Discussion in 'Launcher' started by tails360, May 20, 2014.
Discuss nukes and laser dancing.
This is pretty accurate for 70 cap Link
Some changes in KDnF
1st Awakens are free (Max Sat Beam for 0 SP)
Level 9 Sat Beam lowers mobs light resist by 27
Free cancels (Because we really use xx in PvE [besides the boxes in Void Rift] )
Less pre-reqs (Good riddance level 5 Cannon Ball for Extruder)
Buffs last longer (Eagle Eye has a 30s cd, but 120s duration)
New Balance info Link
Fire Pillar hits more but has shorter duration
Grenade Launcher Upgrade added (More damage, -1 shot)
I don't know when, probably after D-Day, Launchers get a Heavy Weapons buff every time a subweapon is used which stacks up to 3 times.
2nd Awakening: Destroyer
Level 75 Passive: Strength Training (More strength, 450 at level 6, reduced charge time, reduced recoil)
Level 80 Passive: Heavy Weapon Alteration (Laser, Fire Pillar, Steyr, Grenade Launcher do more damage)
Level 75 Active: Seismic Wave (Similar to Quantum Bomb, can be moved around on x/y axis, has range equal or greater than Extruder, and it stuns)
Level 85 Awakening Active: Buster Beam (Think Wildshot with lasers)
Only skill that changes with the balance patch is Jack Spike getting nerfed.
Build wise things to note
Max either Gatling or flame thrower, get atleast 1 in bbq extra grab never hurts, leave cannon ball at 5(pre req i believe) stinger at pre req(5) or max, max nade launcher if you didn't max stinger, leave ice pillar at 2(ex skill) and i personally maxed sat beam. I believe everything else i did not mention in the launcher tab could be maxed save for the ones i mentioned. Oh yeah don't max the awakening passive 1 alone does what it needs.
Feel free to correct me
Chronicle changes Link
This is way too far ahead, but having it will help since almost every 3/6/9pc chron set bonuses change.
Chron 2 Old set bonus for comparison
(DnF) Rapid Fire/(DFO) Steel Vulcan
3. M-137 Gatling Gun attack strength increased by 15%, cooldown reduced by 1.5 seconds, recoil reduced by 50%
M-3 Flamethrower attack strength increased by 15%, cooldown reduced by 2.1 seconds, recoil reduced by 50%
+3% Hit Rate6. Steyr AMR cooldown reduced by 1.8 seconds, pull delay reduced by 80%, attack strength increased by 20%
Laser Rifle cooldown reduced by 2.1 seconds, delay before firing reduced by 50%, attack strength increased by 25%
+5% Attack Speed9. Charge Laser Rifle charge time reduced by 60%, attack strength increased by 30%
Fire Pillar cooldown reduced by 3.5 seconds, recoil reduced by 50%, move speed increased by 10%, attack strength increased by 25%
FM-31 Grenade Launcher attack strength increased by 25%, cooldown reduced by 4.5 seconds, recoil reduced by 50%
+5% Move Speed
3. M-137 Gatling Gun attack strength increased by 50%, duration reduced by -50%, firing rate increased by 50%, penetration rate increased by 40%
M-3 Flamethrower multi-hit intervals reduced by 50%, attack strength increased by 25%6. Fire Pillar attack strength increased by 10%, launch time reduced by 30%, multi-hit intervals reduced by 50%
Laser Rifle attack strength increased by 25%, size increased by 30%9. Laser Rifle attack strength increased by 35%
Charge Laser Rifle charge time reduced by 100%
Arctic Booster launch time reduced by 30%, multi-hit interval reduced by 50%, attack strength increased by 10%, delay before firing reduced by 30%, recoil reduced by 50%, cooldown reduced by 30%
(DnF) Sticky Hellbringer/(DFO) Hell on Earth
3. M-137 Gatling Gun duration increased by 1 second, attack strength reduced by 20%, firing rate increased by 20%
Heavy Weapons Mastery attack strength increase by 0.5% damage6. Fire Pillar launch time increased by 2.5 seconds, attack strength increased by 30%, multi-hit interval increased by 12%
FM-31 Grenade Launcher firing rate increased by 25%, attack strength increased by 15%Heavy Weapons Mastery max buff stack +1
9. FM-31 Grenade Launcher firing rate increased by 50%, explosion size increased by 30%
Arctic Booster attack strength increased 30%, duration increased by 3 seconds, freeze duration increased by 1 second
Chron 3 Old set bonus for comparison
3. Steyr AMR cooldown reduced by 1 second, attack strength increased by 25%, explosion size increased by 15%
6. X-1 Extruder cooldown reduced by 10 seconds, charge time reduced by 50%, vacuum/suction range increased by 30%
Quantum Bomb cooldown reduced by 25%, range increased by 10%
FM-31 Grenade Launcher attack strength increased by 25%, firing interval reduced by 20%
Heavy Weapons Mastery max buff stack +19. X-1 Extruder cooldown reduced by 50%, attack strength increased by 20%, explosion size increased by 20%
FM-31 Grenade Launcher Upgrade shoots faster by 25%, cooldown reduced by 3 seconds
(DnF) Craig Strong/(DFO) Quantom Theory
3. Laser Rifle cooldown reduced by 15%, attack strength increased by 20%
Charge Laser Rifle charge recoil reduced by 30%6. Charge Laser Rifle charge time reduced by 50%, charged attack strength increased by 30%
Quantum Bomb attack strength increased by 25%, recoil reduced by 50%
Laser Rifle cooldown reduced by 30%, attack strength increased by 20%9. Quantum Bomb attack strength increase by 35%, range increased by 30%, clear cube increase by one, cooldown reduced by 8 seconds
Eagle Eye attack strength increased by 5%, mp consumption increased by 20%
3. Steyr AMR attack strength increased by 23%, cooldown reduced by 12%
FM-92 Stinger/FM-92 mk2 Lancer attack strength increased by 20%, cooldown reduced by 25%6. Eagle Eye attack strength increase by 5%, hit rate increase by 5%
(M) FM-92 Stinger attack strength increase by 30%, explosion range increase by 40%, number of hits increase by 40%, delay before firing reduced by 50%
(F) FM-92 mk2 Lancer attack strength increase by 35%, explosion range increase by 40%, number of hits increase by 40%, delay before firing reduced by 50%9. Eagle Eye attack strength increase by 6%, hit rate increase by 10%, mp consumption increase by 20%
(M) FM-92 Stinger SW attack strength increase by 35%, firing speed increase by 50%, cooldown reduced by 30%, clear cube increase by one
(F) FM-92 mk2 Lancer SW attack strength increase by 35%, firing speed increase by 50%, cooldown reduced by 30%, clear cube increase by one
so, with the (eventually) upcoming changes, nade launcher sounds like a must-max in the future due to the 80 Heavy Weapon Alteration passive. am i getting this right?
You could do that, I kept it at 1 because I'm a bad that likes regular nades more.
also forgot to add this
i've always maxed satbeam... the fire-and-forget nature of it makes it awesome to me. plus you can arctic booster the target so it takes more of the beam's damage.
getting hit mid-cast is frustrating as hell, though.
So, I gotta ask, when does Launcher start to get good? Launcher was my first sub-class when DFO first opened back in 2009, I played him up to level 27 and then quit. I tried making one on kDNF awhile ago, but I got bored, only made it to level 21.
So basically what I'm asking for is some motivation to play this class. Like Launcher running some end game dungeons/tower of despair, also high level PvP vids would help alot too.
i'm not sure i'll be of much help on this one, since i enjoyed my launcher the whole journey. there's definitely not a whole lot to playing them at that level; you just sit back and FIRE EVERY GUN IN THE WORLD. which, again, was fun as hell to me.
if you're looking for a class that's a bit more...involved(?), this probably isn't the one for you. especially once you get the awakening passive. you can see where the offscreen enemies are, so you sit back and relax even MORE (there's more than one reason we have the nickname lawnchair).
i never pvp really, but i've seen some launchers do really well (then again, it's youtube, only the good videos are uploaded). cancel launchers are fun to watch, though. and obviously, group pvp is where you'd shine, since you can sit back and fire without being in too much danger. doesn't always last, sometimes the opponent realizes they need to take care of you quickly...but yeah.
here, this shows some pretty basic launcher pvp tactics.
and here's a pretty good launcher in action.
When do they get good?...
I find them good at most levels, though they certainly do get more fun when they get higher level when they're not just spamming the same few subweapons over and over. ...imo
The thing about the launcher is that he's what is called support attack.
He kind of sucks if enemies can get up into his face, but with party members to keep enemies occupied he can roll out the pain and from the safety from the other side of the map.
this. very much this. well said.
OH, i forgot to link a pve launcher video. here's exiall in action. (all the mech stuff is from the npc, in case you haven't been to that dungeon before or something)
30+ Once you get Flame Pillar you can 3 sub spam more easily for the heavy weapon bonus.
There's a bunch on gamechosun of launchers speedrunning outers/true. I'll go look for some.
I got this for despair though. Never bothered do true on it.
I got nothing for this besides cannonball being useful in pvp.
Its hit and run really
They're pretty good once geared with 9pc chrons, like every class has a chron set for them whenever Outerverse gets the chron changes patch.
Between subweapon crusher and extruder vacuum, this doesn't happen as much endgame, frigging seismic wave has stuns which ridiculous.
lel exiall u funny
Yeah but bringing chron items into it really isn't much of an argument for how good anything is since the proper chron gear makes any class absurdly broken.
Though it is funny how launchers can bring their satellite beam cooldown to essentially 0.
i was just trying to show him some examples of late level gameplay. gj being a gigantic enema nozzle, though.
ps: we don't have seismic yet, and won't for a really, really long time, so that's pretty irrelevant. not exactly a reason for him to level/play the class. and while extruder vacuum helps, it's got a nice cooldown...and swc doesn't help nearly as much against fast-moving enemies, or in late-game dungeons. so, enemies getting up to our faces remains a problem.
agreed. plus, what a chron set does/what dnf has in store wayyyy into the future isn't incentive for him to play a launcher right now, based on what he's said about it.
You're right about chrons, but I didn't know that sat beam can nearly 0 cooldown, do you have links?
I only say that because exial is bad imo
I don't really know any endgame dungeons in 70cap besides doing outers though.
I mean there's Enzo Sipo, but he's is still a pain in ult road kdnf, and Fhurman in ult road of Grandine (Level 82 map; 4th Power Plant dungeon) is easier than Enzo.
I meant kdnf because RW said he got a launcher to 21 in there.
I saw it in a video, but that was quite a while ago and a couple of searches isn't finding me it sadly.
I don't even remember if it was a video from our version or a different one.
I'll be honest, I partied with a random (2nd awakened) Launcher on kDNF and ran some Time Gate Dalies with him, and he was just... wrecking every room in 1-2 moves. He was modestly geared too. It made me think... damn, I could be semi-poverty and do this kind of damage? Holy shit.
Dropping nukes does tend to wreck things.
Yeah they hit hard, and in future patches they hit really damn hard.
While playing with a friend in cdnf my starting character I played with him was a launcher.
Using an event that let you change your subclass I changed him to a spitfire because I felt bad for the guy not being able to do anything before I cleaned most rooms.
That wasn't high level stuff, but all the same.
Orbus ur doing it wrong
Obv he should have rerolled to sader to help you one-shit harder
Force him to roll Battle Sader for the rest until 85 while Orbus wrecks as lawnchair.
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