L4UR1 Posted August 21, 2016 Share Posted August 21, 2016 At the moment Sarpa is only good against nullies and nothing else. The spread is absolutely horrible to the point that you might as well just use melee at the range where it can reliably hit something... Link to comment Share on other sites More sharing options...
xXDeadsinxX Posted August 21, 2016 Share Posted August 21, 2016 It's actually pretty op, git gud m8. Link to comment Share on other sites More sharing options...
Tricky5hift Posted August 21, 2016 Share Posted August 21, 2016 What exactly needs to be buffed? The shots actually add to the combo counter. Pair that with Body Count and maybe even Blood Rush and you got yourself a pretty legit weapon. Link to comment Share on other sites More sharing options...
Godzilla853 Posted August 21, 2016 Share Posted August 21, 2016 (edited) You should not say got gud it's a good way to get in trouble. Edited August 21, 2016 by Godzilla853 Link to comment Share on other sites More sharing options...
----Dante---- Posted August 21, 2016 Share Posted August 21, 2016 the only thing sarpa need is accuracy fix it misses at 5 meters distance. Link to comment Share on other sites More sharing options...
Evultis Posted August 21, 2016 Share Posted August 21, 2016 The Sarpa is a flat upgrade to the already decent Redeemer. I would prefer that the Sarpa does not get buffed. Link to comment Share on other sites More sharing options...
Cyborg-Rox Posted August 21, 2016 Share Posted August 21, 2016 2 minutes ago, Godzilla853 said: You should not say got gud it's a good way to get in trouble and it needs more max ammo 20 is a no go. But... it doesn't use ammo. Link to comment Share on other sites More sharing options...
Valiant Posted August 21, 2016 Share Posted August 21, 2016 (edited) Well stats-wise I believe it was a straight upgrade from Redeemer. However, as my clan members advised me, it's a shotgun so it's all about CQC which... Funnily enough, melee is usually all about. It's different to the Redeemer so shouldn't be used in the same way. Get up close and destroy stuff to get the benefits, like you're actually meant to. Edited August 21, 2016 by Naith Link to comment Share on other sites More sharing options...
NightBlitz Posted August 21, 2016 Share Posted August 21, 2016 4 minutes ago, Godzilla853 said: and it needs more max ammo 20 is a no go. you... do know what the Sarpa is, right? Link to comment Share on other sites More sharing options...
BiancaRoughfin Posted August 21, 2016 Share Posted August 21, 2016 I easily doing more than 20K with this weapon's charged shot without having fully modded it. You really think it needs a buff? Link to comment Share on other sites More sharing options...
Tricky5hift Posted August 21, 2016 Share Posted August 21, 2016 If anything, the Bullet Dance stance needs some work. From what I heard the combos don't always work and it looks jerky as hell. Link to comment Share on other sites More sharing options...
Trichouette Posted August 21, 2016 Share Posted August 21, 2016 4 minutes ago, Tricky5hift said: What exactly needs to be buffed? The shots actually add to the combo counter. Pair that with Body Count and maybe even Blood Rush and you got yourself a pretty legit weapon. 5% crit chance... Yeah sure try to do that :D It's a good weapon, doesn't need to be buffed Link to comment Share on other sites More sharing options...
Tricky5hift Posted August 21, 2016 Share Posted August 21, 2016 Just now, Trichouette said: 5% crit chance... Yeah sure try to do that :D It's a good weapon, doesn't need to be buffed Blood Rush + Body Count can make any low crit weapon crit reliably once you get to a high enough combo counter. Link to comment Share on other sites More sharing options...
----Dante---- Posted August 21, 2016 Share Posted August 21, 2016 (edited) 8 minutes ago, Carbonax said: The Sarpa is a flat upgrade to the already decent Redeemer. I would prefer that the Sarpa does not get buffed. eh? idk if you played with both but even if redeemer has little lower stats its still way better than sarpa redeemer shots 10 pellets and charge attack has 300 blast dmg as base where sarpa shots 4 pellets also redeemer has 2-3x better accuracy than sarpa Edited August 21, 2016 by Dante123pl Link to comment Share on other sites More sharing options...
Trichouette Posted August 21, 2016 Share Posted August 21, 2016 1 minute ago, Tricky5hift said: Blood Rush + Body Count can make any low crit weapon crit reliably once you get to a high enough combo counter. I just tried, at x3, you almost don't crit. This combo is only worth it for weapons that have 15+% crit chance Link to comment Share on other sites More sharing options...
AXCrusnik Posted August 21, 2016 Share Posted August 21, 2016 (edited) 5 minutes ago, Tricky5hift said: If anything, the Bullet Dance stance needs some work. From what I heard the combos don't always work and it looks jerky as hell. Pretty sure the first 2 hits for all the combos require insanely fast strokes. I can't perform certain any combos reliably unless I use my scroll wheel to spam the attack and even that can fail. Edited August 21, 2016 by AXCrusnik Link to comment Share on other sites More sharing options...
ograzzt Posted August 21, 2016 Share Posted August 21, 2016 Just now, Tricky5hift said: Blood Rush + Body Count can make any low crit weapon crit reliably once you get to a high enough combo counter. Doesn't actually work with shots by some reason. Actually charget shots can't crit at all. The only yellow numbers you can get are against unalerted/stunned/blinded enemies. 3 minutes ago, BiancaRoughfin said: I easily doing more than 20K with this weapon's charged shot without having fully modded it. You really think it needs a buff? Accuracy needs huge buff. Link to comment Share on other sites More sharing options...
--Sokol Posted August 21, 2016 Share Posted August 21, 2016 6 minutes ago, Carbonax said: The Sarpa is a flat upgrade to the already decent Redeemer. I would prefer that the Sarpa does not get buffed. Buff Redeemer as well. Problem solved. Link to comment Share on other sites More sharing options...
IronWolfKnight Posted August 21, 2016 Share Posted August 21, 2016 (edited) 9 minutes ago, Carbonax said: The Sarpa is a flat upgrade to the already decent Redeemer. I wouldn't say that. Yes, as a blade and status weapon, the Sarpa is better than the Redeemer but as a gun? The Sarpa is highly inaccurate and every pellet the Redeemer fires now adds to the combo meter which makes the Redeemer currently the fastest scaling melee weapon in-game. Both gunblades have their perks but none of them outclasses the other. Edited August 21, 2016 by IronWolfKnight Edited the quote to be specific of what I'm talking about. Link to comment Share on other sites More sharing options...
Godzilla853 Posted August 21, 2016 Share Posted August 21, 2016 7 minutes ago, Cyborg-Rox said: But... it doesn't use ammo. Wrong weapon I was thing pox Link to comment Share on other sites More sharing options...
Trichouette Posted August 21, 2016 Share Posted August 21, 2016 2 minutes ago, ograzzt said: Doesn't actually work with shots by some reason. Actually charget shots can't crit at all. The only yellow numbers you can get are against unalerted/stunned/blinded enemies. It does crit sometimes but the chances are very low Link to comment Share on other sites More sharing options...
taiiat Posted August 21, 2016 Share Posted August 21, 2016 it counting for and using the Combo Counter rather than like Redeemer and the Gunshots having it's own proprietary Counter is inconsistent, so i doubt intended. it's Accuracy being less disgustingly bad would compensate for the loss of as far as i'm concerned fixing that it uses the Melee Combo Counter. Link to comment Share on other sites More sharing options...
Bobtm Posted August 21, 2016 Share Posted August 21, 2016 Rather than immediately jumping onto the "buff a thing" train of thought, take a step back and look at the various parameters on the Sarpa and on the Redeemer. Look at the stats of each and how they compare across each other. Redeemer 60 total Physical damage at base. 0.833 Attack speed, semi-low attack speed for its class. Very tight spread on its shots. Has a very metered feeling/timing on repeated charged shots. Sarpa 70 total Physical damage at base. 1.0 Attack speed, average attack speed for its class. Very wide spread on its shots. Has a very fast and spammy feeling on repeated charged shots. Right now the Sarpa feels close to a proper sidegrade to the Redeemer, which would be the best outcome of sorts. However given the pretty buggy feeling nature of Bullet Dance as a Stance and any other possible anomalies that may have arisen from TSG, it would be a good idea to wait a bit longer to fully try and evaluate the differences between the two weapons. If nothing else, the Sarpa is both stronger and faster than the Redeemer outright. It can't also be just as suited to all other things as the Redeemer otherwise it's just another case of powercreep. That doesn't mean I'm saying it's perfect in its current iteration necessarily. But if nothing else it cannot be made comparably accurate to the Redeemer, unless we look at lowering another stat on the Sarpa to compensate that change appropriately. Link to comment Share on other sites More sharing options...
TheSteelRat Posted August 21, 2016 Share Posted August 21, 2016 unlike redeemer, i think the Sarpa is more of a Gun.. then blade. I was doing fine Gunning down Grineer with an unformaed Sarpa in Berehynia. WAs even able to use it's finishers. My only complait is without Reach or primed reach it has really short range that you almost need to bump into your opponent to perform a stealth finisher The new stance is so OP... love it Link to comment Share on other sites More sharing options...
L4UR1 Posted August 21, 2016 Author Share Posted August 21, 2016 1 hour ago, Bobtm said: Rather than immediately jumping onto the "buff a thing" train of thought, take a step back and look at the various parameters on the Sarpa and on the Redeemer. Look at the stats of each and how they compare across each other. Redeemer 60 total Physical damage at base. 0.833 Attack speed, semi-low attack speed for its class. Very tight spread on its shots. Has a very metered feeling/timing on repeated charged shots. Sarpa 70 total Physical damage at base. 1.0 Attack speed, average attack speed for its class. Very wide spread on its shots. Has a very fast and spammy feeling on repeated charged shots. Right now the Sarpa feels close to a proper sidegrade to the Redeemer, which would be the best outcome of sorts. However given the pretty buggy feeling nature of Bullet Dance as a Stance and any other possible anomalies that may have arisen from TSG, it would be a good idea to wait a bit longer to fully try and evaluate the differences between the two weapons. If nothing else, the Sarpa is both stronger and faster than the Redeemer outright. It can't also be just as suited to all other things as the Redeemer otherwise it's just another case of powercreep. That doesn't mean I'm saying it's perfect in its current iteration necessarily. But if nothing else it cannot be made comparably accurate to the Redeemer, unless we look at lowering another stat on the Sarpa to compensate that change appropriately. Better damage and attack speed is all well and good if you could actually hit anything. Even at almost point blank range, it has a frustrating tendency to miss somehow and the stance that makes you jump around like a rabbit with adhd certainly doesn't help. What's the point of having a gun and a sword together when the former has pretty much the same range as the latter? Link to comment Share on other sites More sharing options...
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