wittyscorpion
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Post by wittyscorpion on Apr 19, 2014 15:51:47 GMT -5
As a generation 5 pilot, I need to complete the challenge of doom 50 Titans using Arc Cannon. While the weapon is an awesome infantry killer, I can't use it effectively against Titans. Can bros who are good at using this weapon give me some tips?
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Den
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Post by Den on Apr 20, 2014 7:29:17 GMT -5
The Arc Cannon is a very versatile weapon designed for crafty pilots. Among the weapons, it has the most nuance and tricks.
Statistically:
Despite the weapon file's variables of distance, the Arc Cannon's damage is not actually reduced over distance; those are just the variables used and then repurposed in _arc_cannon.nut to work for the charge damage, scaling from 100 to 1800 against Titans. For a full 1800 damage, you only need charge up to 85% (that's when the bar that is the Arc Cannon's reticle fills to the top) to get the full 100% damage output, giving you a small window of opportunity (approximately the last 0.555 seconds of the 3.7 second charge) to fire the Arc Cannon at full power. You don't need to hold it until it goes off on its own for max damage, just wait for the bars to fill.
The Arc Cannon's reach is limited to 2500 units, roughly 50m, so it is not going to work as a counter-sniper weapon against the 40mm or Railgun in long range battles. If you do not have a Red Crosshair when your circle is dead on an enemy titan, he is likely too far away (or something may be obscuring the detection like smoke).
The regular damage of 170 to 220 versus Pilots means you need to charge the weapon to 60% of a full charge (that is to say 51% or 1.6 seconds when considering the 85% scalar) in order for your Arc shot to kill a pilot.
Bonus damage is applied to Grunts and Spectres, a 3x multiplier making even the weakest Arc Shot able to clear out a maximum of five Grunts at once. For Chain Lightning, note that the damage is reduced to 75% with each arc. That is "100% > 75% > 56% > 42% > 32%". So while five Grunts can be eliminated with a tap for, you need a full charge in order to destroy a Spectre if it is the last in a line of five.
Each Arc in the Chain Lightning has a range of 400 units, or 7-to-8 meters. In a scenario where an enemy is just out of reach of the 50m shot, it is possible to extend that range nearly another 30m (but the arc will always target the nearest thing so you can't really count on lucky placement of a bunch of targets to arc over to what you want to hit; it will probably just fry a small clustered fireteam of grunts).
When an Auto-Titan is wielding the Arc Cannon, it is incapable of properly using the Arc Cannon's charge function, meaning it always fires the weakest possible shot. But just like the multiplier against grunts, an Auto-Titan is designed to emulate firing half-charged shots through long delays between shots (2.5 to 3.0 seconds) and a 7x damage bonus against enemy Titans. It happens to be exceptionally accurate with an Arc Cannon, moreso than the other weapons, extremely so with Guardian Chip, and can rake in the Attrition points on its own.
Tactically: One important thing is that though it appears there is a delay in the Arc Cannon's release, it is instantaneous on the release of the trigger. Because its effective range is equal to its Red Crosshair and its accuracy is pinpoint, if you release when your crosshair is red, you are guaranteed a hit. Makes it really good for the Gooser challenge.
The Arc Cannon's greatest strengths are in being a counter against all enemy Ordnance plus Quad Rocket and Triple Threat (you can destroy your own Ordnance too) and causing "ricochets" between enemies around corners. The Arc Cannon is a key point in the thesis as to why NPCs populating the game's maps is a kick ass idea.
Despite being the most "direct" weapon (an instant, precise linear shot), it has some of the most effective "indirect" applications.
Always be aware of the Minions, as they only spawn and stick around in areas where the bulk of each team is located. Not only do Grunts gather around enemy Pilots and Spectres more often around Titans, but it isn't that uncommon to get Chain Lightning to bounce around walls (as NPCs usually take position at corners and doorways) and zap enemy players out of sight. In close quarters maps like Angel City, the Arc Cannon is extremely effective in Last Titan Standing as you are likely able to arc shots between several Enemy Titans, the clusters of NPCs and even get extra tricky, possibly arcing a flying scout drone to hit enemy pilots hiding on roofs.
The Arc Cannon's most direct counter is Electric Smoke, neutralizing any lightning bolt that comes near it entirely. That includes your own smoke. Preferably, I'd pair the Arc Cannon with a Particle Wall and either the Cluster Missile or the Multi-Target. Without either device (Smoke, Cluster) effective as an anti-Rodeo tool, enemy Pilots become a much bigger threat. Of course, there's always fancy footwork and keen ears. It's not like anyone actually uses the Stealth Kit, so the telltale boost of a Jumpkit nearby is the signal to boost in the opposite direction - a Stryder has little to fear when a pilot doesn't have a (wall)running start to catch up and jump on your back.
For anti-Titan combat, the Arc Cannon will need some tandem Ordnance use and footwork.
Multi-Missile Target System is suggested well above the other three Ordnance, the individual shots give it great synergy with the Arc Cannon. You can fire one at a time rapidly. At least one missile is almost always ready to go. Charged shots between pecking at the enemy with the Missiles to wear down his armor and prevent his shields from coming back while you charge again. Just like those going for Plasma Railgun kills, you'll probably have to take a vulture-like approach to the finishing blow if any other allies are also on the enemy Titan - wait for the Titan's health to drop below 1/3, 1/4 or 1/5 depending on the chassis and time that fully charged shot.
If you don't pair up the Arc Cannon with the Particle shield to protect yourself in the open so you can carefully prepare your shot in view of the enemy (and be aware of incoming enemy Ordnance to shoot down), the "bee-sting" technique of Dashing out and immediately dashing back behind cover as you take the shot is best used with the Arc Cannon (and Plasma Railgun), so a Stryder (or at least an Atlas) is preferable to have the maneuver ready as often as possible. Though it needs to be close, the Arc Cannon is best used as a hit and run weapon unless you have allies drawing the enemy's attention.
For the purpose of Anti-Titan combat with an Arc Cannon, I go with the Loadout of: Stryder Particle Shield Multi-Missile System Fast Autoloader Core Accelerator
Something like that.
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Post by iphraem on Apr 20, 2014 17:42:48 GMT -5
The Arc Cannon is a very versatile weapon designed for crafty pilots. Among the weapons, it has the most nuance and tricks. you didn't mention the capacitor at all, I've heard it makes the radius of the beam bigger, shortens the charge time, gives it a longer range and of course increases the damage to 2000. this sounds pretty useful. Am I misinformed or did you just think these Pros aren't worth giving up the versatility of releasing your arc anytime you want?
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Den
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Post by Den on Apr 20, 2014 18:10:46 GMT -5
The Capacitor increases the Titanarmor damage maximum from 1800 to 2000 and the range from 2500 to 2700. It also reduces the Charge time to 2.5 seconds. However, because you have to charge to 100%, that 3.7 to 2.5 becomes way less appealing when you consider the default 85% Charge Ratio making that 3.7 really only 3.145.
I don't find its 1.11x damage, 1.08x range boost and 80% Charge time anywhere near as useful as the default shot firing at any time. Capacitor diminishes the Arc Cannon's capability against Minions and Pilots, requiring long wait periods and denying the chance on narrower windows of opportunity. The difference of environment doesn't allow it the same lethality and flexibility as the Charge Rifle. Outside of LTS, I probably wouldn't recommend it. Throwing only heavy punches against fast guys isn't that good a fighting strategy.
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Lexapro
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Post by Lexapro on Apr 21, 2014 10:32:38 GMT -5
The Arc Cannon is also very effective against vortex shield users. Not only does it drain vortex shields with each shot, the arc can also destroy any explosive ordnance captured in the shield, detonating them for considerable damage against the enemy titan and robbing them of their return volley.
It's viable in tight spaces where you can shoot at people and then hide behind cover to charge up again. Any time where you and another titan end up playing ring around the rosie with a large structure are situations the arc cannon will really shine. At longer ranges and in open spaces, the hitscan nature of the weapon is nice but the charge up time of the cannon makes you vulnerable. You're better suited in a support role, letting your teammates tank damage while you take devastating pot shots from the rear lines.
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wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
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Post by wittyscorpion on Apr 21, 2014 12:38:47 GMT -5
After following Den's advice, I was able to complete the challenge pretty easily.
Regarding Capacitor: one advice I read about how to use it is "charge management", i.e.: press/release the fire button in such a way that the charge level can be kept right below 100% full, so you can fire the shot quickly when you need it. I did not try it, this mod sound more like a novelty to experiment than something that is practically useful.
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Post by Pegasus Actual on Apr 22, 2014 6:21:25 GMT -5
I prefer it with capacitor. Mostly because beginning a charge doesn't commit you to shooting, that drives me nuts. Feathering the trigger to maintain a partial charge w/ capacitor works pretty well, you can do it by sound, with a little practice it's not that hard to keep it in the 50-90 percent range at pretty much all times. I find the faster full power shot plus extra damage makes me much more competitive in 1v1 titan fights.
So, auto-titan doesn't charge.. what happens if your auto-titan has capacitor? Does it do the exact same thing as without?
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Post by timeitself on Apr 27, 2014 9:41:51 GMT -5
Den, thank you. I'd been digging through the files and rewatching my games and hadn't been able to figure any of the stats stuff out.
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Post by timeitself on Apr 28, 2014 0:07:47 GMT -5
Just one little question. Is there are hard limit of 3 specters for a single shot? Even the minimum 170 damage after three jumps with 75% reduction each time, with a 3x multiplier would still be 215 damage but I've never killed more than 3 at full health in a single shot. As they drop in groups of four I would have expected to pick up at least the occasional fourth if it were possible. Thanks again, the only thing I dug out of mp_titanweapon_arc_cannon.nut was a 647.5 ms minimum charge time requirement, assuming I understood the code.
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Dumien
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Post by Dumien on Jun 14, 2014 20:51:47 GMT -5
Necro, but thanks for this thread Den. First day playing my own titanfall and I've been having great fun with the arc cannon.
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Post by daftpunk on Jun 15, 2014 6:41:23 GMT -5
I hated the arc cannon at first but once you get the hang of it its damn good
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wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
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Post by wittyscorpion on Jun 15, 2014 14:36:33 GMT -5
Here is a great video on one way to use Arc Cannon (with Capacitor):
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Dumien
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Post by Dumien on Jun 15, 2014 16:44:44 GMT -5
Some of my favorite moments:
Got a double kill on enemy pilots because they were flying near a group of spectres I was farming.
Sniped an enemy pilot that was ejecting and cloaked from a titan I just killed.
Blew up a titan because he was silly enough to catch my missiles (like Den recommended)
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