Performance Enhancement - Part #1

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MX36
MX36
Unicorn Overlord
Joined May 2012 Posts: 3,153
edited 27 Apr 2016, 1:35PM
♦ DPR (Damage Per Round) or DPP (Damage Per Projectile) is the amount of damage inflicted by a single shot, bullet, missile, projectile, or round. 
Damage per Round: (Base Value * (Sum of Positive Modifiers) + Flat Bonuses) * Negative Modifiers [LINK]
Note: this amount can only be increased by using +Damage components or from any damage buff provided by a Hero, GoGo-Bar, Shadow Ops.


♦ DPS: is the average amount of damage delivered over a period of time (1 Second) it gives a quick and more accurate measure to how good your unit is compared to other units. As it takes into consideration all the other factors affecting the performance of the unit such as the Reload Speed, the Clip Size and the Rate of Fire.
Note: this value can be increased by using any +Damage components in addition to any performance enhancing components like the Bandolier, Shell loader, ….etc.


♦ Burst Damage: is the type of damage that’s fired in a one high damaging shot followed by a long reload period. Units that have this kind of damage:
Mega Tanks - Ultra Tank - Stinger - Flood Turret - Commando - Cyclone - Enforcer...etc.
Burst shots can be evaded by fast-moving vehicles. 
The long reload times make it easier to bait Burst-damage units with any expendable unit then hit it with your main squad.
Best way to protect your special forces from this kind of damage is by using any version of the [Adaptive Body Armor] the Rare one [R] is highly recommended! 
Edit: Stingers & Flood Turrets have guided missiles that can not be dodged! (thanks to lolwut1337)


♦ Sustain Damage: is a continuous stream of bullets with a low DPR, moderate to low Reload and high Rate of Fire. Units that have this kind of damage are: Gatling Trucks, Heavy Gunners, Preservers, Kara, Avalanche and Microwave Turrets.
The sustain damage have low impact on Heavy Tanks & Armored structures, but it excels at tearing light-vehicles and Infantry apart.
The best way to mitigate or in some cases nullify this type of damage is by using any Flat Armor components like the [HD Plating] in addition to the -Damage% components such as [Caution Order]

 ♦ Area Damage (AOE or Splash)
This kind of damage is spread over an area and affect secondary targets around the main target.  units with this kind of damage: Infiltrators - Fire B Artillery -  Nightmare - Flak Tank - Rocket Barrage - BFG - Sarkis.
Some units are weak to this type of damage such as Kara & Infiltrators. 
For maximum protection, you have to use both [Take Cover] & [Caution Order].
Note: Heavy Operators have access to a special component [Dampening Helmet] which can reduce the AOE damage taken up to 40%


♦ DoT 
Stands for Damage over Time.  it's a condition that causes the affected unit to constantly take damage until the effect expires such as burning and corrosive damage. 
Units with this kind of damage are: Vipers - Scorpions - FAV...etc.


♦ Melee Damage
The type of damage you take from a very short-ranged and hand to hand combat.units with such type of damage: Attack Dog - Zombies - Widow Makers. for better protection from these kind of attacks and for a faster way to kill your melee opponents, you should use [Storm the Front] along with any +damage components.


♦ Irreducible Damage: Damage from Fire Bomb Artillery Turret, it cannot be reduced by any effect.


♦ Elemental Damage effects:
The damage that followed by an elemental status effect such as : Fire  | Corrosion  | Cryo  | Shock  
There are many units with these types of damage such as Nightshade’s Drones - Vipers - Ryu Kai Units – Slayer Drones and Shock Tanks.
Incendiary Effect is effective against Infantry and Zombies.
Corrosive Effect is effective against Heavy Vehicles.
Cryo Effect is effective against Light Vehicles. [?]
Explosive Effect is effective against Buildings and Barricades. [?]


♦ Damage Taken: (Damage per Round - Armor) * (Sum of All Modifiers) [LINK]


♠ Damage Reduction: is the amount of damage ignored or subtracted from the DPR by the units’ armor, special ability or a special boost from external sources.

-By the Amount of Damage Reduced:
♦ Damage Reduced by a Flat amount (Flat Armor): the amount is subtracted directly from the base damage eg. If unit Y fired a bullet at unit X with a 450 damage value, and X has a 120 flat armor, then only 330 will hit the unit X. (450 - 120)
Examples: 
- Doran & Brother Jeremiah’s Armor of Faith (100 Flat Armor)
- Omega Armor [R] tech component with a (240 Flat Armor)

 ♦ Damage Reduced by a Percentage: the amount of damage received will be mitigated by the % it can be a reduction from all damage or a certain types. percentage-based damage reductions stack additively, meaning it is possible to reach 100% damage reduction.
if unit Y fired a rocket with a 60,000 damage at unit X. and unit X has a 15% damage reduction, then only 51,000 will hit unit X. [60,000 * (1-0.15)]
Examples: Mega Tank's armor plating components 

♦ Damage capped at a Fixed rate: blocks damage above a certain percentage of the unit's total health like the Adaptive Body Armor 

-By Type:
♦ Passive Damage Reductions: the effect works all the time in any situation. 
- Preservers 100 Flat Armor.

♦ Conditional Damage Reductions: only active at certain conditions:
Provided by an internal or external sources:
- Jackals 48% damage reduction. Condition: only active while moving.
- Sentinels’ forces 100 Flat Armor by Bro J. condition: Only active when near Bro J.
- Base defenders 10~15% damage reduction by level 11 & 12 Def-Lab. Condition: As long as Def-Lab is not destroyed or under upgrading.
 
Provided by Tech Components:
- SFs Caution Order with 12% damage reduction. Condition: Units’ health above 50%
- ViperX Conductive Plating with a 12% damage reduction while moving.


♦ Status Effects Immunity: 
protection from negative status effects like Burning, Corrosion, Concussion, Shock, Slow. Units with such abilities: Inferno, Nightshade, Bro J with True Believers Armor...etc.

♠ Clip Size: is the number of bullets, rounds in one clip. eg. Heavy Ops have 6 bullets per clip, Slayer Drones have 14 and Snipers have only 1.

♠ Reload Speed: it's how fast a unit can change an empty clip with a new one. it's inversely related to Reload Time.

♠ Reload Time: The time needed to change an empty clip with a new one. Example, Commandos take 3.25 seconds to change the clip and start firing again.
♦ New Reload Time = Current Reload Time / ( 1 + Reload Speed Modifiers)
♠ Charging Time: It’s the reload time for Energy Weapons such as the Crusaders, Enforcers, Ion, Plasma, LASER and Shock turrets.
 
♠ Rate of Fire (RoF): is how many rounds a unit can fire in one second. for example, Infiltrators have an RoF of 2. ie. they can fire 2 rounds per second while Preservers can fire 40. 

♠ Activation Time: the time spent delivering the shot from the weapon to its target.
example: Dante’s shells take half a second to reach the target while Sarkis’s rockets take 0.025 of a second to reach its target. 



Damage can be increased in two ways: Direct and Indirect.


Directly Increase the damage output: 
By components & Tactics:
- there are many available components to increase damage Vs all or certain targets.

By an Heroic buff:
- Sheila to all the Special Forces (Except the Infiltrators).
- Unbreakable (An Heroic Buff to the Ultra Tanks)

By a special ability:
- Kara’s Bloodlust I


By a special Bonus:
- GoGo-Bar with up to +48% damage boost as long as the building is not destroyed or being upgraded.
- Shadow Ops +Damage% during events.


I will only focus on the tech components that indirectly affect the DPS, especially the Reload Speed & Fire Rate.
You can indirectly modify the damage output of an SF unit by one of the following methods:

♦ By changing the Reload Speed:
- Compressed Magazine                                      (All Special Forces)
- Take Aim                                                          (All Special Forces)
- Shell Loader                                                     (Heavy Vehicles Only!)
- Overload [C] [U] [R]                                          (Exclusive to Dante & the Ultra Tanks)
- Rapid Fire                                                        (Exclusive Tactic to Jericho & the Hellhounds)
- Bloodlust I                                                       (Exclusive to Kara)
- Bloodlust II                                                      (Exclusive to Jericho & the Hellhounds)
- Bloodfury                                                         (An Heroic Buff to the Hellhounds)

♦ By changing the Fire Rate 
- Bandolier                                                         (All Special Forces)
- Coolant Chamber                                             (Heavy Vehicles Only!)
- Rapid Fire                                                        (An Heroic Buff to the Cyclones)

♦ By Using [Storm the Front] and adding Range mods such as:
- Explosive Ordnance                                        (All Special Forces)
- Longhorn Barrel                                              (Exclusive to the Warhorse)
- HH2 Targeting Systems [C] [U] [R]                   (Exclusive to the Hellhounds & Jericho)
- Chocked Barrels [C] [U]                                   (Exclusive to the Jackals)
- BARZ Assault Rifle                                          (Exclusive to Sheila)

♦ By changing the Clip Size:
We currently don’t have any SF component with that function!

♦ By applying the Corrosion status effect 
- Using Units like Vipers and Scorpions.
- Using Components like Kara with Daedalus Rifle, Corrosive Coatings on Jackals, Apocalypse Shells on Mega Tanks…etc. 
- Using the Corrosion Missile or the Marauders Mercenary.


A few things to consider :
- The goal from making this post is to give you a direction. The exact numbers might slightly differ from the actual ones. 
- Going after the highest DPS is not always the best, sometimes increasing\decreasing the unit’s performance gives you tactical advantages in certain situations.
- The GoGo-Bar's +48% damage bonus can be directly added to the DPS.


 Special Units Stats - Rank: Promoted P1 : [SOURCE]
 

Components that affect the Performance and indirectly affect the DPS of all the Special Forces: 










Components that affect the performance and indirectly affect the DPS of the SF Heavy Vehicles only:

Heavy Vehicles have access to more Performance Enhancing components than Infantry and Light Vehicles.
If you are going to use only one of these components, then this will give you what’s the effective DPS % each component has on Heavy Vehicles: 



And if you are willing to enhance their performance even more, you can use 2 components instead of 1:


Several units got super boost from stacking 2 similar components e.g. Nightmares with 2 Fire Rate components. Others got the most benefit from  both of their RoF & RS like the Ultra Tanks.

Note: for the Tempest, Doran and the Nightmares, Using the Bandolier+Coolant Chamber will give them higher DPS% but they will suffer from 10% reduced movement speed, so choosing the slightly lower DPS% from Take Aim+Coolant Chamber or any other +Damage component is much better and recommended.

Finally, Using the 3rd component that affect the Reload Speed, Take Aim, with a combination of the other two will give you:


Warhorses benefit the most from using both Shell Loader+Compressed Magazine together. Their Clip size of 1 and Longer Reload Times are the biggest performance weaknesses, but with these 2 components working together you have a 75% increased Reload Speed which dramatically increases their performance and thus increasing the damage output per second.

Also, notice how the 4th combination has no significant effect on the Warhorses DPS.

Note: There are a lot of other better options to choose from, this is just to show you how these components work together & their effect on the DPS.
I do NOT recommend using only the 3-component setups above, unless you don’t have any other options.
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  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,153
    edited 18 Apr 2016, 11:30AM


    Doran Has a versatile armor, very powerful damage and a very wide splash radius.

    There’s no harm in increasing his Damage a little bit, but because of his already huge DPR, there’s no need to fill his class slots with +Damage components, but rather focus on increasing his Rate of Fire as much as possible to let more rockets out. This will help his Hit&Retreat move where you can target a Plasma turret for example, let a few rockets out then move him backwards before the Plasma release’s its charge. The fired rockets will be enough to destroy the target.


    Their effect on the DPS:


    Combo #1
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Demo Rounds
    ♦ Bandolier
    ♦ Coolant Chamber

    High damage against both Infantry & Buildings with one of the shortest clip cycles but suffers from 10% movement speed.

    Combo #1 in action:



    Combo #2 
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Compressed Magazine
    ♦ Shell Loader
    ♦ Demo Rounds

    This has the lowest +DPS% to Tanks and Aircraft and below average to Infantry and Buildings. Reload Speed components are not recommended for the Nightmares & Doran. In addition to the +10% damage taken. not recommended!!

    Combo #3
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Coolant Chamber
    ♦ Uranium Payload
    ♦ Demo Rounds

    this setup is very good vs. everything from Buildings to tanks to Infantry. With the highest +DPS% to buildings at max range and reasonable clip cycle length with no negative effects. Highly recommended!!

    Combo #4
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Uranium Payload
    ♦ Heavy Ordnance
    ♦ Demo Rounds

    Going all +Damage with this setup and the result is a huge +DPS% to all targets especially to buildings and barricades. But with the normal 2.5 seconds clip cycle which is not recommended


    Combo #5
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Storm the Front
    ♦ Uranium Payload
    ♦ Demo Rounds

    Theoretically, this setup has a good +DPS% to all targets, but it’s not recommended to waste a class slot for [Storm the Front] and another with [Demo Rounds] because StF is relevant when your unit is very close to the target and standing still. And if you can safely reach that close to enemy turrets & buildings, you could’ve destroyed them way before getting that close! Combo #4 is a better option. 

    Combo #6
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Storm the Front
    ♦ Uranium Payload
    ♦ Heavy Ordnance

    This setup is very good against short ranged units such as Toxic Offenders, Widow Makers and Vipers. It has the Highest achievable +DPS% against all targets, but has the same Clip Cycle of 2.5 seconds.

    Combo #7
    ♦ Napalm Warheads
    ♦ All-Terrain Treads
    ♦ Coolant Chamber
    ♦ Bandolier
    ♦ Shell Loader

    Average DPR but a very high +DPS% against all units especially Infantry at max range with the maximum performance&a clip cycle of a 1.5 sec,the shortest among all the possible combinations. the All-Terrain Treads makes Perfect for Hit &Retreat maneuvers.


    Combo #8
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Take Aim
    ♦ Uranium Payload
    ♦ Heavy Ordnance

    This setup has the Highest DPR and +DPS% against all tanks and Aircraft, but has longer clip cycles -even longer than the uncustomized units (2.63 sec) and slower movement speeds.


    Combo #9
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Take Aim
    ♦ Uranium Payload
    ♦ Demo Rounds

    This has a very high +DPS% to buildings and barricades but the clip cycle is long and the performance is slow. Using [Take Aim] is Not Recommended!!

    Special Setups:
    Onyx: For Nightmares
    ♦ Napalm Warheads
    ♦ All-terrain Treads
    ♦ Caution Order
    ♦ HD Plating(stack with the 100 Flat Armor from Doran)
    ♦ Coolant Chamber

    This setup has the maximum possible armor and damage reductions.

    Tsar Bomba: For Doran & Nightmares
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Coolant Chamber
    ♦ Explosive Ordnance
    ♦ Demo Rounds

    This has the maximum splash radius of 135 with napalm effect. Can demolish large areas with ease. The splash compensate for the lost range. Just target a barricade and it will do the rest.


    Terminator: For Doran & Nightmares 
    ♦ Napalm Warheads
    ♦ Zone Detonators
    ♦ Shrapnel Ordnance
    ♦ Coolant Chamber
    ♦ Uranium Payload

    With over a 200% +DPS against Infantry at max range, this setup is the perfect one to take out waves of Infantry SFs as fast as possible. Highly recommended!

    Priorities:
    Coolant Chamber > Uranium Payload > Bandolier > Demo Rounds

    Custom Components Priorities:
    Napalm Warheads > Zone Detonators > All-Terrain Treads

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  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,153
    edited 27 Apr 2016, 4:06PM




    Aircraft Tech Tree |







    Here are the effects on the DPS at every level of each tech:

    Precision Targeting: Common > Uncommon > Rare





    Autoloader: Common > Uncommon > Rare




    Loading Motor: Common > Uncommon > Rare




    Nitrogen Rockets: Common > Uncommon > Rare


    The Nitrogen Rockets [R] at max level has a +10% Reload Speed boost which increases the damage even more!



    And here are a few combination and their effect on Deena\Cyclone performance and DPS: 
    Workshop Capacity: 1500 Un-promoted 
    Workshop Capacity: 4000 Promoted  
    All the following combinations are applicable to Promoted units only!                                           



    +Damage Setups |
    Combo #1
    ♦ Precision Targeting [R]
    ♦ Autoloader [R]
    ♦ Loading Motor [U]
    This is the best balanced combination Vs all units including aircraft (Using Deena’s Shredder) with a +183% DPS increase Very fast firing performance and clip cycle.


    Combo #2
    ♦ Precision Targeting [U]
    ♦ Autoloader [R]
    ♦ Loading Motor [R]
    This has faster firing & clip cycle but the DPS increase is less than Combo #1 


    Combo #3
    ♦ Precision Targeting [R]
    ♦ Autoloader [U]
    ♦ Loading Motor [R]
    This is the 2nd best option after Combo #1 with a 177% +Damage to all targets.

    Combo #4
    ♦ Autoloader [R]
    ♦ Loading Motor [U]
    ♦ Nitrogen Rockets [R] 
    This has THE fastest firing cycle among all the possible combinations, but the DPS increase is the lowest! Not recommended!! 

    Combo #5
    ♦ Precision Targeting [U]
    ♦ Autoloader [R]
    ♦ Nitrogen Rockets [R]

    Combo #6
    ♦ Precision Targeting [R]
    ♦ Autoloader [R]
    ♦ Nitrogen Rockets [U]

    Both Combo #5 and #6 have average +DPS% and their firing cycle is the longest. Not recommended!!

    Combo #7
    ♦ Precision Targeting [U]
    ♦ Autoloader [U]
    ♦ Loading Motor [U]
    ♦ Nitrogen Rockets [U]
    This combination is a Monster against Infantry. It’s the perfect SF killer with over 200% DPS increase and a reasonable firing cycle length. And it has Cryo effect too.

    Combo #8
    ♦ Precision Targeting [U]
    ♦ Autoloader [R]
    ♦ Nitrogen Rockets [R]


    Tactical Setups |
    ♦ Precision Targeting [R]
    ♦ Loading Motor [U]
    ♦ AWR Coating [R]
    This is best for Hit & Runs, empty the 2 rockets clip as fast as possible and retreat to safety as fast as possible. It’s better to use it with a Titan or an ESS for cover.

    General Notes:
    ♣ The extra speed\acceleration component is not critical for cyclones as they have the sufficient agility and speed to fly and maneuver in battle.

    ♣ While Cyclones have a longer reload time than and need +Reload components, fire rate plays an important role too!
    How fast you can empty a clip can help you take down a target eg. a Storm, Blitz or a Hunter turret quickly before it manages to shoot or to lock-on to you. 

    ♣ You don’t need to use [Nitrogen Rockets] on all of your Cyclones, one or two is more than enough to apply the Cryo effect.

    ♣ The Rare version of the [Autoloader] and [Loading Motor] has only a 10% increase over the equivalent Uncommon parts. Investing your time and resources in the Uncommon version is more recommended than the Rare ones, considering the huge amount of Oil, Metal and Thorium needed to upgrade those parts and the lack of additional benefits at max level.


    Upgrade Priority |
    Autoloader > Precision Targeting > Nitrogen Rockets > Loading Motor > AWR Coating


    The same combinations showing the effect of the extra 11% RoF boost from Deena: 


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  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,153
    edited 13 Apr 2016, 3:29AM
    Placeholder #7 Special Forces - Infantry
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  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,153
    Placeholder #8
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  • honeydodo
    honeydodo
    Minor Nuisance
    Joined Mar 2016 Posts: 190
    You have way too much time on your hands, your g/f must be lonely. All this work for things a decent non moron player should already know ?!
  • kixeyeuser_198647920_11579_989421
    kixeyeuser_198647920_11579_989421
    Skilled Warrior
    Joined Oct 2014 Posts: 425
    This was the deepest i have ever read about what units can do and what tech is worth while using, this has to be the most intelligent post "Ever" on our units for that i have mad respect MX36. This will truly help me as i will go by this as a bible for WC.

    THANK YOU FOR THE TIME YOU HAVE SPENT DETAILING THIS INFORMATION:
  • ShadowStacy
    ShadowStacy
    Skilled Warrior
    Joined Nov 2012 Posts: 532
    Thank you for making this thread. This will help our community a bunch!
  • Vazeline
    Vazeline
    Potential Threat
    Joined Mar 2013 Posts: 48
    Kudos for this.  Above and beyond
  • kixeyeuser_198647920_11579_989421
    kixeyeuser_198647920_11579_989421
    Skilled Warrior
    Joined Oct 2014 Posts: 425
    Even have video's man this was the [email protected] lmbo.
  • MissingNum
    MissingNum
    Skilled Warrior
    Joined May 2015 Posts: 471

    This is fantastic. Thanks MX36

  • Frost-3
    Frost-3
    Minor Nuisance
    Joined Jul 2013 Posts: 233
    edited 13 Apr 2016, 11:47AM

    This must be on of the best posts I ever seen on the forums seriously you are the best MX36

  • kixeyeuser_198647920_11579_989421
    kixeyeuser_198647920_11579_989421
    Skilled Warrior
    Joined Oct 2014 Posts: 425
    edited 12 Apr 2016, 8:25PM
    Wrongthinker if this do not deserve a cookie lol i do not know what would. This was the most positive post we had in some time.

    PS: This post needs to be saved by all means.

  • Carride
    Carride
    Force to be Reckoned With
    Joined Sep 2014 Posts: 1,636
    edited 13 Apr 2016, 7:00AM
    Post confirmed useful.
    By Wrongthinker.

    (BTW, How to save these posts?)
    YOU WILL NEVER GET ME!
    image
    What makes you doubt life comes when you feel you will never doubt your life again.
  • lomolife1174
    lomolife1174
    Unicorn Overlord
    Joined Sep 2014 Posts: 9,086
    Post conformed useful.
    By Wrongthinker.

    (BTW, How to save these posts?)
    Click the gray star right besides the title and it should turn orange.
  • BAMTIDE
    BAMTIDE
    Skilled Warrior
    Joined Jun 2014 Posts: 330
    Awesome post
  • Depressed Thinker
    Depressed Thinker
    Strike-force Captain
    Joined Mar 2015 Posts: 932
    When I say we have brilliant and talented people in the community. This is what I mean. :)
    I am retired at the moment. I got a Xbox now. (DM for gamer tag.)

    As for War Commander I will probably come back around October 2018.
    Granted if Net Neutrality gets taken down. Then forget about any free to pay/play games for me. (I have a soft spot for holidays and zombies)
  • meemadd
    meemadd
    Incursion Leader
    Joined Oct 2013 Posts: 1,191
    edited 13 Apr 2016, 5:48AM
    could you rate this combination please....napalm warhead,zone detonator,bandolier,coolant chamber and uranium payload. i can live with the 10% slower movement speed for the fastest fire rate if its as good as i think it might be.
  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,153
    This will truly help me
    Glad to hear that. Thank you! 
    I was going to make this post in the middle of the month when I have more "free time" but it seemed more appropriate before the event, to help others decide what to unlock from the gear store and prepare for the event.

    Thank you for making this thread. This will help our community a bunch!
    You're welcome!
    any additional info, corrections and feedback is much appreciated :) 

    Vazeline said:
    Kudos for this.  Above and beyond
    Thank you. :) 



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  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,153
    This post.  So beautiful.  Can't stop staring.
     :) Thank you.
    There's a part in the OP about the relation between [Storm the Front] and Range mods, can you shed some light on how this bonus works?
    Is it calculated using a stair-step function?


    or

    Is it calculated relative to the exact distance between the unit and its target?



    If Jericho is equipped with a +100 range, does it affect how the damage bonus is distributed over the new range?

    When Jericho has a 475 range, [Storm the Front] gives over a 30% bonus at 238 range.
    now if his new range is 575, [Storm the Front] should give over a 30% when Jericho is at 288 distance from his target. right?
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  • Carride
    Carride
    Force to be Reckoned With
    Joined Sep 2014 Posts: 1,636
    @WrongThinker ;

    Just asking for a question: What is the bonus for the Jericho, I mean, what does bloodlust exactly means for Hellhounds and Jericho?
    YOU WILL NEVER GET ME!
    image
    What makes you doubt life comes when you feel you will never doubt your life again.
  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,153
    meemadd said:
    could you rate this combination please....napalm warhead,zone detonator,bandolier,coolant chamber and uranium payload. i can live with the 10% slower movement speed for the fastest fire rate if its as good as i think it might be.

    I use Doran\Nightmares exclusively against buildings and would change to [Demo Rounds] instead of [Uranium Payload]. but that ^ is an excellent all-around combination! Double the DPS Vs all and near 3X to Infantry! what do want to use it for? 



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  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,153
    @WrongThinker ;

    Just asking for a question: What is the bonus for the Jericho, I mean, what does bloodlust exactly means for Hellhounds and Jericho?
    BloodLust II  "Grants a 10% increase in Reload Speed per kill, up to a max of 10 stacks. " [LINK]
    BloodFury    "Jericho grants a 15% increased Reload Speed to nearby Allied Hellhounds." [LINK]
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  • Anonymouuse
    Anonymouuse
    Strike-force Captain
    Joined May 2014 Posts: 657
    I cannot even begin to thank you for putting all this together. I knew much of this but you showed me things I had not thought of yet. Thanks again, and again.


  • RMGSK
    RMGSK
    Minor Nuisance
    Joined Dec 2012 Posts: 102
    just asking is the hellhound bloodlust II, is the ability it own or only can active with tech / team with jericho? whats is the damage reduction for jackal ?
  • KING_FELHUNTER
    KING_FELHUNTER
    Unicorn Overlord
    Joined Feb 2016 Posts: 2,628
    RMGSK said:
    just asking is the hellhound bloodlust II, is the ability it own or only can active with tech / team with jericho? whats is the damage reduction for jackal ?
    49% reduction while moving for Jackal and the Hellhound bloodlust they gain per kill even without being in a team
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