I still occasionally see people confused about this. Which is understandable because this ability's mechanics are weird and not intuitive. So here's the information that you need to know when it comes to how to build and play Zephyr. Hopefully, this information will allow Zephyr players to make better decisions.
The ability has a duration, which is shown on your ability bar, and a range which is not shown. Turbulence creates a protective shell around you while it active at a radius dictated by the power range, but whether that helps you or not depends on what you are being shot at by. Basically the key thing to realize is that Turbulence reacts differently to two different kinds of attack.
Projectile weapons are things that create a damaging object that flies from the shooter to the target. This is things like Grineer Napalms and Bombards, as well as any form of "pew pew pew" laser bolt gun, and some abilities like a Scorpion or Ancient's "grapple" attack. When Turbulence is active, any projectile that hits the shell will be redirected at a sharp angle away from you and almost always miss entirely. It is very easy to see this in action because most projectiles leave a visible trail of some kind.
HItscan weapons are things that simply register damage by checking to see if a line of sight exists between the shooter and the target. This is things like the Grineer's Grakata and shotguns, the heavy gunner's machine gun, and even the railgun MOA's railgun. Because there is no projectile to act on, Turbulence is only effective when it can act on the shooter. Enemies that are affected by Turbulence while shooting will almost always miss you because they are subject to the same wild, random redirection that is so easy to see with projectiles.
This key distinction, and the fact that most of Grineer's soldiers use hitscan weapons while most of Corpus use projectile weapons, is why so many people seem to think that Turbulence doesn't work against the Grineer.
The problem here is the ability range. Projectiles have to come to you and hit you in order to cause damage, which means that as long as Turbulence is active at all, then the projectile will hit the shell and be diverted away from you. The ability is almost total immunity to projectile weapons (except those that have extensive splash damage) regardless of the ability range. But in order to protect you from hitscan weapons, the shooter has to be within range, and it's not a particularly big range. The temptation for Zephyr players is to use Narrow Minded, since the flight range on Tail Wind and the total run time on Turbulence are both duration-based. But you need range to make Turbulence effective versus hitscan type weapons by including more enemies at a greater distance within your disruptive shell. With Over Extended and Stretch, even the Grineer are almost powerless against you.
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[DE]Momaw
I still occasionally see people confused about this. Which is understandable because this ability's mechanics are weird and not intuitive. So here's the information that you need to know when it comes to how to build and play Zephyr. Hopefully, this information will allow Zephyr players to make better decisions.
The ability has a duration, which is shown on your ability bar, and a range which is not shown. Turbulence creates a protective shell around you while it active at a radius dictated by the power range, but whether that helps you or not depends on what you are being shot at by. Basically the key thing to realize is that Turbulence reacts differently to two different kinds of attack.
Projectile weapons are things that create a damaging object that flies from the shooter to the target. This is things like Grineer Napalms and Bombards, as well as any form of "pew pew pew" laser bolt gun, and some abilities like a Scorpion or Ancient's "grapple" attack. When Turbulence is active, any projectile that hits the shell will be redirected at a sharp angle away from you and almost always miss entirely. It is very easy to see this in action because most projectiles leave a visible trail of some kind.
HItscan weapons are things that simply register damage by checking to see if a line of sight exists between the shooter and the target. This is things like the Grineer's Grakata and shotguns, the heavy gunner's machine gun, and even the railgun MOA's railgun. Because there is no projectile to act on, Turbulence is only effective when it can act on the shooter. Enemies that are affected by Turbulence while shooting will almost always miss you because they are subject to the same wild, random redirection that is so easy to see with projectiles.
This key distinction, and the fact that most of Grineer's soldiers use hitscan weapons while most of Corpus use projectile weapons, is why so many people seem to think that Turbulence doesn't work against the Grineer.
The problem here is the ability range. Projectiles have to come to you and hit you in order to cause damage, which means that as long as Turbulence is active at all, then the projectile will hit the shell and be diverted away from you. The ability is almost total immunity to projectile weapons (except those that have extensive splash damage) regardless of the ability range. But in order to protect you from hitscan weapons, the shooter has to be within range, and it's not a particularly big range. The temptation for Zephyr players is to use Narrow Minded, since the flight range on Tail Wind and the total run time on Turbulence are both duration-based. But you need range to make Turbulence effective versus hitscan type weapons by including more enemies at a greater distance within your disruptive shell. With Over Extended and Stretch, even the Grineer are almost powerless against you.
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