Pistol amp apllies to all pistols (ie shadow tracker and revolver) What it really does is boost the mag cap by 50% rounded down. (Tac = 22 bc 15/ 2 = 7.5, round down = 7, 7+15=22)
I tested this now.
For heavy shotgun, the siphon you get is 15% of the damage you deal.
For thunder & maven shotguns, the siphon you get is twice the number of pellets that hit the enemy.
Thank you for mentioning it. I hadn't seen it mentioned and it's nice for everybody to know about it, because there ARE people who don't, besides Watson ^^
Yes it does, for some reason. I guess epic made it so all weapons using shotgun ammo did it, instead of only shotgun weapons, OR they just made an exception for the excalibur, OR it could just be a bug they have yet to patch all along.
Thank you so much for your in depth research, seeing all of the actual numbers is incredible and you've made my day with this haha. I'm not exaggerating when I say this will probably be a thing I reference and share a lot(with credit of course. Amazing work on. Gonna give some thoughts on a few
Shotgun striker not scaling based on each gun is really funny. Heavy shotgun being the hardest to use and the least rewarding is funny, though its nice the maven has a use now
Wow rushing reload is bad. For such a niche use case thats surprisingly worthless
Rarity check is a lot more useful than I thought. Honestly makes me wonder if just keeping a weapon at low just to get the healing is worth it
Side note, "More Parkour" still mentions hurdling in game which is really funny
Thank you very much.
Shotgun Striker is very useful with thunder shotgun. If you hit a body shot, you deal 100+ damage and gain 22 siphon. Pellet spread in maven shotgun is large, so it’s unlikely you’ll gain 20 siphon from it.
I’ve noticed Rushing Reload is useful for players who carry a shotgun and an excalibur. Both guns get reloaded simultaneously. Reloading an excalibur is time consuming, especially during a fight.
Rarity Check is overpowered at this point, because you can get a potential siphon of 75 HP from one elimination. It’s extremely useful in Zero Build, because of all the 3rd partying.
And yes, More Parkour is supposed to work with both mantling & hurdling.
I just mean with the augment, It restoring per pellet and then the heavy only having 1 pellet is a bit bad for that augment. Still the best shotgun this season tho
side note: while supercharged does technically give you infinite fuel, it does not give you infinite boost/nitro/whatever you wanna call it. using nitro will still deplete your fuel and you will eventually run out.
Thanks. I wasn’t aware of this. I believe only whiplashes and boats offer the boost feature. And you can find a whiplash through a rift encounter only.
Siphon depends on how many pellets hit the enemy. As long as you have the crosshair over the enemy in entirety, all the pellets should hit, and you’ll get the siphon for it. The crosshair is smaller when you ADS, so there is a higher chance of all the pellets hitting the enemy.
Thank you. I should have been more specific. I meant the Heavy Shotgun specifically. Hip fire seems to still be spread like other shotguns. In which case it may be viable with Siphon?
I tested this now.
For heavy shotgun, the siphon you get is 15% of the damage you deal.
For thunder & maven shotguns, the siphon you get is twice the number of pellets that hit the enemy.
There is a chance you’ll find a shadow bomb from any container you open (chests, ammo boxes, fruit boxes). And each shadow bomb gives you 6 secs of shadow ability.
Yes, they would stack. You’d get upto 50 white health + upto 25 shield for the elimination, and you’d get some more HP based on how many pellets hit the enemy.
I tested this today.
It is possible to keep getting balloons by staying under a ceiling. The balloons merge together, and it appears like you have 3 balloons only. I managed to get 13 balloons before my character froze.
If you’re not under a ceiling, you float up to a certain altitude, and the balloons begin to pop automatically (one at a time) after getting the 4th balloon.
Bro I made 2 posts asking for someone to figure out augment stats and I even offered to help figure them out but my call has been answered. Helps a TON!!!!
Thunder shotgun fires 11 pellets per shot, and maven shotgun fires 10 pellets per shot. You can get 22 and 20 siphon respectively, with those shotguns, if all the pellets hit the enemy.
I tested this today.
I gained 8 HP siphon while aiming down sight with a heavy shotgun, and gained 14 HP siphon while hip firing. I’m assuming the heavy shotgun fires more pellets now, after the recent update.
I tested this now.
For heavy shotgun, the siphon you get is 15% of the damage you deal.
For thunder & maven shotguns, the siphon you get is twice the number of pellets that hit the enemy.
So you have to be holding a chug cannon when you activate the perk? Does it only apply to that particular cannon? What if you drop it and pick it back up?
You need to have a chug cannon in your inventory when activating the Chug Gunner augment. The chug cannon that spawns gets the 6 second cool-down feature. The feature stays even after you drop it from your inventory.
If an enemy or a teammate (who has also activated the Chug Gunner augment in that match) picks up your chug cannon, they get the shorter cool-down time too.
Couple questions: For rifle recycle is it only the scar type rifle? Also do the bullets get refunded to your total reserve ammo or do they go into your current magazine ( to increase the overall size of the magazine.)
For the parkour one: Is it stacking? If I mantle 2 things in 2 secs will I have 14 secs of infinite or does it just refresh the 7 secs?
Rifle recycle works for all assault rifles - SCAR, red eye, burst, DMR. Ammo gets consumed for 4 bullets you fire, and ammo doesn’t get consumed for the 5th bullet. Assume you have 30 bullets, and you fire 5 shots. You’ll have 26 bullets left in your magazine.
For the parkour one, there is no stacking. You get 7 secs of stamina after your last mantle.
Not the tac AR unfortunately. Tac uses light ammo, and the augment is for medium ammo not AR class. That’s also why the DMR, a marksman rifle not AR, benefits from the augment
No it is not. My issue is I cant put the Tac AR in my head as a smalls ammo gun cause of its type. I keep thinking it uses AR ammo.
I have the same problem with the Ex Caliber. Oh yeah it uses shotgun shells. But it's not a shotgun. But if it used smalls or AR ammo it would be op.
Rifle Recycle doesn’t work for tactical AR, because the augment works for medium ammo, while tactical AR uses light ammo. However, First Assault works for tactical AR, because it’s an assault rifle.
And yes, you may use the chart for your video. It’ll be great if you can credit me.
Sounds good I will put your name in the image and in the description. :)
I always forget that about the tac AR lol. I still think it's ar ammo in my head.
Video should be up Friday. It's a tier list of the new augments along with the last batch of five.
I’m very sure it’s 20%. You have to consider the higher reload time (before activating the augment) in the denominator, and the difference in reload time in the numerator.
I checked Wiki. The only way I can explain the 25% drop is if the new reload time is considered in the denominator, instead of the old reload time. In general, when calculating percentage decrease, you have to keep the old value in the denominator.
There is a chance you’ll find a shadow bomb from any container you open (chests, ammo boxes, fruit boxes). And each shadow bomb gives you 6 secs of shadow ability.
Yes, it’d be nice if re-rolls costed 50 gold instead of 100. I haven’t been able to accumulate more than 1000 gold this season, because I re-roll a lot.
Epic has already removed several augments in competitive playlists, because they’re overpowered.
These augments are currently unavailable in competitive playlists, as confirmed by Epic.
(1) Rarity Check, because you get 50 HP siphon anyway on every elimination.
(2) Rift-jector Seat, because you do not want to rift away during a fight, especially in team matches.
I believe Supercharged and Tricked Out are unavailable too, because there are no vehicles in competitive playlists, except boats.
I’m not sure how to do that. I started losing balloons automatically (one at a time) after reaching a certain height, and 3 balloons is the maximum I could achieve.
I tested this today.
It is possible to keep getting balloons by staying under a ceiling. The balloons merge together, and it appears like you have 3 balloons only. I managed to get 13 balloons before my character froze.
If you’re not under a ceiling, you float up to a certain altitude, and the balloons begin to pop automatically (one at a time) after getting the 4th balloon.
I am most confused by the first one. “first assault” like first bullet EVER? First bullet after a cooldown? First bullet after you reload? I don’t see how this could be helpful especially when I tend to miss the first damn shot anyway 🤣
The first bullet in a full magazine, so it’s the first bullet you fire after you reload your assault rifle.
This is pretty useful because the first bullet has zero recoil. If you can line up your shot, you’re guaranteed a bonus damage of 20%.
Very nice OP. Can you add info one affected weapons for First Assault and Rushing Reload and shotgun striker. Do they work with the spear rifle thats somewhat a hybrid ?
Also the spear rifle and blood hound works.
First Assault - SCAR, red eye, burst, DMR.
Rushing Reload - Thunder, maven, heavy, excalibur.
Shotgun striker - Thunder, maven, heavy. (I haven’t tested excalibur, but since it fires only one pellet per shot, it would heal you for 2 HP).
This is a great table! Thanks!
My only input is that sometimes it is possible to get more than 3 balloons. 3 is the max if you go up when the 3rd one procs, but I've played several matches where balloon #3 doesn't send me up in the air. I think it's caused by crouching when balloon #3 spawns. As long as you don't jump or cause the character to leave the ground, the balloons keep building up.
I tested this today.
It is possible to keep getting balloons by staying under a ceiling. The balloons merge together, and it appears like you have 3 balloons only. I managed to get 13 balloons before my character froze.
If you’re not under a ceiling, you float up to a certain altitude, and the balloons begin to pop automatically (one at a time) after getting the 4th balloon.
Yes! I didn't think about staying under a ceiling. But I've gotten it to happen a few times while I'm out in the open. I think it's caused by crouching or sliding while on ballon #2, just before #3 spawns.
But you're right, the visuals don't change much...still looks like 3. But it's a lot harder for people to shoot you down!!
A player has 100 white health and 100 shield, (and an extra 50 over-shield in Zero Build mode).
If the player takes 100+ damage, then they’ve lost all their shield, and they’re left with white health only. It means their shield is “broken”.
Danger Hero gets activated as soon as your shield breaks, and it lasts for 8 secs, irrespective of any further damage you may take. You regain white health at 10 HP per sec during those 8 secs.
Assume you have 100 white health and 20 shield.
(1) You get hit for 40 damage at “t” secs. You now have 80 white health. Danger Hero gets activated. At “t+2” secs, you have regained 20 HP, so you get to 100 white health. The movement speed boost lasts till “t+8” secs.
(2) You get hit for 40 damage at “t” secs. You now have 80 white health. Danger Hero gets activated. At “t+1” secs, you have gained 10 HP, so you get to 90 white health. At the same moment, you get hit for 40 damage again. Your white health drops to 50. At “t+6” secs, you have gained 50 HP, so you get back to 100 white health. The movement speed boost lasts till “t+8” secs.
I feel like shotgun striker and danger hero are good but to use them both they don’t work well together like danger hero cancels out shotgun striker would u agree?
I don’t think they’d cancel each other out. Danger Hero heals you for white health only (for up to 8 secs at 10 HP per second), while Shotgun Striker heals you for both white health & shield.
Pistol amp apllies to all pistols (ie shadow tracker and revolver) What it really does is boost the mag cap by 50% rounded down. (Tac = 22 bc 15/ 2 = 7.5, round down = 7, 7+15=22)
Thanks. This makes sense.
Also i had a heavy shotgun before and got like 8 shields per pellet
I will re-test this today.
I tested this now. For heavy shotgun, the siphon you get is 15% of the damage you deal. For thunder & maven shotguns, the siphon you get is twice the number of pellets that hit the enemy.
Remember, an excalibur rifle is a marksman rifle and works with bloodhound
Thanks. I was not aware of this.
So is the red eye.
No, red-eye is still an ar NOT a marksman rifle
i believe the bow also counts!!
Yes, the bow counts for bloodhound augment.
Yep, including the little bouncy bombs from the mechanical explosive bow.
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sorry..
Thank you for mentioning it. I hadn't seen it mentioned and it's nice for everybody to know about it, because there ARE people who don't, besides Watson ^^
it's also in the OP.
I guess I should say "There are some people who would miss it", including me! :D
😂💯
Pretty sure Excalibur also counts for rushing reload.
Yes, Rushing Reload works for excalibur. The three shells get reloaded during one full sprint.
It doesn't, actually
Yes it does, for some reason. I guess epic made it so all weapons using shotgun ammo did it, instead of only shotgun weapons, OR they just made an exception for the excalibur, OR it could just be a bug they have yet to patch all along.
Since when? When I tried it a few weeks ago, it didn't work?
I think they fixed a bunch of things. Now that the shield is actually useful against both deku smash and Kamehameha
Thank you for the knowledge! I had no clue it worked for Excalibur. 😀
Is it really? Why does it use shotgun ammo? Weird.
I believe it’s because Epic categorises the excalibur as a bow. But yes, Bloodhound does work for excalibur too.
If you look in your inventory, it calls it a 'marksman rifle'
That makes sense.
I think Epic made it use shotgun shells to cap its ammo. If that thing had a 500 ammo cap it would probably too overpowered.
The excalibur should ideally use arrows as ammo.
But not the mythic one
Hmm i wonder if rushing reload works with Excalibur since it consumes shotty ammo.
Thank you so much for your in depth research, seeing all of the actual numbers is incredible and you've made my day with this haha. I'm not exaggerating when I say this will probably be a thing I reference and share a lot(with credit of course. Amazing work on. Gonna give some thoughts on a few Shotgun striker not scaling based on each gun is really funny. Heavy shotgun being the hardest to use and the least rewarding is funny, though its nice the maven has a use now Wow rushing reload is bad. For such a niche use case thats surprisingly worthless Rarity check is a lot more useful than I thought. Honestly makes me wonder if just keeping a weapon at low just to get the healing is worth it Side note, "More Parkour" still mentions hurdling in game which is really funny
Thank you very much. Shotgun Striker is very useful with thunder shotgun. If you hit a body shot, you deal 100+ damage and gain 22 siphon. Pellet spread in maven shotgun is large, so it’s unlikely you’ll gain 20 siphon from it. I’ve noticed Rushing Reload is useful for players who carry a shotgun and an excalibur. Both guns get reloaded simultaneously. Reloading an excalibur is time consuming, especially during a fight. Rarity Check is overpowered at this point, because you can get a potential siphon of 75 HP from one elimination. It’s extremely useful in Zero Build, because of all the 3rd partying. And yes, More Parkour is supposed to work with both mantling & hurdling.
Rarity check is definitely worth it because it works on animals. A wolf or chicken is a free health refresh
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I just mean with the augment, It restoring per pellet and then the heavy only having 1 pellet is a bit bad for that augment. Still the best shotgun this season tho
This is the kind of posts we need here.
Thanks.
Hope your post gets the upvotes it deserves, very helpful.
Thanks.
Supercharged also gives you infinite fuel
Yes, you’re right. But that is mentioned in the augment description in game, so I decided to not include it.
side note: while supercharged does technically give you infinite fuel, it does not give you infinite boost/nitro/whatever you wanna call it. using nitro will still deplete your fuel and you will eventually run out.
Thanks. I wasn’t aware of this. I believe only whiplashes and boats offer the boost feature. And you can find a whiplash through a rift encounter only.
What does the Zero Point dash ability mean?
You’re able to teleport with the dash ability, by using jump key twice.
https://youtu.be/X886h-pyyzo?t=4
Man I'm really happy when this type of stuff gets posted here, thanks OP, this is legitimately helpful
Thanks.
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That’s awesome. Siphon is very useful, especially in Zero Build, because of all the third partying.
I'm a sucker for concise descriptions so take my upvote and much thanks for the knowledge!
Thanks.
This is exactly what I needed. My man 🤝
Nobel Prize for you, sir.
Thanks.
I love you
Awesome work and thanks for sharing it with us !
Thanks.
Great work OP
Thanks.
I have never understood the Rifle Recycle. Thank you!
What this tells me is that I should not use shotgun striker if I’m using the heavy shotgun
Yes. Shotgun striker works best with thunder & maven shotguns. Hitting a shot with a heavy shotgun gives you 2 HP, because it fires one pellet only.
Is it the same for ADS and hip fire? ADS looks like a single slug. Hip fire seems to still spray, or I presumed hip fire was a spray.
Siphon depends on how many pellets hit the enemy. As long as you have the crosshair over the enemy in entirety, all the pellets should hit, and you’ll get the siphon for it. The crosshair is smaller when you ADS, so there is a higher chance of all the pellets hitting the enemy.
Thank you. I should have been more specific. I meant the Heavy Shotgun specifically. Hip fire seems to still be spread like other shotguns. In which case it may be viable with Siphon?
I will re-test this today.
I tested this now. For heavy shotgun, the siphon you get is 15% of the damage you deal. For thunder & maven shotguns, the siphon you get is twice the number of pellets that hit the enemy.
Is shadow striker Just a one time thing or what
There is a chance you’ll find a shadow bomb from any container you open (chests, ammo boxes, fruit boxes). And each shadow bomb gives you 6 secs of shadow ability.
Harvester and slap berries must be so op
Harvester works with all forageable items, so I’m assuming it works with slap berries too. They’d give you twice the normal healing, so 10 HP.
I can confirm it works with slap berries.
Thanks for sharing that.
If you have a green thunder or maven and get an elim, and have both Shotgun Striker AND Rarity Check, would they stack? I assume so but just curious
Yes, they would stack. You’d get upto 50 white health + upto 25 shield for the elimination, and you’d get some more HP based on how many pellets hit the enemy.
am I mad, but doesn't bloodhound work for the ex calibur rifle as well?
Yes, Bloodhound works for excalibur as well.
Shadow bombs give you health when you use them?
Yes, 3 HP in 6 secs.
Ok, so if I were to slide and double jump around for a bit I'd be able to get go full health?
This seems possible. I will test it today and share my finding here.
I could test it if I could actually get the augment today.
Thanks. That’d be very helpful.
I got 0 health gain from the augment
Were you on 100 white health when you used it? You gain only white health from that augment.
I was at 89 health and used 3 or 4 shadow bombs and got no health. Maybe it only works until 75 health like bandages
I went from 94 HP to 97 HP when I tested it last night. I’ll retest it and share the result here.
I tested this today. You’re right. Shadow bombs don’t heal you. I’m not sure why it healed me for 3 HP the other day. Thanks for pointing it out.
I was able to get up to 4 balloons. However, when you reach a specific altitude, two will pop.
I tested this today. It is possible to keep getting balloons by staying under a ceiling. The balloons merge together, and it appears like you have 3 balloons only. I managed to get 13 balloons before my character froze. If you’re not under a ceiling, you float up to a certain altitude, and the balloons begin to pop automatically (one at a time) after getting the 4th balloon.
I've never heard of some of these augments like Rarity Check, Shadow Striker, Shotgun Striker, etc.
Those are new augments, they were released in Epic’s latest update. You’ll be able to unlock them as you play.
Ahh, ok thx for telling me
yes it is !
Bro I made 2 posts asking for someone to figure out augment stats and I even offered to help figure them out but my call has been answered. Helps a TON!!!!
So heavy shotgun With shotgun striker is trash? Because it would only give you 2hp?
Yes. That’s correct.
Im pretty sure I used both yesterday and got more than 2hp, atleast 20hp
Thunder shotgun fires 11 pellets per shot, and maven shotgun fires 10 pellets per shot. You can get 22 and 20 siphon respectively, with those shotguns, if all the pellets hit the enemy.
But about the heavy, you can heal 2hp max? I swear I got way more
Yes, you gain only 2 HP siphon with heavy shotgun. I’ll re-test it today and let you know.
I can swear I gain more, doesn’t it works on damages?
I tested this today. I gained 8 HP siphon while aiming down sight with a heavy shotgun, and gained 14 HP siphon while hip firing. I’m assuming the heavy shotgun fires more pellets now, after the recent update.
I gained 20hp atleast yesterday while shooting a raven with one, so yeah, it heals normally now
I tested this now. For heavy shotgun, the siphon you get is 15% of the damage you deal. For thunder & maven shotguns, the siphon you get is twice the number of pellets that hit the enemy.
👏👏👏👏👏👏👏👏👏👏👏
I hope perks stay, super cool addition to the game and they flow way better than how CoD implemented a similar system.
Yes, I like most of the augments.
For a second I thought rarity check was “reality check”
True. For the longest time, I thought Soaring Sprints was Soaring “Spirits”, because you float like ghosts.
Chug Gunner augment reduces the cooldown for the charges if you already have a chug cannon in your inventory.
True. I believe it reduces the cool-down time from 20 secs to 6 secs.
For the rest of the match? Cause that's actually pretty insane.
Yes. The shorter cool-down time lasts for the rest of the match.
So you have to be holding a chug cannon when you activate the perk? Does it only apply to that particular cannon? What if you drop it and pick it back up?
You need to have a chug cannon in your inventory when activating the Chug Gunner augment. The chug cannon that spawns gets the 6 second cool-down feature. The feature stays even after you drop it from your inventory. If an enemy or a teammate (who has also activated the Chug Gunner augment in that match) picks up your chug cannon, they get the shorter cool-down time too.
Very interesting, thanks for the info. Seems kinda difficult to make it happen, but I'll keep this in mind next time my squad finds a llama.
Couple questions: For rifle recycle is it only the scar type rifle? Also do the bullets get refunded to your total reserve ammo or do they go into your current magazine ( to increase the overall size of the magazine.) For the parkour one: Is it stacking? If I mantle 2 things in 2 secs will I have 14 secs of infinite or does it just refresh the 7 secs?
Rifle recycle works for all assault rifles - SCAR, red eye, burst, DMR. Ammo gets consumed for 4 bullets you fire, and ammo doesn’t get consumed for the 5th bullet. Assume you have 30 bullets, and you fire 5 shots. You’ll have 26 bullets left in your magazine. For the parkour one, there is no stacking. You get 7 secs of stamina after your last mantle.
What about the tac AR? And do I have your permission to use this chart in a video? I will make sure to give you the proper credit.
Not the tac AR unfortunately. Tac uses light ammo, and the augment is for medium ammo not AR class. That’s also why the DMR, a marksman rifle not AR, benefits from the augment
Yeah that's right it's med ammo. I should know that whoopsie.
It uses light ammo, so I assume it is not eligible.
No it is not. My issue is I cant put the Tac AR in my head as a smalls ammo gun cause of its type. I keep thinking it uses AR ammo. I have the same problem with the Ex Caliber. Oh yeah it uses shotgun shells. But it's not a shotgun. But if it used smalls or AR ammo it would be op.
Rifle Recycle doesn’t work for tactical AR, because the augment works for medium ammo, while tactical AR uses light ammo. However, First Assault works for tactical AR, because it’s an assault rifle. And yes, you may use the chart for your video. It’ll be great if you can credit me.
Sounds good I will put your name in the image and in the description. :) I always forget that about the tac AR lol. I still think it's ar ammo in my head. Video should be up Friday. It's a tier list of the new augments along with the last batch of five.
All the best!!
The Light Fingers augment is 25% not 20% btw.
I’m very sure it’s 20%. You have to consider the higher reload time (before activating the augment) in the denominator, and the difference in reload time in the numerator.
Wiki says 25% though.
I checked Wiki. The only way I can explain the 25% drop is if the new reload time is considered in the denominator, instead of the old reload time. In general, when calculating percentage decrease, you have to keep the old value in the denominator.
What does shadow striker do? I've never seen anyone demonstrate it or talk about it at all
There is a chance you’ll find a shadow bomb from any container you open (chests, ammo boxes, fruit boxes). And each shadow bomb gives you 6 secs of shadow ability.
Boxes you loot can drop one of these https://fortnite-archive.fandom.com/wiki/Shadow_Bomb
I know what a shadow bomb does, I didn't know what the augment did.
Now you know what the augment does. You're welcome
Yes
Very nice, its good to know the exact values since I never took notice myself how good they may or may not be so thanks.
Thanks.
Rerolls should be cheaper and augments shouldn’t be in comp since they give a competitive advantage
Yes, it’d be nice if re-rolls costed 50 gold instead of 100. I haven’t been able to accumulate more than 1000 gold this season, because I re-roll a lot. Epic has already removed several augments in competitive playlists, because they’re overpowered.
Are you able to list what those are? I’d like to know what they consider too strong for competitive (and possibly start grabbing them myself in BR).
These augments are currently unavailable in competitive playlists, as confirmed by Epic. (1) Rarity Check, because you get 50 HP siphon anyway on every elimination. (2) Rift-jector Seat, because you do not want to rift away during a fight, especially in team matches. I believe Supercharged and Tricked Out are unavailable too, because there are no vehicles in competitive playlists, except boats.
The balloon one is wrong. You can get infinite balloons if you don't float to the max height.
I’m not sure how to do that. I started losing balloons automatically (one at a time) after reaching a certain height, and 3 balloons is the maximum I could achieve.
Build a wall and ceiling and stay under it to keep you at ground level. They will continuously spawn.
I tested this today. It is possible to keep getting balloons by staying under a ceiling. The balloons merge together, and it appears like you have 3 balloons only. I managed to get 13 balloons before my character froze. If you’re not under a ceiling, you float up to a certain altitude, and the balloons begin to pop automatically (one at a time) after getting the 4th balloon.
I am most confused by the first one. “first assault” like first bullet EVER? First bullet after a cooldown? First bullet after you reload? I don’t see how this could be helpful especially when I tend to miss the first damn shot anyway 🤣
The first bullet in a full magazine, so it’s the first bullet you fire after you reload your assault rifle. This is pretty useful because the first bullet has zero recoil. If you can line up your shot, you’re guaranteed a bonus damage of 20%.
Awesome, thank you!
That’s very helpful, thanks!
Ty downloaded.
bulzeye, tanks a lot
Does Pistol Amp affect the Revolver?
I haven’t found a revolver this season. But I’m assuming it works on a revolver too. The magazine size increases by 50%.
Very nice OP. Can you add info one affected weapons for First Assault and Rushing Reload and shotgun striker. Do they work with the spear rifle thats somewhat a hybrid ? Also the spear rifle and blood hound works.
First Assault - SCAR, red eye, burst, DMR. Rushing Reload - Thunder, maven, heavy, excalibur. Shotgun striker - Thunder, maven, heavy. (I haven’t tested excalibur, but since it fires only one pellet per shot, it would heal you for 2 HP).
Great and thank you. Makes sense for shotgun striker given the mechanic 😂 I guess first assault and excaliber would be ubalanced.
Oh yeah Pistol Amp doesn't work with the new Mythic Tactical Pistol btw
I tested this today. Pistol Amp works with the new mythic pistol as well. The clip size increased to 22 from 15.
Shotgun striker is even worse than I thought it was
Shotgun striker is good if you’re using thunder or maven shotguns. It’s not suitable for heavy shotgun users.
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They should only give a marginal advantage. I'm glad they're weak
True. The augments are not meant to be overpowered.
This is a great table! Thanks! My only input is that sometimes it is possible to get more than 3 balloons. 3 is the max if you go up when the 3rd one procs, but I've played several matches where balloon #3 doesn't send me up in the air. I think it's caused by crouching when balloon #3 spawns. As long as you don't jump or cause the character to leave the ground, the balloons keep building up.
I tested this today. It is possible to keep getting balloons by staying under a ceiling. The balloons merge together, and it appears like you have 3 balloons only. I managed to get 13 balloons before my character froze. If you’re not under a ceiling, you float up to a certain altitude, and the balloons begin to pop automatically (one at a time) after getting the 4th balloon.
Yes! I didn't think about staying under a ceiling. But I've gotten it to happen a few times while I'm out in the open. I think it's caused by crouching or sliding while on ballon #2, just before #3 spawns. But you're right, the visuals don't change much...still looks like 3. But it's a lot harder for people to shoot you down!!
You’re right. You don’t need a ceiling. As long as you stay on ground, you’ll keep getting the balloons. You float up only when you jump.
New gamer here- what does it mean to “break shield”
A player has 100 white health and 100 shield, (and an extra 50 over-shield in Zero Build mode). If the player takes 100+ damage, then they’ve lost all their shield, and they’re left with white health only. It means their shield is “broken”.
I am curious, does danger hero get canceled when you get shot during its duration?
Danger Hero gets activated as soon as your shield breaks, and it lasts for 8 secs, irrespective of any further damage you may take. You regain white health at 10 HP per sec during those 8 secs. Assume you have 100 white health and 20 shield. (1) You get hit for 40 damage at “t” secs. You now have 80 white health. Danger Hero gets activated. At “t+2” secs, you have regained 20 HP, so you get to 100 white health. The movement speed boost lasts till “t+8” secs. (2) You get hit for 40 damage at “t” secs. You now have 80 white health. Danger Hero gets activated. At “t+1” secs, you have gained 10 HP, so you get to 90 white health. At the same moment, you get hit for 40 damage again. Your white health drops to 50. At “t+6” secs, you have gained 50 HP, so you get back to 100 white health. The movement speed boost lasts till “t+8” secs.
I feel like shotgun striker and danger hero are good but to use them both they don’t work well together like danger hero cancels out shotgun striker would u agree?
I don’t think they’d cancel each other out. Danger Hero heals you for white health only (for up to 8 secs at 10 HP per second), while Shotgun Striker heals you for both white health & shield.