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Just to give some heads up on what the new rounds do as of testing them


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  • The husk rounds are a upgrade to the thulecite rounds and they hit really hard
  • The brilliance rounds place a debuff on enemies that makes them take extra planar damage from your planar based attacks aoe
  • Horror rounds summon little shadow creatures around your target attacking them repeatly this stacks by the way aoe
  • Gunpowder rounds deals 59 damage at base and deals 119 in a decently large aoe when it gets a crit

The thulecite magical rounds aoe is fairly large

Basically the alignment choice is do you want a slingshot that hits really hard and buffs planar weapons or do you want a slingshot that slows the enemy down and is good at wiping out hordes

It's probably only my problem or not, but swapping rounds in second slot of thulecite frame feels a little bit inconvenient to me.

You can change the ammo in normal slot by just right clicking the ammo you wanna swap, but first you need to empty skill slot before changing ammo types. I wanna see better ways to do so. Or the non-skill attacks also can deal AoE with thulecite frame too. Since you'll use skills more than normal attacks with some rounds.

Also, Walter can become the master of AoE with brilliance rounds and brightshade staff. It's so satisfying to use!

The Brightshade round feels strange to me (68 dmg base). The plant whip deals 85 dmg, yet the range or the position that the whip spawns in makes it unable to hit smaller targets. I keep shooting at a punching bag yet the whip never hits. On a larger target, like CC, it hits. Please have a look at this, unless it is intended to be purely AoE/Crowd Control @V2C. Also the chance to spawn whip feel like RNG, similar to Cursed round? My guess is 1-in-5.

The chance for Explosive round crit feels like 1-in-7, give or take, which is pretty nice considering that it has fresh Hambat dmg now. Shockscrap is underwhelming as usual, expensive (even more so with the craft amount nerfs) yet deals too little damage. If you use Dreadstone, you're a bum. Such expensive material for 68 dmg, a Dark sword--

Pure Horror round deals 44 dmg + 11x3 overtime against Lunar-aligned, 37 + 10x3 otherwise. Pure Brilliance deals 58 dmg base, and gives a whopping.. 7% boost to all sources of planar damage, so more of a support round for multiplayer. 

The new craft amount perk is 20 (base) - 24 - 30. You get to 120 (full stack) in 6 - 5 - 4 crafts, which is not a too-terrible nerf.

My guess is that for the early/mid-game, the best single target round is Explosive for mobile, and Cursed for immobile/slow-moving bosses. When it's post-Rift, a single-player Walter might be inclined to pick Shadow for the Icky round which makes Cursed the best overall. Not sure how you would juggle between Pure Horror for DOT, Icky for CC, and a main-damage round, maybe carry two Slingshots? And Lunar is too gimmicky to be consistent IMHO.

The early game Scrappy frame allows you to perform a charge shot, which is a 67%+ boost to damage (not even at max charge, 100%). You can click-hold-release early the moment the aim indicator flashes, meaning it might be possible to out-dps holding F. Sometimes it gets funky and not charge correctly, which can throw off your rhythm though.

28 minutes ago, _mylilsunshine_ said:

The Brightshade round feels strange to me (68 dmg base). The plant whip deals 85 dmg, yet the range or the position that the whip spawns in makes it unable to hit smaller targets. I keep shooting at a punching bag yet the whip never hits. On a larger target, like CC, it hits. Please have a look at this, unless it is intended to be purely AoE/Crowd Control @V2C. Also the chance to spawn whip feel like RNG, similar to Cursed round? My guess is 1-in-5.

I've had trouble testing the rounds on punching bags but against normal enemies it seems to land perfectly fine is there a mob in particular you've found where it doesn't hit?

15 minutes ago, _mylilsunshine_ said:

My guess is that for the early/mid-game, the best single target round is Explosive for mobile, and Cursed for immobile/slow-moving bosses. When it's post-Rift, a single-player Walter might be inclined to pick Shadow for the Icky round which makes Cursed the best overall. Not sure how you would juggle between Pure Horror for DOT, Icky for CC, and a main-damage round, maybe carry two Slingshots? And Lunar is too gimmicky to be consistent IMHO.

Also maybe I'm over thinking it but it feels like the 73 damage per hit plus the vine swipe for 90 builds up fast making the lunar path really good for dealing out damage.

19 minutes ago, Mysterious box said:

I've had trouble testing the rounds on punching bags but against normal enemies it seems to land perfectly fine is there a mob in particular you've found where it doesn't hit?

Yeah for normal enemies, the plant whip seems to hit alright. Fast flyers like DFly or runners are harder to hit obviously, so no complaint about that, maybe it could hit more reliably. I tried to shoot a punching bag with Curse round and not a single shadow tentacle spawned, so my guess is that the bug is [brightshade round shouldn't spawn whip on punching bag] instead of [whips are not hitting punching bag].

25 minutes ago, Mysterious box said:

Also maybe I'm over thinking it but it feels like the 73 damage per hit plus the vine swipe for 90 builds up fast making the lunar path really good for dealing out damage.

And yeah I think for damage Pure Brilliance + Brightshade might be the way to go. Brightshade round benefits a lot from slow effect though.

8 hours ago, Mysterious box said:
  • Horror rounds summon little shadow creatures around your target attacking them repeatly this stacks by the way aoe

LETS GOOO those parasites look cute ngl

This ammo might be pretty neat against bosses if you farm werepig in early

20241130040251_1.jpg.39024a08f49dd3cbbebc547f2e58b501.jpg

14 minutes ago, Ohan said:

Ugh could they not have come up with literally anything else? 
 

why is a random boyscout summoning the same lunar powers as wormwood..

Because hes using material from the magical rift? Like I dont get this logic, if anything I would argue that Willow makes no sense, shes just some pyromaniac and she be shooting a flame thrower using moon powers out of her hands. And yeah Walter is "just a boyscout" but, a boyscout stuck in The Constant

57 minutes ago, kroban said:

Because hes using material from the magical rift? Like I dont get this logic, if anything I would argue that Willow makes no sense, shes just some pyromaniac and she be shooting a flame thrower using moon powers out of her hands. And yeah Walter is "just a boyscout" but, a boyscout stuck in The Constant

Yeah lets give everyone bs vines cuz theyre also using the same magical materials from the magical rift like wormwood. 

Do i have to explain that my complaint is that it makes wormwood less unique? And thats a bad thing? And wormwood is supposed the be the most lunar aligned of all the survivors? And now a human boy scout is mimicking his power?  
 

Willow having a lunar flamethrower out of the portal from burning a few bees is also really bad. Dont know why u felt the need to bring that up with me 

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