I finally got a Fatebringer in the raid last week and I'm trying to get it leveled up so I can use it as my primary on future raids. My question is, what is the best perk set up? Specifically, is the explosive rounds perk better than the ammo increase? I'm wondering if it's too easy to run out of ammo if I have the explosive rounds perk on or if they even make that much of a difference anyway.
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#Destiny
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The extra ammo is better cause the other causes less damage.
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1 RespuestaThe field scout only gives you 1 more shot in the mag. The explosive shot is cool but something you should know. The explosive perk takes damage away from the initial impact. Around 400 ish damage at lv.30 to apply the explosion damage. Seems like a fair trade only the explosion damage is calculated [b]after[/b] the bullet damage. This is a big deal because if you hit something with a critical they will take the explosion damage as well. Now the kicker. If the critical hit doesn't deliver the killing blow the explosion damage will, and doesn't count as precision kill for the purpose of firefly and the reloading perk.
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3 RespuestasTrick question! The answer is neither. Single point sling is the way to go. The explosive rounds perk is actually a negative as it will deal less precision damage and the blast radius is low for damaging multiple enemies. Not to mention, firefly get the job done for dealing damage to nearby enemies. When it comes to field scout, increasing the mag size from 12 to 13 is almost worthless. As revolver ocelot once said, "6 bullets is more than enough to kill anything that moves." You have twice that capacity - and when you get precision kills the reload is so fast that it doesn't matter what size mag you have.
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Single point sling. You move faster. It outweighs the extra bullet. Explosive rounds makes critical hits harder to execute
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Ammo is your friend. The explosive rounds are nice, against a pack of mobs under level 10. Firefly is way more potent, and when you use explosive rounds against a higher level target, the original damage is lowered and the splash damage is added after. This ends up preventing Firefly from activating, despite the fact that they die in 1 precision shot, because it is the explosive splash that finishes them off.
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Field scout for the extra ammo, not the extra round in the chamber
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Editado por Meilf: 12/3/2014 6:13:39 PMIt's gonna be based on your play style, mate. Try em both out. I personally love explosive rounds, but I'll switch when I use it in pvp.
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I tested the explosive round damage vs regular crit damage and decided not to use it. Without other adds right next to em it's pointless and it already blows them up with a precision kill. I have been using the single point sling perk for faster aiming and movement with it. But I didn't know the ammo perk also increased your reserve ammo. I may have to revisit whether that one is worth it. I do occasionally run out of ammo with it.
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1 RespuestaExplosive is not that great, actually messes with critical hits, so I'd recommend Field Scout. Plus, critical hits already cause enemies to explode, damaging any others in close proximity. You can head shot one enemy in a group, and mostly take out the whole group.
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To be honest is really up to you and how you prefer to play. Explosive round-AOE bonus at the cost of precision damage Field scout-if you think you are burning through your ammo or you need that extra shot Single point sling- if you like using ADS or more comfortable to switching weapons faster which is useful for the raid like on atheon or templar where every second matters I use the explosive rounds because personally I carry a icebreaker for single targets and a void Machinegun(the swarm+field scout/corrective measure). I use this more for my Hunter though as for the raid Hunters should be always clearing up adds.
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I use field scout because I only land head shots. More ammo the better. 1 shot 3 kills.
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I went with ammo. The explosive rounds aren't as effective and you have firefly on the gun anyway. Precision kills = your friend.
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13 RespuestasEditado por iKillOrDieTryN: 12/3/2014 6:00:25 PMammo increase only makes the magazine go from 12 to 13..... the explosive perk is nice because if you damage players or any other targets it can kill them if you shoot the ground if they're hurt enough. running out of shots is not a problem it is a 3 shot kill as long as you don't suck it will have tons of ammo for a 2nd or 3rd target. for pve anything without a shield is 1 shot to the head or crit point. yellow heath targets take 3-5 shots and shield targets very. bosses take millions lol.
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I wouldn't recommend explosive round. The firefly perk is awesome and can chain arc to nearby enemies if you get a headshot. I personally use field scout. Yes, it only adds one to the magazine but it increase your reserve by almost 30.
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1 RespuestaExplosive rounds, the rest is up to you
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7 RespuestasExplosive rounds all day.
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3 RespuestasExtra ammo is one more bullet so 13 instead of 12 not very useful.
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Explosion perk sucks just go for field scout it increase total overal primairy bullits aswel and peak dmg is way higher without explosion perk
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3 RespuestasExplosive rounds spreads out the damage. So if you're all about head shots, then don't put that on. I don't
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3 RespuestasDefinitely use field scout. The mag size increase is negligible but the reserve is increased by a good amount (can't say exactly how much). Also, using explosive rounds reduces the effectiveness of firefly's overall splash damage.
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4 RespuestasAmmo only increases by 1. It's pretty useless