It seems to me that the reason so many people complain about Sunbreakers is because they're all trying the same strategies that they know damn well won't work, but they continue to use them anyway in hopes that maybe this time will be different.
And then of course you come to the forums and oh look there they are complaining that they've tried the same thing over and over and over again and it still won't work, which apparently means the super needs a nerf.
That or they just simply haven't taken the time to figure out any strategies that don't involve rushing and praying it works or just simply running away and hiding.
So here's a few tips from me (a Titan main) that might help you deal with myself and other members of my preferred class
(notice I said "class" not "subclass". I'm a Titan through and through and still use all 3 subs. Defender in Mayhem is OP as -blam!- btw).
In case you're thinking of creeping on my k/d searching for some "ammo" to use against me in some way to discredit my advice, I hover between 1.4 and 1.6 on all 3 of my characters and for about a month I held a 2.0 on my Hunter (then I played a really shitty couple of weekends in trials as a level 31... didn't go so well. Barely, BARELY went flawless. But I digress.).
Regardless of any of my stats you might be looking for, take the advice for what it is. If you've got better stats than me, cool, good for you. But if you're better than me and are still having frequent issues in areas that I'm not (in this case, dealing with Sunbreakers) then what's that really say about you?
Now, I don't have a Warlock (used to) and I don't use Bladedancer so my suggestions regarding their supers and their abilities are based on what I've seen used and what has been effectively used against me.
Some of these suggestions require that you caught the Sunbreaker off guard, but most of them are assuming face to face encounters. And, let's face it guys, Sunbreakers in super think they're invincible. They're almost ALWAYS off guard because they don't think they need to be. But against aware players, we definitely do.
We'll start with the supers....
Supers:
1. FoH
2. Nova Bomb
3. GG (fire, jump, jump, fire). The "jump, jump" is to avoid the inevitable panic hammer that's thrown your direction when they're hit with a GG. The hammer will be especially inaccurate if you happened to catch them looking another way. They're just gonna turn and throw hoping for a hit.
4. Stormtrance (use blink to get behind or around him and proceed with the kill) This. Shit. Works. Like a -blam!-ing charm. We're slow, guys. Use that to your advantage. I know, I know "Titan skating" "fastest class". Let's be real here. How many Titans you see in PvP that have mastered skating? Be honest.
5. Arc Blade (use blink to get behind or around him and proceed with the kill). Again, we're slow. This seems a bit more difficult to pull off that the Stormtrance version. But damn is it surprising. First time I got rekt by a Bladedancer that did this I went "No. -blam!-ing. Way. Dude." Lol. I was pissed.
6. Radiance (2 Fusion Grenades). Pretty self explanatory. Stick, move, stick, kill.
7. Shadowshot (fire, jump, jump). As with GG the "jump, jump" is hammer avoidance. Shadestep will do you good here too but panic hammer throwers aim at ground level so your best bet is to get airborne after your shot.
8. Ward of Dawn (weapons of light sniper headshot, or weapons of light + fusion rifle, weapons of light + shotgun, weapons of light + continuous primary fire). Oh and like I said.. Defender in mayhem... OP as -blam!-. Bring it Sunbreakers.
9. Another Sunbreaker (duh)
Non-super:
1. Suppressor grenade, finish with weapon damage. Best counter available imo (biased. I'm a titan, remember?). Not much explanation needed here. If you know how to place a suppressor, you know how to place a suppressor. If you don't, keep reading.
2. Smoke Bombs (disorienting, DoT prevents health regen, disables radar. Follow with a shadestep or two to not be where he thinks you are, finish with gunfire). Having 2 melee charges helps. When I first posted this in a reply on a different thread, someone actually asked that I remove this one so you guys wouldn't realize how awesome these little "wizard farts" are. Seriously though. Use the -blam!- out of these. If you like Monte Carlo, you'll have a shitload of these babies to toss around and piss people off with.
3. Sticky grenades + gunfire. Not the greatest counter ever and more often than not requires a fair amount of hammer dodging to pull off. But it can be done and it's happened to me a fair number of times.
4. DoT grenades (such as incendiary) effectively limit health regen so they don't get their shield back when killing a member of your team. If you're a Sunbreaker, this shit is -blam!-ing irritating. There's nothing worse than being hit with an incendiary, killing one opponent and then being gunned down by his buddy because your health didn't regen.
5. Blink + High RoF shotgun (2 shots, get behind or around them. Blink still has an immunity clip). You can still be a bilnky little asshole you know... The perk ain't -blam!-ing dead, guys.
6. Flashbang + gunfire (this is pretty self explanatory yes?)
7. Shadestep, fire, repeat until they're neutralized (scout rifles and hand cannons work well here as they do the most damage per shot and you'll only have time for 1 or 2 shots between dodge rolls). Can also be done with Blink.
8. True high impact sniper rifles (like Black Spindle) will 1shot headshot. We've all got one... come on now.
9. Heavy MG fire kills quickly. May need to dodge a hammer or two. MGs in year 2 are a much more effective option than rockets for pretty much everything imo.
10. 2 rockets. Yes, 2. Just fire another -blam!-ing rocket. You know it takes 2, stop acting surprised when they don't go down with 1. Other supers can tank rockets too in case you weren't aware.
There are more ways to effectively handle a Sunbreaker in super but this ought to get you started. Really one of the biggest things is learning how to dodge the hammer throws. A lot of Titans will just spam hammers at people while they run around without much thought. To be fair it doesn't take much thought... but still. Only the stupid ones actually get their max 7 hammers off. Because if they got 7 hammers off it means they just wildly spammed the trigger til their super ran out.
The other big thing is map awareness. You won't be much good at dealing with hammers if you don't know ow where to go on the map or never paid much attention to the layout/design. Stay the -blam!- out of choke points and small rooms. I'd think this was fairly obvious but... you know.
Stick to open areas, avoid walls and obstacles to your side and back (using obstacles for cover would be the only reason to be near one)
Even the smallest maps have more open areas. When you hear the hammer activate, get to those areas to drastically increase your chances that the above strategies will be successful.
And let me say this... I am not opposed to a slight nerf in damage resistance and other small fixes. You wanna bring us down to 50%, I'm cool with that. If I have to kill trade with GG face to face so be it (armor with solar resistance should still allow a tank though).
But let's not do this thing where we beg for nerfs until the subclass is completely useless in super which is basically its only saving grace. We had an entire year of holding our supers just to use them on other class mains so they didn't wipe our whole team in one go (hey Nighstalkers... that shit isn't much fun is it?).
Anyway, that's all I got. If you've got your own effective counters feel free to share (or keep them to yourself. I wouldn't blame you). Kinda seems like there's plenty of people that could use the help (no offense intended).
Edit: Certain weapons will give you an edge as well. Such as...
Fourth Horsemen
Suros (with spinning up)
Thorn (DoT stops health regen)
Sleeper Simulant (one shots. How did I forget about that?)
Edit: For the naysayers that doubt the validity of these strategies... I didn't just pull these counters out of my ass. I've either used them effectively myself or have observed the tactics used effectively against me when I'm in super. I'm not the best player in the world, but as so many people like to say "it takes no skill to use a Sunbreaker", so clearly that's not a factor anyway.
Edit: OK, since some people can't be bothered to read and just simply assume what my stance is, let me make this perfectly clear... This post is not intended to defend the super itself. I'll say it again just for clarification in case reading it the first time didn't stick... THIS POST IS NOT INTENDED TO DEFEND THE SUPER ITSELF. I made this post purely as a means to assist other players who are struggling and to offer some of my own strategies on how I effectively deal with Sunbreakers. I am aware the super is OP, I am aware that Bungie is likely going to nerf it, and I am aware that some fixes are necessary to balance the subclass.
Tl;dr - There is no tl;dr for this post. Read it through or disregard it. Up to you.
English
#Destiny
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Jump on their head in between hammers. Fireball or Iceball. Star Power. Bust block under hammer bro when they are on it. Koopa shell toss. Run and jump over. [spoiler]couple more i omitted, but you get the point[/spoiler]
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In that order?
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2 RepliesEdited by InhumaneBear: 10/28/2015 9:12:21 AMAll the Warlock stuff you mention works and I know because I do it regularly.
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I main a titan. I can say that this shit works. I hope more people see this and stop complaining that there isn't a counter.
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This is my most effective method. Invis smoke Fourth horseman/chaperone
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Headshot with 1000- Yard Stare and let someone else finish him
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The biggest thing is to jump unpredictably. At mid range, this makes you a very difficult target, and at long range you have to mess up to get hit. Jumping randomly and sporadically can even mess up sunbreakers at close range. If you got a shotgun, this can let you kill them, and without can buy you time to find an escape route, or at least stall the Titan an extra hammer or two and a significant bit of time, giving your teammates more a chance. And remember, no one is forcing you to be a hero. If you hear the a hammer drop, you don't have to find and kill him. Running is a valid option.
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Landfall works great on anything. If you activate it above or below a sunbreaker it's an instant kill.
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I jump and keep on humping over him..until the super is gone.. Works most of the time.
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This post is a lie. Here's how you counter a sunbreaker. It's very simple really, it's called running away
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If I'm up against a team of hammers I run defender with Max discipline and spam suppressor grenades. Super shutdown heaven
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5 RepliesStormtrance does not work. It takes a 2 second burst to kill a HoS, and that means it's a trade off at best
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http://youtu.be/QLLufPNdPBk Stormcaller taking out two hammer Titans plus their third
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3 RepliesHow i Personally counter supers. Golden gun: snipe Bladedance:snipe Nightstalker:snipe Radiance:snipe Stormtrance:snipe Nova bomb and foh:die Sunbreakers: snipe then die leaving the sunbreaker alive.
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Just wait until you have the pattern of their hammer throws, and as soon as the pattern ends run and jump on their head. Or just use Fire Flo-oh. You're talking about Sunbreaker Titans, not Hammer Bros from the Mario games. My bad.
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I like sun breakers. I'm fine with them being powerful. It makes it all better when I do 607 damage plus poison on a backstab. [spoiler]khepris sting master race[/spoiler]
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2 RepliesHad my first Bladedancer that managed to blink out of 3 of my hammers the other day lol. I was so mad and I give him props. Followed up with my heavy machine gun for the finish, but still.
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2 RepliesMy team runs two golden guns and a defender Titan in elimination. We got matched up with another top tier team last night and ended up staying against each other for 3-4 hours. The sunbreaker Titan on the other team got shut down by either a suppression grenade, team snipes, or golden gun so many times that he actually stopped using his super It's definitely able to be countered especially by a good team, just like any other super.
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I've killed so many sunbreakers by blink shotgunning with the fourth horseman. It feels so great.
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1 ReplyYou know HoS is op when the sound of a bell reminds you of when someone got a hammer in super smash bros. You just kind of knew you were fked
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Jump on its head?
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1 ReplyIncorrect sir, you F*CKING RUN!
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Edited by DiagnosedGhost: 10/26/2015 4:24:14 AMTl;dr: Hammer Titans are not invincible. 1. Save fist of havoc or nova bomb for hammer of sol 2. Use invective, 4th horseman, black spindle, or sleeper stimulate 3. If you have a roaming super you need to outplay hammer and pray the Titan in incompetent I say lol and even you agree to a point. [quote]And let me say this... I am not opposed to a slight nerf in damage resistance and other small fixes. You wanna bring us down to 50%, I'm cool with that. [/quote] Two options I believe are reasonable and not as drastic. 1. Put cauterize and forge master in the same perk column Or 2. When cauterize when is active damage resistance is reduced to 50% same as blade dancer and storm caller
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This is all assuming that the sunbreaker doesn't just fly through the air like frickin superman and throw in the general vicinity of you. [spoiler]in other words if the sunbreaker is dumb then you've got this :)[/spoiler]
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Stormtrance does not work. It takes a 2 second burst to kill a HoS, and that means it's a trade off at best