08-15-2019, 01:27 AM
The more I look at this skill, the more iffy I feel about it. It's an 80 FP (130 FP if you use MAP to get it in range) skill combo that can pump out 320 damage a round to an unarmored target. Takes either 6 momentum or 12 if they move out of its range and you need to use the MAP.
For those who aren't familiar, the combo basically goes:
Round 0:
3 Momentum to throw down a MAP
3 Momentum to throw down a railgun on top of the map
1 Momentum to jetpack on
Round 1:
3 momentum to move so it's in range
3 momentum to overclock the railgun
1 momentum to do whatever else you want
With this, in two turns, you deal 320 damage And can deal 320 damage every other turn you're not interrupted from there.
What are its strengths and weaknesses?
Weaknesses:
It's susceptible to forced movement or knockdown. If you move the railgun off of the MAP and the engineer in tandem, it's stuck in place without any way to move. It becomes battlefield denial, but unless the engineer can either retrieve it by moving onto the MAP and then back right next to the railgun, it's just going to be there with the engineer having 100+ less FP. With knockdown, it can't fully invoke and its invoke can be broken.
Silence can ruin it. No one takes bashfix. Maybe this is a reason to take bashfix? New meta? Probably not.
Takes all of that windup. During that time, the other player is presumably doing much more than just sitting there waiting. Even with higher CEL, this is still a full turn of windup.
Can be ignored. It just cuts the battlefield size in half. Not many other skills do that.
Without overclock, it's not going to do anything. You can outrange it or simply ping it for damage with any number of light chips of damage you have. And if it's on a MAP, you'll easily get hit with small AoEs. With overclock and against other summons, it will not win a prolonged fight. Losing 20% of its HP a round means it'll die in 5 unless you put heals into it.
If someone has a higher range than 10 tiles, your turrets effectiveness is greatly diminished. You'll need to be by it to MAP it around or just use it to deny battlefield space. Neither of these are great.
Easily dodged by cobra.
Susceptible to anything that's there to negate single target big hits like body of isesip, metalaegis whenever that gets fixed, ST create shades, last chance, etc.
Strengths:
Great damage. If you can get it off, you'll generally open someone up while also being able to throw down more bots or skills.
Good HP. If you have only single target attacks, you're going to need to peel this thing open to get rid of it for good. Unless you can bait out invokes that you can break using knockdowns to wear down its HP while overclocked.
Can cut the battlefield size in half. On a class with decent mobility but with a bunch of summons with poor mobility, this can save you in a fight against skukuchi monks and the like.
If you're fighting against someone who can't deal damage at over 10 range, you're pretty much free to use the railgun to beat them up. Next to no one will win that exchange in any way that puts them well off for fighting against you and whatever your second class offers you. If you can outrange them through that, you pretty much win. Monks/ghosts/archer classes will be fine against you, but mages suffer as they're both squishy and can't nuke the turret down completely with a single charge minded invoke.
For those who aren't familiar, the combo basically goes:
Round 0:
3 Momentum to throw down a MAP
3 Momentum to throw down a railgun on top of the map
1 Momentum to jetpack on
Round 1:
3 momentum to move so it's in range
3 momentum to overclock the railgun
1 momentum to do whatever else you want
With this, in two turns, you deal 320 damage And can deal 320 damage every other turn you're not interrupted from there.
What are its strengths and weaknesses?
Weaknesses:
It's susceptible to forced movement or knockdown. If you move the railgun off of the MAP and the engineer in tandem, it's stuck in place without any way to move. It becomes battlefield denial, but unless the engineer can either retrieve it by moving onto the MAP and then back right next to the railgun, it's just going to be there with the engineer having 100+ less FP. With knockdown, it can't fully invoke and its invoke can be broken.
Silence can ruin it. No one takes bashfix. Maybe this is a reason to take bashfix? New meta? Probably not.
Takes all of that windup. During that time, the other player is presumably doing much more than just sitting there waiting. Even with higher CEL, this is still a full turn of windup.
Can be ignored. It just cuts the battlefield size in half. Not many other skills do that.
Without overclock, it's not going to do anything. You can outrange it or simply ping it for damage with any number of light chips of damage you have. And if it's on a MAP, you'll easily get hit with small AoEs. With overclock and against other summons, it will not win a prolonged fight. Losing 20% of its HP a round means it'll die in 5 unless you put heals into it.
If someone has a higher range than 10 tiles, your turrets effectiveness is greatly diminished. You'll need to be by it to MAP it around or just use it to deny battlefield space. Neither of these are great.
Easily dodged by cobra.
Susceptible to anything that's there to negate single target big hits like body of isesip, metalaegis whenever that gets fixed, ST create shades, last chance, etc.
Strengths:
Great damage. If you can get it off, you'll generally open someone up while also being able to throw down more bots or skills.
Good HP. If you have only single target attacks, you're going to need to peel this thing open to get rid of it for good. Unless you can bait out invokes that you can break using knockdowns to wear down its HP while overclocked.
Can cut the battlefield size in half. On a class with decent mobility but with a bunch of summons with poor mobility, this can save you in a fight against skukuchi monks and the like.
If you're fighting against someone who can't deal damage at over 10 range, you're pretty much free to use the railgun to beat them up. Next to no one will win that exchange in any way that puts them well off for fighting against you and whatever your second class offers you. If you can outrange them through that, you pretty much win. Monks/ghosts/archer classes will be fine against you, but mages suffer as they're both squishy and can't nuke the turret down completely with a single charge minded invoke.
Thoughts?