun looks great but it's disappointing. Such a long spin up time makes it useless.
The first gun (BBY) seems the best gun so far for it.
TL; DR: The gun builds too much heat, too fast, and the ridiculous spin up time make it useless.
#3
Posted March 12 2014 - 11:45 AM
When I play with the first gun I can get some kills, but when I pick the PPY I always end the last one in the ranking.
#4
Posted March 12 2014 - 12:10 PM
Phantasmo, on March 12 2014 - 11:45 AM, said:
When I play with the first gun I can get some kills, but when I pick the PPY I always end the last one in the ranking.
To use the ppa you need to maintain spin and balance heat by firing your secondary weapon in alternate mode. It takes some time to learn, but in the hands of an experienced pilot its deadly.
#6
Posted March 12 2014 - 12:24 PM
As a side note, Incinerator probably does need some balancing, if only because it's so overwhelmingly powerful in competitive play.
Edited by Dew, March 12 2014 - 12:34 PM.
#7
Posted March 12 2014 - 12:37 PM
Pity, I really wanted a good gatling gun.
Thanks for the answers.
#8
Posted March 12 2014 - 12:52 PM
If you want a rotary cannon that you can fire continuously without ever having to worry about overheating, BBY is a better choice.
Edited by Dew, March 12 2014 - 12:52 PM.
#9
Posted March 12 2014 - 02:29 PM
Dew, on March 12 2014 - 12:52 PM, said:
If you want a rotary cannon that you can fire continuously without ever having to worry about overheating, BBY is a better choice.
The BBY's RoF is so slow. You don't need a multi-barreled gun for such a low rate of fire.
I already tried what you say about firing the SAARE continuosly but it won't last for more than four or five seconds.
Ah, I'm just disappoointed because I thought that that huge gatling gun would work like, well, like an actual gatling gun. But it doesn't.
Thanks for the tips again.
#10
Posted March 12 2014 - 02:34 PM
Phantasmo, on March 12 2014 - 12:37 PM, said:
Pity, I really wanted a good gatling gun.
Thanks for the answers.
The PPA adds to the massive amount of sustained damage the Incin does. You just have to have the ability to trace well and adjust aim between the rythm of shots. The heat produced by the PPA is not its only use its just the main use at longer ranges and a constant side effect of the weapon.
At close range that thing rips people apart if you use it correctly. It just takes some practice.
#11
Posted March 12 2014 - 02:45 PM
Edited by Hijinks_The_Turtle, March 12 2014 - 02:46 PM.
#12
Posted March 12 2014 - 11:43 PM
No doubt the Baby is the easiest to handle and I think the mama is well balanced too (though all may not agree). Its a good balance of heat and saare (on secondary).
THe papa however seems to want to penalize you for using the gun..... just way too much heat gen. Personally wouldn't mind if they dipped the heat gen more (and compensate with reduced dps for balance, without turning it into the Baby).
Or better still keep DPS as it is but turn it into a shotgun type weapon like the flak/mini flak. The long spin up definitely needs to go
#13
Posted March 13 2014 - 07:45 AM
You grind for it, you buy it and then you find out all it's weapons are slingshots, they do not work like rotary cannons.
The Incinerator's looks are very deceiving, weapons look like high rate of fire but they are not.
Edited by Phantasmo, March 13 2014 - 07:46 AM.
#14
Posted March 15 2014 - 08:10 PM
1. Spin up PPA
2. let off mouse 1 right before you overheat (or you will probably die)
3. find victim
4. boost into close range
5. press F to Incinerator toots
6. repeat steps 1-5 if still alive
No seriously. The PPA is really good at fueling the Incinerators ability. However the ability damage seems inconsistent and somewhat useless against airborne enemies in addition to the high risk of overheat and slow spinup. This will likely make you a liability.
But it is soooo satisfying to kill people with the Incinerator toot. And fun.
And as mentioned above I recommend keeping the SAARE open as the closed one doesnt get rid of enough heat.
edit: forum replaced f@rt with fuzzy bunny so therefore 'toots' : /
Edited by Baconrath, March 15 2014 - 08:12 PM.
#15
Posted March 16 2014 - 08:12 AM
Just Saying: "If an officer of the law expects to be treated as such, then they had better act as one and uphold our laws and Rights in the pursuit of Justice."
#16
Posted March 16 2014 - 10:45 AM
Players tend to go closer to the technician, but they aren't exactly excited about staying close to the Incinerator.
People don't find that ability very interesting but at the same time it really hinders your rate of fire.
Besides, the rockets aren't suitable at all for 1 vs 1 fights, and your enemies can exploit the heat sink thing by staying close to you, making it very difficult to fire the PPA. And using the special ability doesn't help because it takes too much time both before dealing the damage and before resuming normal gameplay.
I know the mechs wasn't designed for 1 vs 1 at all, but you've got to face it: there are lots of 1vs1 fights in Hawken, and you are going to die in each and any of them.
#17
Posted March 16 2014 - 11:47 AM
Phantasmo, on March 16 2014 - 10:45 AM, said:
Players tend to go closer to the technician, but they aren't exactly excited about staying close to the Incinerator.
People don't find that ability very interesting but at the same time it really hinders your rate of fire.
Besides, the rockets aren't suitable at all for 1 vs 1 fights, and your enemies can exploit the heat sink thing by staying close to you, making it very difficult to fire the PPA. And using the special ability doesn't help because it takes too much time both before dealing the damage and before resuming normal gameplay.
I know the mechs wasn't designed for 1 vs 1 at all, but you've got to face it: there are lots of 1vs1 fights in Hawken, and you are going to die in each and any of them.
Trust me, mechs using Vulcans have no problem sticking with a Incinerator. The heat from sustained Vulcan fire adds up fast.
You might need better teammates or positioning to get them to stick together. C-Class mechs are hard to handle also.
Edited by Stingz, March 16 2014 - 11:48 AM.
Someone elses data of Hawken gear/mechs | and another one
#18
Posted March 24 2014 - 09:36 PM
#19
Posted March 26 2014 - 10:08 PM
Bottom line: If you can aim with the saare well then get the PPA.
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