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I made a dedicated mine clearing vehicle for the convoy raids. It turns out, clearing mines and destroying turrets gets you mad points during raids, so much so that killing raiders is only a secondary concern. It is best when used in platoon to make sure that you aren't left with mouth breathers to escort the truck.

 

This thing is fast enough to clear both mine fields as well as any turrets, and return to the main group before the even reach the halfway point.

 

A7nthta.jpg

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So I might or might not have thrown money at the game and bought 6 mechanical legs.

 

...

 

...

 

...it was a good choice

 

These things are tough. The hitbox is gigantic and they have extra resistance against melee and fire. I had a dude without weapons drive under me and takbir there. I only lost a leg which was already heavily damaged from previous hits and barely lost any HP.

 

Dude sacrificed his vehicle to take out one of my legs. No problem bro, I have 5 others.

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2 minutes ago, Collimatrix said:

If you've played with me recently, then you've seen my faithful steed.  Behold, the fearsome WAR TRICYCLE:

 

5WKDqoJ.jpg?1

 

1750 power score, moves pretty quick and almost drives straight, and has absolutely ridiculous firepower and hitpoints for a vehicle of that tier.

JUST DONT RAM PEOPLE WITH IT

 

amirite?

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So legs have another bonus. Apparently the whole "ignores momentum/impulse" thingey works for vehicles too. I can basically push anyone and anything. With tracks you can get blocked by a single moron standing right next to you. I don't have that problem, I either push him away or just walk over him. Which is actually quite nice since that means you can just walk over melee builds.

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So, I was wrong, clearing mins doesn't get you the points, killing the turrets on dead highway gets you mad points. Clearing the lines is always helpful. I have experimented with a double rapier build, and I'm going to play with a double Spectre build as well.

 

Rapiers are wonderful now. I have a build for siege raids that consists of 3 rapiers, a radiator, and a scope. You fire it is 2-3 round bursts, and you can knock out the turrets very quickly from well beyond the range of the turrets. I took this into a hard siege raids, and it went so smoothly.

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Spectres loose out to rapiers in a lot of ways.

I had to switch out my rapiers for spectres on one of my lightweight trike builds to get a daily.  Spectres are heavier, and on a build that light that meant stripping a bunch of spaced armor and HP items off.  So I wasn't happy there.

The damage numbers from the autocannons are consistent at all ranges, unlike the spectres.  But also, they're higher even at close ranges for the first few hits.  Spectres don't develop their full damage potential until you get several consecutive hits.  So, with spectres you need to be able to stand and deliver more or less continuously, while the autocannons perform more favorably in hit and run attacks.  Guess which approach is more appropriate for a lightweight build.

Autocannons do require leading the target, while the spectres and hitscan.  But who cares?  At the ranges where that makes a difference the autocannons do way more damage anyway.

The only other thing the spectres have going for them is that they are doing all of their damage to a single piece, rather than spreading it out.  But their bloom increases so quickly that this doesn't really matter.

Right now I'm sold on rapiers being all around better than spectres at all ranges.

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fHToqlf.jpg

 

I finally got what I needed to make my first purple parts, have a set of tracks.  I've found myself enjoying a radiator+little boy+rapier setup.  I originally had this on 8 wheels, but now I've got it on tracks and it's a whole lot more tanky (and slow).  I was originally working towards a fat man next, but I've come to realize that a triple rapier build would be pretty strong.

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8 hours ago, Collimatrix said:

Spectres loose out to rapiers in a lot of ways.

I had to switch out my rapiers for spectres on one of my lightweight trike builds to get a daily.  Spectres are heavier, and on a build that light that meant stripping a bunch of spaced armor and HP items off.  So I wasn't happy there.

The damage numbers from the autocannons are consistent at all ranges, unlike the spectres.  But also, they're higher even at close ranges for the first few hits.  Spectres don't develop their full damage potential until you get several consecutive hits.  So, with spectres you need to be able to stand and deliver more or less continuously, while the autocannons perform more favorably in hit and run attacks.  Guess which approach is more appropriate for a lightweight build.

Autocannons do require leading the target, while the spectres and hitscan.  But who cares?  At the ranges where that makes a difference the autocannons do way more damage anyway.

The only other thing the spectres have going for them is that they are doing all of their damage to a single piece, rather than spreading it out.  But their bloom increases so quickly that this doesn't really matter.

Right now I'm sold on rapiers being all around better than spectres at all ranges.

 

Specters have superior depression angles, but inferior elevation angles that rapiers. Being hull down is still an important tactic in this game.

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