EOC repeater.
#1
Posted November 08 2012 - 11:51 PM
#2
Posted November 08 2012 - 11:53 PM
I've only died to them due to bad luck, or severe incompetence.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#3
Posted November 09 2012 - 12:04 AM
#4
Posted November 09 2012 - 02:23 AM
#5
Posted November 09 2012 - 03:22 AM
How the hell it's supposed to be used_ I've always switched to secondary on my Rocketeer because EOC seemed to be ridiculously ineffective. Okay, it can be charged by holding LMB long enough, raising the damage to reasonable levels. And sometimes, on a lucky day, you'll encounter some dude that's too close to you and is moving with low transversal velocity that will fail to avoid your salvo. I'm having a hard time finding an application for it other than finishing retreating enemies. Or tickling bad sharpshooters standing still in the open for long enough. All and all, EOC salvos seem to be quite easy to dodge and I'm not seeing significant damage from non-charged shots, which makes this weapon sub-optimal choice both for ranged combat and in unexpected close quarters combat.
What am I doing wrong_ Also, are there any stats available_ Would be handy to know base/charged damage output, is there any area damage or only direct hits count, and other stuff like that.
Edited by bac9, November 09 2012 - 03:28 AM.
#6
Posted November 09 2012 - 03:26 AM
#7
Posted November 09 2012 - 03:33 AM
What is the cap for amount of stickied explosives and does charging affect them_ Or charging is only increasing the direct hit damage_ What's an approximate explosion radius_
Edited by bac9, November 09 2012 - 03:36 AM.
#8
Posted November 09 2012 - 03:36 AM
bac9, on November 09 2012 - 03:33 AM, said:
What is the cap for amount of stickied explosives and does charging affect them_ Or charging is only increasing the direct hit damage_
The delay between shooting and detonation is less than your reload speed, so only a single salvo can be out at a time. It's not a proxy mine gun "charging" your gun is simply loading up to 3 more rounds into it before firing, for a total of 6 iirc
Edited by Lithium03, November 09 2012 - 03:37 AM.
#9
Posted November 09 2012 - 03:39 AM
Lithium03, on November 09 2012 - 03:36 AM, said:
Is explosion radius comparable to GL (probably then compensated by lower individual damage per round), or noticeably smaller_
Edited by bac9, November 09 2012 - 03:43 AM.
#10
Posted November 09 2012 - 03:58 AM
#11
Posted November 09 2012 - 04:38 AM
Semi hard to use, heat cannon is ussaly favorable to more people but the eoc is a bit more forgiving with reload time and projectile spread.
Edited by MojoNixon, November 09 2012 - 04:38 AM.
#12
Posted November 09 2012 - 06:10 AM
True I was a Brawler in close range, so logically I had the advantage and should win out. But I can't exactly do the same to other weapons so unscathed though.
#14
Posted November 09 2012 - 06:33 AM
The EOC's strength is its burst. A fully charged salvo does a fuzzy bunny tub of damage- more spike than any other primary, iirc. Due to the travel speed and the fact that the pucks fire in sequence (instead of all at once), it's quite difficult to reliably land all of the shots. In order to be effective with the weapon, you need to get really good at predicting peoples movements, and your mouse tracking skills need to be in good shape.
When firing, pretend that you're firing a short burst from an automatic weapon (since you pretty much are). You can't just lead + click like you can with the HEAT- you need to stay on target for the full duration of the salvo.
Even though the salvo isn't an instant shot, it's still fairly brief. Hide behind cover as you charge, then pop out and then let loose. You've gotta utilize that massive spike.
Avoid using the gun as a mine layer as much as possible. The pucks do a lot less damage when acting as proxy mines, so you should pretty much always go for the direct hits.
Btw, CB1 added recoil to he EOC, so aim a little low.
To pronounce my name correctly, just pretend the 't' isn't there. You can also think of it as "Freno - [sodacan opening sound]"
#15
Posted November 09 2012 - 06:55 AM
#16
Posted November 09 2012 - 07:06 AM
Maybe add a poll to see if people prefer the repeater or the heat cannon_
Edited by Timber_Wolf, November 09 2012 - 07:07 AM.
#17
Posted November 09 2012 - 07:17 AM
A fully charged hit does ridiculous amounts of damage if all of them hit. More powerful than a direct flak hit but at much longer ranges.
They seem to have hidden all the .inis from me so I don't know the exact numbers anymore. It was super high though.
#18
Posted November 09 2012 - 07:41 AM
As for changes to the gun, I'd just like to get the projectile speed buffed, and the proxy mine damage brought up to the direct hit damage. Getting people to step on the mines is arguably harder than landing direct hits- there's no reason that the reward for the more difficult action to be less than that if the easier action. I wouldn't mind seeing the proxy timeout increased, either.
To pronounce my name correctly, just pretend the 't' isn't there. You can also think of it as "Freno - [sodacan opening sound]"
#19
Posted November 10 2012 - 09:44 PM
#20
Posted November 11 2012 - 05:17 AM
In terms of direct hits, the damage is anywhere from 105 (3 direct hits) to 210 (6 direct hits).
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
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