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Cogmind => Strategies => Topic started by: Joshua on October 31, 2017, 05:10:39 AM

Title: Theorycrafting for specific items
Post by: Joshua on October 31, 2017, 05:10:39 AM
I have been trying to think of a good use for this late game item, but nothing seems compelling enough to give up a larger volley.

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Title: Re: Theorycrafting for specific items
Post by: Kyzrati on October 31, 2017, 05:25:31 AM
Others can detail their own experiences, but I will say that some players swear by this utility. It's extremely effective for... certain builds :)

(In my own typical combat runs with numerous weapons and slots I sometimes find myself using it as well.)
Title: Re: Theorycrafting for specific items
Post by: DDarkray on October 31, 2017, 07:37:18 AM
If you think about it, a volley of 3 random weapons takes up the same amount of time unit as firing a single weapon 3 times with that item. Really, the value depends on that one weapon. If it has an OP stat, I would rather use it at faster firing rate than to use a volley of random weapons.
Title: Re: Theorycrafting for specific items
Post by: zxc on October 31, 2017, 10:37:08 AM
That item is excellent. For sure. You maybe haven't seen the most powerful weapons in the game yet.
Title: Re: Theorycrafting for specific items
Post by: Sherlockkat on November 02, 2017, 09:44:43 PM
QC is an excellent item. One of the best really. It singlehandedly enables low weapon slot combat builds. You can also combine it with weapon cyclers. At best, you can be sustain fire some of the best late game cannons (backed up by particle accelerator and whatnot) at 50 time units!!!
Title: Re: Theorycrafting for specific items
Post by: Happylisk on November 06, 2017, 06:28:22 AM
I had a gun slinging run yesterday that found a QC on -2 and decided to switch tactics.  I turned it on, plugged in a particle charger, turned a HERF cannon and, and switched to a Nova cannon when fighting programmers.  Those aren't even the best cannons, as zxc alluded to, and I was killing most enemies before they could fight back.  I didn't even find heat to be a problem, my problem was draining energy too fast.  I think a build dedicated around the QC needs either 3 power sources, or at least a good energy well or power amplifier.  The QC is an amazing item. 

I hadn't planned on going QC that run so I had 5 gun slots that became basically useless.  It made me want to try a build where you never go bast 2 weapon slots, focus on cannons, and have all the extra support slots to support the QC (or perhaps even hybrid hacking).  Anyone have experience with a non-melee combat build that never upgraded weapons slots? 
Title: Re: Theorycrafting for specific items
Post by: Kyzrati on November 06, 2017, 06:40:05 AM
Anyone have experience with a non-melee combat build that never upgraded weapons slots? 
That sounds like the hover combat meta which has been fairly popular :)
Title: Re: Theorycrafting for specific items
Post by: Happylisk on November 06, 2017, 07:32:55 AM
I never use anything besides treads.  I guess it's time to change that!
Title: Re: Theorycrafting for specific items
Post by: Joshua on November 09, 2017, 05:32:33 AM
Thanks for the helpful replies, everyone. I think (despite reading the manual) I had a misunderstanding of the time cost for firing weapons. It definitely makes a lot more sense now.

Tempting to go for a high accuracy cannon run now and see if a few targeting processors will mitigate the downside of cannons blowing holes in walls. :)