Post by forbiddenone on Apr 18, 2014 1:22:11 GMT -5
How do they compare, stat wise?
Since I hit Gen 10 level 50 I started playing around more with my loadouts and I got to wondering how they stacked up against one another, both vs shields and vs armor.
I also got to wondering if I could.. say... charge up a plasma railgun shot, then hit an unsuspecting enemy, then finish them off with a volley of guided missiles (or start with the missiles, but that'd be harder).
Obviously the auto-lock of Slaved Warheads would alert the enemy to the fact that I am aiming at him, but... I dunno.
Multi-Missile is especially effective in that you can fire one missile at a time (and fire as long as you have a minimal charge) to the point that a mere tap is enough to lock on and fire before the lock indicator appears to the enemy. And instead of holding to dump the entire pod at once, rapid tapping can let out one at a time to continue pecking at the enemy titan, a means to never let up so that he can't recharge his shields.
Slaved Warheads isn't that effective in close encounters due to the long lock, slow delivery, slow missile speed and a delay in the shot before it begins guiding itself towards the enemy titan. Its forte is in medium to long range, and even then I think it isn't that good except in certain maps and in very specific positions. One trick to it is that you can aim skyward once you start shooting, the delayed guidance will give it clearance over some obstacles, having the missiles come down on top of the titan.
Are the slaved warheads 100% accurate? Obviously the enemy titan can jump behind cover to protect itself from the missiles. However, lets assuming a open field situation. Is it possible for an enemy titan to dash out of the way from the missiles to make them miss?
Slaved warheads will turn 180 degrees on the spot after a short distance past a Titan if they miss. The only way to avoid slaved warheads is to dash or hide so they hit terrain/particle wall. This data comes from ingame testing.