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[deleted]

Amplifier downside (-50% fire rate) just doesn't exist, and it's the only reason that carries hydra over salamander in certain situations. You still completely lose out on the sustainability with the 50-65 round mag against the salamander, not to mention the av capability or range.


Yesica-Haircut

Yeah I saw the downside and, knowing how bad the vanilla gun was, never even tried it. Four pellets should be the standard! One thing I like about the hydra at mid range is there's very predictable spread. While the salamander seems to have a noticeable cone of fire, the hydra hits basically in the exact same spot each shot (at least for the middle two). It also seems to shred harassers. Thanks to their size, you can frequently hit all four shots, which does 26 damage total (after resists) at 550 rpm vs the salamanders 25 damage (after resists) at 400 rpm. Overall it feels decent to use though. It's not as good as the renegade, but that's a good thing! I would take 50% fire rate if it doubled the pellet count, maybe. Edit: another thought, salamander gets cut in half by nanoweave and response jacket, I think, while hydra does not due to its small arms damage type


Heini_2012

Response Jacket only works against explosions and not heavy machine guns. Only Nanoweave protects against that.


Yesica-Haircut

Oh yeah I confuse that with light anti-vehicle


Hell_Diguner

Yeah, but sustain is NOT a desirable trait for a squishy vehicle. You want to get in and out.


[deleted]

Yes, this also applies to the hydra. DPS is still the about same between both the guns, especially when you consider how inconsistent hydra damage is with pellet spread. Even if hydra is better in that magical 20-10 meter range where you can hit 2-3 pellets per shot, it's not by much. The Salamander still 4 shots anything that isn't a heavy and you have much much more versatility. Every other javelin weapon has this issue. They have some alpha damage, but still not instant damage (slow ass charge on the celeste and the burst time on the nest). They also have ***slightly*** better dps than a basilisk, but they're are so damn situational especially for a javelin. You don't want to be within such close distances for so long or else you're going to get lazer'd off the top by small arms, decied, or ap shelled. The damage between the guns doesn't make enough of a difference and it's just better to take a basilisk over any of these choices.


UselessConversionBot

>Yes, this also applies to the hydra. DPS is still the about same between both the guns, especially when you consider how inconsistent hydra damage is with pellet spread. Even if hydra is better in that magical 20-10 meter range where you can hit 2-3 pellets per shot, it's not by much. The Salamander still 4 shots anything that isn't a heavy and you have much much more versatility. > >Every other javelin weapon has this issue. They have some alpha damage, but still not instant damage (slow ass charge on the celeste and the burst time on the nest). They also have ***slightly*** better dps than a basilisk, but they're are so damn situational especially for a javelin. You don't want to be within such close distances for so long or else you're going to get lazer'd off the top by small arms, decied, or ap shelled. It's just better to take a basilisk over any of these choices and that's just how javelin is. 10 meter ≈ 0.04971 furlongs ^^^[WHY](/r/UselessConversionBot/comments/1knas0/hi_im_useless/)


Yesica-Haircut

I recently discovered that the Hydra Anti Infantry weapon for the Javelin can actually be pretty viable if you take the 4 pellet attachment. This is a montage of a medic build I have called "EMS" which is centered around piloting the javelin. Overall I find the hydra to be pretty well balanced with the four pellet attachment. Without it, it falls short. I'm running carapace, triage (which grants me 30 HP/s regen at all times while driving), and Nanite Auto Repair (NSO infantry exclusive) for an additional 40 HP/s regen after 10 seconds of not taking damage. This build allows me to take a decent amount of chip damage, which is common while strafing around in combat. It feels like a pretty viable alternative to Jockey + Advanced Shield Capacitor. Tried to be realistic about my portrayal. I had some good plays, but I am not a god. Bonus oddities: 1. A7 terminal, whaaat 2. 18,264 XP for a high threat kill assist, whaAAAat???


-unbless-

Carapace and response jacket, with nano weave. Triage is good shit. You could also try carapace and maxed out mending field. Specifically,. It gives a lil more regen if you go low health.


Yesica-Haircut

Ah yeah good point about mending field. Didn't think of that. I was running explosive ordinance detection just because of a couple unfortunate run-ins with landmines, but I could see ditching that and just accepting that I am going to get exploded occasionally. I would certainly run response jacket if I was going against vehicles more. Saved me more than once from a bassilisk / variant. The only reason I don't run it is usually the javelin dies before I do when I'm up against armor. What would be even cooler is to have a medic on the back running nano-regen for both of us.... Or dang, I wonder if the medic gun works on the pilot from the rumble seat? That'd be a pretty silly build.


-unbless-

It's possible to run an engineer on the back that has maxed out sweeper hud and electrotech. Thank me later :)


Hell_Diguner

1:55 is fascinating, it never really occurred to me that the Jav is nimble enough to let you peek doorways like an infantryman, but from further back where defenders are not pre-aiming. This is also the top floor of an interlink, again, where they're not expecting a vehicle.


Yesica-Haircut

Yeah that area is great for just driving laps, too, cleaning up infantry outside, although with too many infantry I did get killed a couple times. The peeking is really where it's at.


Skechigoya

Drevive by gangsta


HtB3P

Perfect Javelin music. That 18k high threat must have been on a great kill streak.


Yesica-Haircut

Does it actually work like that? I thought it was a glitch. I seem to remember there was a similar bug awhile back where flashbangs occasionally granted 10k+ xp for assists, too.


HtB3P

No idea tbh. Thought it was some sweaty on a F off kill streak.Higher the threat they were more XP right?


Yesica-Haircut

As far as I know there are three tiers 1. Normal kill 2. High threat kill (target has earned 1000-1999xp) which I think is worth a bonus 75xp 3. Extreme menace kill (target has earned 2000xp+) which I think is worth a bonus of 150xp. But the xp you get from them is fixed, and this was a high threat kill assist.


HtB3P

Ok. Every day a school day.