Jump to content

Deadoon

PC Member
  • Posts

    729
  • Joined

  • Last visited

Posts posted by Deadoon

  1. 1 hour ago, Zeclem said:

    host migrations that fail to migrate properly %99 of the time should be a good sign of whats wrong with it for starters.

    I don't have host migration failures that often. Terrible hosts? Pretty often with flickery enemies being the worst kind. But migration failures are maybe 1/20 or so of the migrations. It might be a regional or general connectivity problem for some though.

  2. 2 hours ago, (PS4)haphazardlynamed said:

    PS4 User here, so I havent gotten 2.9yet

    but with the old system, I really love my Glaive+pistol and use it all the time

    as well as Rifle+glaive throw (since you can charge quick melee to throw)

    Synth Scanner + glaive thow, fishing rod + glaive throw (cause unequipping to defend yourself sux)

    I'm seriously worried that the loss of quick-melee will screw it up somehow.

    Any comments on how it works with 2.9?

    You can do all that with the new system too, you could even channel the strikes quickly when you bring them up, so you can heal when you throw the glaive out if needed, and in the case of fishing you can use abilities with the weapon out, and when you re-aim you will go back to fishing mode.

  3. "once and future" is a reference to a book, and is a reference to the "return" of a status lost. Since you can't quite get it, she it talking not to us, but rather about us. The tenno as a whole were once a powerful force to be reckoned with, but we disappeared with the fall of the Orokin, only returning relatively recently. We are gaining power and influence, shifting the chains of events going on right now.

    Nora knows a lot about the tenno, and references it in a deliberate and vague manner. They call us dreamers, they have a story of kids killing those who tormented them and tried to get their trust by treating them "well",  and even calls us sellswords in a sense(the frosted blade story).

    Also, backbrain is a reference to several things, it isn't literal either. Almost nothing they say is.

    • Like 1
  4. 1 hour ago, BlachWolf said:

    It already has 40% higher DPS, in terms of dmg it really doesnt need it. Though a CC buff to 28% would be welcomed, for more consistant crits without a riven.

    It's actually even more due to the crit improvements, around 70% with point strike/vital sense, those apparently minor improvements help a lot.

    • Like 1
  5. 3 minutes ago, OvisCaedo said:

    Wait, you got 8 of the toroids? Did the game NOT erase your cat out of existence? or maybe this is from two fights.

    the resources are very funny to me because I hated the hell out of fishing as an activity and mining is still boring, except this is also so many months in that I have no use whatsoever for any of these resources at all any more. I guess in sixth months I might use a tiny portion of them for primary kitguns???

    Jumping into archwing fixes companions. They come back with weird starting health, but otherwise they are fully there.

  6. 50 minutes ago, Nox_Terminus said:

    Thus the upgrade path would logically be pretty simple, improved crit consistency and slightly faster charge time. What I'd like to know is why people have an issue with a suggestion that literally would not take anything away from either side of the argument?

    People who like the Opticor Vandal as-is can mod for the normal fire, and people who liked the original could mod for the alt-fire. In a rare occurrence, everyone would actually win.

    Two things;

    1) the upgrade you have is not a minor one, it is an utterly massive one as I demonstrated above.

    2) The Mod profiling would be exactly the same, you'd have a gun that has an anemic(in comparison) primary fire and a supercharged bfg for a secondary. Without the final mod and more so with it(probably vile acceleration for a no riven build) the standard opticor would be outpaced by such a huge margin it would be insane.

    The build style I put above gives the same base multipliers for all the base damage(4.3 base, 2.5 from multi, and  2.65 from elemental totaling~28.5* damage) thus those can be canceled out because the multiplier is the same. From crits alone without the effects of that base multiplier and final mod(which I had posted the effect of already):

    The Opticor would do 3250 + 1300 or 4550 damage per shot average. 2 second charge time.  2275 dps before base damage multipliers or shared speed upgrades.

    The Opticor vandal is 1532 + 766 or 2298 damage per shot average, or 51% damage  .6 second charge time 3830 dps before shared components.

    Proposed secondary 5436 + 2718 or 8154 damage per shot average or 179% damage 1.5 second charge time 5436 dps before shared components.

    To get the real dps you would need to multiply those by roughly 28.5 for the damage per shot and 1.83 for the dps, since they are shared they don't actually matter as the results are the same regardless. Proposal is 90% effeciency of original due to double ammo consumption, but has 239% the dps, while the vandal with this build as it is is 50% ammo efficient and 70% higher dps.

    That isn't consistency. That's a flat buff and more with that proposal.

  7. You mean, you don't like that you can't hold people hostage to a team vote anymore? If they wanted to leave before, they either have to convince others to do so or just quit and forfeit the rewards. If they were just planning to get a short run or something came up, they should be able to leave without being punished or at the mercy of others.

    1 hour ago, (XB1)Cubic Clem said:

    But it doesn't tell you if it's the host, and in kuva survival which sometimes has long ways to go, there's not much chance to prevent host migration IF you're not focused 24/7 on the host >_> 

    Host is position 1 of the player list.

  8. 4 hours ago, Csaszar said:

    With all due respect you are not grasping the situation.

    Basic opticore ia already an Mr fodder and Vandal is simply inferior to it making it also an mr fodder.

    Vandal should be a stronger variant aimed at high lvl content.

    True at starcart lvls OV is nice but there are a lot of weapons that are better nicer sexier even there. Go against higher enemies and you will see.

    Vandal could be stronger soo many ways - bigger damage is not the only viable solution. Remaining at the base opticote stats but introducing shot holding capacity (like most chargable weapons) would open interesting builds and at least some way of usability.

    At the point opticore cant one shoot several enemies at once its usability suffers and quickly diminishes. Vandal is terribe against strong enemies.

    At this point, the complaints are turning to pure rage or jokes, case in point. If you aren't joking:

    Opticor has always had a place, it could hit hard enough to sometimes take out sortie(when they were added) bosses in an alpha strike. With the plains and vallis adding very tanky transports, a new role was added to it. It, with the right build, is one of the few weapons that can one-shot those transports, making the content that much easier. Against the field bosses of the open world, it is an off-meta weapon, used often but not the absolute best or most accepted choice, sort of like the vectis prime. The vandal on the other hand can take the mechanics of the opticor and scale it back to be useful against both weaker and stronger enemies, the latter taking a few hits. If it is weak, then almost every rifle in the game is weak, as it is literally among the strongest right now. It only really starts to lose against pre-combo'd snipers for single target dps(opticor for single target alpha strikes) and launchers for area damage. It acts as a very satisfying middle ground, giving impressive single target damage while spreading damage to enemies around at any range quickly. 

    The opticor is a much more specialized weapon with roles at which it is good at, the vandal can handle more different situations with a stride. Just because something isn't the best does not mean it is mr fodder or weak. I use the vandal in sorties since I got it, I used it in arbitrations and such, it hits hard, it hits reasonably fast, and it spreads the pain to those around it without hampering my tempo.

     

    • Like 3
  9. 6 minutes ago, DorneliosV said:

    I'd like they could change or buff channeling on some weapons or do a cool effect  

    LIke see the Ether weapons they look good but are garbage look the stats S#&$ty crit and status , they look like bad ass energy weapons, if they could buff those ether weapons with the channel mode, like ignoring %  armour or doing x2 o x3 damage, or giving other effect like burning or melting flesh idunno 

    And the combos in personal don't like it, when you have like 1.8 attack speed it's difficult to do the pause combo , i'd rather change is for a keybind  or something like that

    Channeling as it is going away. IT will be replaced with something akin to devil trigger, a super mode that improves overall performance of a frame and might be integrated with focus system.

    Also weapon balance, mod reworks, stance changes and other such  things are in the further stages. This is only the hybridization of gunplay and melee.

  10. 49 minutes ago, Test-995 said:

    People should stop saying "IT'S FINE NO NEED TO BUFF/FIX".

    Because, if it was direct upgrade to opticor, no one can complained about it.

    There are bunch of people complaining about this because they are not fine with this.

    If it gets turned into another opticor you will have people complaining about it because they liked it as it is right now. If it was a direct upgrade to the opticor there wouldn't be any complaining, but it wasn't. Since it wasn't and there are people which like how it is now, there will be complaining if they change it.

  11. 2 hours ago, DrBorris said:

    But, like, that's not really the point. Opticor Vandal is fine in a vacuum, It is a side-grade to Ferrox and... well, that's the real problem here. Opticor Vandal is more of a Ferrox side-grade than an Opticor variant. People never used Opticor for being practical, they used it because it packed a hellish punch. Those who enjoyed Opticor for what it was would have loved to have a variant that at least gave it more consistency, instead we got a Ferrox.

    (Also, to all those people that are like "I like Opticor now because of the Vandal!"... you do know that Ferrox has existed for some time now and is basically the same thing, right?)

     

    Ferrox is a weapon of precision, the vandal is a weapon of brute force. The ferrox will do more damage than the vandal if you can get headshots constantly and it does it's damage in a pinpoint precise beam. The vandal has a higher degree of consistency but less reward for precision, it has a very wide beam allowing for forgiving shots, but will often not hit the head unless shot over the target and generates an aoe that deals half the damage of the main beam on impact. 

    They seem similar at first, but their playstyle and how/where they deal their damage is vastly different. Ferrox deals 350 damage, the vandal 400+200.

    • Like 1
  12. If you hold the channel button while you hit melee, you will immediately channel your attacks.

    You could even hold or tape down a button and get the instant channel on melee effect it doesn't even matter if the button was originally pressed in a different mission as long as it is still held when you pull out your weapon, it will start channeled.

  13. Just now, Test-995 said:

    "Weapons are balanced around MR" Those weapons aren't balanced around weapons of same MR though.

    Well, you are building 30%SC/20%SC weapons for full crit.

    https://forums.warframe.com/topic/918482-shrine-of-the-eidolon-update-22120/

    Quote

    We are revisiting all weapons and adjusting their stats to fit into some Mastery Rank grouping guidelines based on DPS and Crit/Status split total. With this in mind, we are buffing a lot of the weapons you know and love!

    Example: Tiberon

    It's damage places it in MR 10-12 but it's crit and stat split is way too low. MR, status and critical chance is increased to match it's new MR. Increasing status and critical boosts its damage so its reduced down to fit back into the MR group guidelines its original stats dictated

    Tiberon used to do 60/shot damage with negligible crit/status it was reasonably powerful at the time, and with the update more so as well as the tiberon prime pushing it further.

    Yeah, I'm building weapons with low refire and high crit stats for full crit, the damage amplification is that good, the status procs might be nice, but even those get amplified by the crit damage unless they are flat stacking like corrosive, and there are much better weapons for those.

  14. 24 minutes ago, Xzorn said:

    I think it would be more productive if you posted DPS calcs instead of simply comparing numbers.

    The 0.6 Charge rate on Vandal alone is more than three Fire Rate mods on normal Opticor can gain. The Charge delay reduces to roughly 0.45 at 0.6 meaning you're getting even more Sustained DPS from the weapon than normal Opticor using Vile Acceleration which I assume most player use at the very least.

    You'll find normal Opticor does about 71.2k Avg damage per shot with 32k Sustained DPS using Heavy Cal and Vile Acceleration but it does not have room for Primed Bane or perhaps a Riven. Vandal does less per shot but considerably more DPS and it handles much better. Considering Sniper combos I don't see a reason for it to not do a little more damage per shot as well but Vandal still comes out as the better weapon.

    I do not share the opinion that Vandal / Wraith / Prisma should be side-grades however. They're an upgrade path for nearly every weapon and the game functions better that way. Not sure why Opticor got Vandal though when weapons like Spectra are ancient. Now that woulda been a mean little Vandal beam weapon.

    Modding is somewhat individualized and each person can do it differently, I was putting the stats up in order to provide an at-a-glance visual of how they are different. That is why I put in stats that are not in game like beam width, AOE,  and Indirect gameplay stats like MR.

    It would be less productive to put DPS calcs, especially as those are very "raw" and do not take into account usability, complications, individual abilities and external multipliers. Each of which I addressed in the descriptors of the comparisons.

    The opticor causes overkill, the Vandal less so, but stil often does. The time before they can shoot again is dependent on the build, the opticor might have vile, the Vandal might not and each could be "correct" in their usage. A poor ferrox user with inadequate accuracy will do worse than a vandal user with similar, but a good user of the ferrox will out dps a good vandal user. The lanka is a weapon that benefits from measured strikes and good situational awareness. Spraying it wildly or firing weaker shots will hamper it's viability significantly, the vandal doesn't care too much, it is cheap and has reasonable power behind it.

    Builds and dps Calcs would detract from what the weapons are and how they handle. How a weapon handles is sometimes just as, if not more important than how powerful it is. Some people might want a gun that takes 10 seconds to fire a 20k damage beam, and that would be a dps improvement over the opticor, but is that worth it?

  15. 54 minutes ago, Nox_Terminus said:

    DE have stated that they want MR to be a balancing point this is true. However if you look into the damage outputs of weapons even after the balance pass, you'll see that many of them do not perform at a level which justifies their current MR requirement. The Opticor being one of the most notably over-MR'd weapons in the game.

    Also in the case of the Prova Vandal, which also share's its MR rank with its original, its a stronger weapon in every aspect. However melee has yet to have its balance pass so I expect this to change. This does not mean that there should not be further balance passes for firearms, as the last pass missed several weapons, and the introduction of kitguns at their current power level makes the balancing decision on others weapons made worse or left to atrophy in the balance pass all the more questionable.

    In this case the Opticor Vandal is not the same type of weapon as the original, does it have a higher DPS? Certainly, but the people who like the original have been waiting years for an upgrade, not a side-grade. Would you really tell those people to wait several more years to get a better version of the weapon they like? Or would you rather everyone gets the thing they want out of the current one?

    In my opinion the Opticor would fit neatly into the MR power 'scale' at rank 8-10. With MR 10 being very generous as its crit chance is a complete coin toss. Now of course you could bring up 'rivens' but I'll be quick to remind you that DE have stated themselves that warframe content will not be balanced for rivens, rivens are meant to add more variety to the gameplay as-is, not act as a band-aid to fix everything or as an excuse for poorly balanced weapon stats.

    The Opticor is very powerful, it actually is quite fitting in it's position as a top tier. It is literally the most powerful rifle in the game, and has stats that dwarf all but the most specialized single target weapons. It is unwieldy, and that is the cost of such power and specialization.

    Your vandal idea makes the vandal a flat upgrade, it grants it quick fire weak shots and absurdly powerful main blasts.

     

    Also your idea that critical chance isn't insane is telling you are missing how powerful those criticals are and how much they bounce of eachother at a fundamental level. The opticor was already a meta powerful weapon and a boss killer for some, this would push it so far beyond it would be obscene.

    Every normal(noriven) crit build will have 4 mods, Serration, split chamber, vital sense, point strike. Since we want high power, maximising the last few slot's power is important. Primed cryo rounds is a powerful mod by itself, so it should be there for optimal builds. 3 Slots remain. This is where things get messy. 90% elemental only grants a power boost of 33% for it's mod slot. Heavy Caliber gives a good 62% boost. Vigilante sounds good too more multishot, but it only grants 31% boost, and provides consistency over a 90%. Vile acceleration grants 90% greater refire rate at the cost of 6% total damage, pretty good. Hunter munitions is good, but it will be somewhat inconsistent and doesn't help with the alpha strike.Conditionals like Argon scope or bladed rounds might be nice but those are derived from the crit stats.

    So let's go with the top of those Heavy caliber, Vigilante(for consistency's sake, don't want any half damage hits) and primed cryo, and see how much of a boost the conditionalswork on each gun. Since multishot, elemental, and base damage amp are the same for all of these, those can be ignored, as the multipliers are the same. With a CC of 2.5* base and CD of 2.2. Argon scope will grant you a CC of 3.85 and Bladed a CD of 3.4. Vile with this build grants a loss of 3.5% and a bonus of 83% dps on every gun but that is more shots.

    Opticor 50% CC/ 5.5 CD basic. Crits give an average +225% damage amp. With argon active: 347% amp, DPS increase 37%   With Bladed active: 375% increase of 46%

    Vandal 60% CC/ 5.72 CD basic. Crits give an average +283% damage amp. Argon 436% amp, DPS of 40%. Bladed: 470% amp, DPS of 48%.

    Not too different right? Here's your example:

    Proposed 90% CC/ 6.6 CD Basic. Crits give an average +504% damage amp. Argon: 776% amp, DPS of 45%. Bladed: 828% Amp, Dps of 53%.

    The proposed stats are quite absurd. The damage might be only 90%, the Cost might be twice as much but with 6x damage you are doing almost the same as the orignal opticor PER AMMO with less charge time and more consistency. With any form of higher amplification, the idea is destroyed further. Your proposal is basically a couple Opticor strapped to one another and then given a linked trigger.

     

    PS: this is why the soma was once among the best rifles, despite it having 1/3-1/4 the base damage of other good ones.

  16. 1 minute ago, MrMako183 said:

    The braton vandel then, and now is still better then the original braton. And on the note of mr being the balance point (This is true), then the latron series should be mr 1. and the opticor vandel is still worse then then the original variant, specially since the ferrox occupies that space of a fast beam launcher

     

    Ferrox is a precision weapon with high crit low status(if built for main fire, throwing has no multishot and no crit, so it is completely different build) with 350 damage, the Vandal is a 600(400 main+200 Splash, which overlap on eachother) wide beam weapon with decent explosion for spreading damage. Both have their roles, the ferrox has a higher skill ceiling for use due to it will do less damage if you cannot consistently get those crit headshot mults.

     

    1 minute ago, MrMako183 said:

    And also, the P vandal is still a strict upgrade

    Which I mentioned, directly. Did you even read what I said?

  17. B

    59 minutes ago, MrMako183 said:

    https://warframe.fandom.com/wiki/Strun
    https://warframe.fandom.com/wiki/Strun_Wraith

    https://warframe.fandom.com/wiki/Latron
    https://warframe.fandom.com/wiki/Latron_Prime
    https://warframe.fandom.com/wiki/Latron_Wraith

     

    No, vandel/wraiths are not supposed to be different stat lines, they are supposed to be direct upgrades.

    Such as the Strun to Strun wraith.

    And the Latron (albeit still a garbo weapon) Both the wraith and prime are direct upgrades, but are side grades to each other. Much like the braton series of weapons. I would like to see where, any upgrade variant was a sidegrade of it's predecessor 

    Also note that every other one of those is a higher MR weapon, and MR is now the new balance point for how powerful weapon's stats are. The only exception is the prova because melee haven't gone through the full rework yet. The Opticor vandal is the same MR.

    Oh, and the braton vandal, the original vandal, had half the rate of fire of the original.

  18. 11 minutes ago, DeathshotSE said:

    Yeah. These variants of existing weapons are great. Instead of just increasing all stats to make a strong weapon stronger, they created an alternative. A change in style that isn't detrimental to those that missed it since it isn't a straight upgrade.

    I get the feeling DE doesn't want to make higher MR requirement weapons because of that vocal minority that is too lazy to work for it. When the Syndicate primaries came out with MR12 requirement, I saw so many people complaining. Yes some thing aren't fun, but sometimes you gotta do the boring things to get to the fun things.

    Then again when those came out MR was not worth much of anything, you only got loadout slots from it. Even base mod power wasn't a thing yet.

  19. First off, I do like the vandal for what it is. This is a basic stat comparison with a few details of each one. Some may know most iff not all this information, others might not realize tidbits here and there. Many people are making comparisons to the Ferrox and even lanka to an extent about this, which are somewhat understandable all things considered all of these are charge up high powered weapons.  I will admit I was a fan of the concept of the opticor, and my view of it might have been sullied by how much worse it was long ago when I originally made and leveled it.

     

    First off Vandal VS Original  

    MR 14 VS MR 14(weapons are supposed to be balanced by MR now, so I'm putting this here for comparison's sake, even if same)

    Damage 400(impact}+200(aoe) VS 1000+400 

    Critical chance 24% vs 20%

    Critical Multiplier 2.6 vs 2.5

    Status chance 30% vs 20%

    Charge time .6s VS 2s.

    Reload 1.4s vs 2s

    Magazine size  8 vs 5

    Beam width, aoe size, reserve ammo, ammo type, and others are the same.

    Simply put, the vandal is obviously weaker. It does however have the benefit of having consistently powerful shots as well as a reasonably short charge up. The standard benefits greatly from precision and the tempo of choosing targets wisely. The vandal does not benefit from this as much, the high fire rate as well as particle effects obscure vision of targets, and the charge up is short enough that snap firing is a potential course of action. The aoe of the standard rarely is needed to kill a target, but for the vandal it ends up being a key piece of damage. The vandal also benefits more from the status chance surprisingly well. The explosion and beam hit separately and each have the same status(I believe, it is too consistent for otherwise) and the more shots that can be fired can stack these consistently. Reloading is a much, much more common affair for the vandal, but with a cheap ammo stock, scarcity even in sortie level content should be unheard of still. The opticor is the most ammo efficient rifle, with the vandal in second place. 

    If you want the biggest gun around, the Standard is your best bet. If you want a super-heavy rifle or light cannon to deal with most any threat but might take a second shot if they are really tough, the vandal is right up your alley.

     

    Next closest Vandal VS Ferrox(normal shots, thrown has completely different build style).

    MR 14 VS MR 14

    Damage 400(impact}+200(aoe) VS 350 

    Critical chance 24% vs 32%

    Critical Multiplier 2.6 vs 2.8

    Status chance 30% vs 10%

    Charge time .6s VS .5 seconds.

    Reload 1.4s vs 1.8s

    Magazine size  8 vs 10

    Punch through 1 vs 1.5

    Beam width .5m vs Nil

    Reserve ammo 200 vs 540

    Ammo type is the same.

    Now for one that many make a comparison to, the Ferrox.  Similar at a glance but the usage is significantly different. The Ferrox is a much more precise weapon, the pinpoint attack and lack of aoe are indicative of this. The much higher crit chance and improved crit mult put make it much better for those crit headshots. The vandal on the other hand has much more brute force in it's style, the wide beam means that grazing shots and hitting unnecessary body parts is going to be a common occurrence(or intended effect), it offsets this with a higher impact damage and a powerful aoe that hits alongside it upon beam termination. Both are precise hitscan weapons and can be used at range inconsequentially. The ferrox will seldom hit unneccessary targets it the intended one is in the middle of a group due to it's precision, while the vandal might graze a few before hitting the intended target.

    If you can get consistent headshots, the ferrox will do more damage to those targets, but the vandal spreads the damage around more and aoe doesn't get headshots like it used to. If you can't get headshots consistently or are trying to just fire off rounds into groups, the vandal will do you much better overall.

    And the a few make: Vandal VS Lanka

    MR 14 VS MR 10

    Damage 400(impact}+200(aoe) VS 200-525 * Combo mult

    Critical chance 24% vs 25% (+20/30/50% add)

    Critical Multiplier 2.6 vs 2.0

    Status chance 30% vs 25%

    Charge time .6s VS 1s.

    Reload 1.4s vs 2s

    Magazine size  8 vs 10

    Punch through 1 vs 0-5m

    Reserve ammo 200 vs 72

    Ammo type Rifle vs Sniper

    This is a comparison I loathe to make because they are so dissimilar, even more so than the the standard, but here I go. The Lanka has a much better ability to deal single target damage, even compared to the standard, which the AOE will interfere with weak point strikes on some enemies and the vandal relies on that for a greater portion of it's damage. The crit chance bonus of the lanka is significantly better, and the punch through also helps deal with groups of enemies in a linear fashion. However as a projectile weapon it suffers slightly against small moving targets like enemy heads, so you might miss those a bit but the high projectile speed and high base damage alongside the combo mult should alleviate this. The vandal though has a much higher fire rate, with a wide hitbox for the laser. The laser's hitbox will cause unintentional strikes, like the Lanka's projectiles. The Vandal however does hit twice at it's final impact area, making it's status proc chance in essence higher. The Critical multiplier difference is offset by the scope doing additional crit chance. The only real downside is the Lanka, if spammed at range, suffers slightly from a rarer ammo type and less reserves, so you will need to displace for ammo more often if you like to sit behind others.

    If you want a very high single target damage weapon with long range and are willing to deal with HV projectiles and uncommon ammo, the lanka is a very powerful option, if not the best. If you want a medium range weapon with wide hitscan beams, splash damage, very common ammo and still hits pretty hard, the vandal might be better. 

     

    TL;DR- Opticor strong as ever but still slow, Vandal second place in raw damage, but quite fast. Ferrox precise and powerful when it uses that, Vandal brutish and spreads the pain. Lanka very powerful and projectile based, but not very spammable, Vandal has splash damage and big hitscan lasers, very spammable.

    • Like 1
  20. Range mod at the cost of damage. Vandal is the second most ammo efficient, it is only less efficient in comparison to the standard. To you it might, but maybe you should use the opticor more. Both work quite well with hunter munitions, vandal even has more crit stats so it will get it even more often, and with the massive rate of fire boost, the luck of getting a proc is spread across more shots. The opticor is overkill, vandal is as well against most enemies, any damage that is over the enemies health is wastage. Those it doesn't kill in one shot can get a followup before the original even gets it's shot off, you use 2 of the most common ammo type for 1 really heavy enemy rather than 1, and move on to the next one. 

    What does the ferrox have over the vandal, other than you can give up your primary for a little crowd control? The ferrox has significantly less single target damage, no splash damage, and better crit chance and marginally better crit damage. Oh and the thrown spear doesn't benefit from multishot or crit(to any notable extent) so it's significantly weaker if you build for the primary fire.

    • Like 1
×
×
  • Create New...