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Echidna vs. Scylla
Malarosa Agresti:
The Echidna and the Scylla have some significant overlap in terms of their damage type, with the trade off seeming to be greater consistenty / accuracy with the former, vs. potential dps and obscuring smoke with the latter. I've messed around with both (usually paired with the Whirlwind for dealing with Armor), and I'm curious to see if there is a consensus on which is the superior weapon.
The Echidna IMO was the superior weapon prior to this patch, when the Scylla didn't really have a very noticeable trail so it was very hard to place your shots. Now that the Scylla can actually hit something outside the hands of an elite gunner, I've taken to using it some with decent results. I wish I had the actual damage numbers, but the wiki seems kinda out of date.
Thoughts?
Queso:
These damage numbers should be up to date
http://gunsoficarus.com/gameplay/weapons/
The mortar is definitely more viable now. I should try the rockets again in this patch, but I feel like it might be outclassed by the Artemis this patch.
N-Sunderland:
They each have their ups and downs.
Mortar
-Four times the clip size
-Higher fire rate
-Higher DPS as a result
-Bigger AoE
Flak
-More damage per shot (126 explosive vs. 80 explosive)
-Shorter reload (5 seconds vs. 7 seconds)
-Extra 8° of arc
-Much less drop
And Queso, the carousel is definitely useless now. The Artemis is just so, so much better at disabling.
Keon:
I can't hit with the mortar, but I feel like if I were playing at a top-level cogs player it might be better. Although as awkim says, it's not about cogs, it's about the normal play. I won't put a mortar on my ship because any randomer ever can't hit with it.
I have a hard time seeing the projectiles from a mortar. Make them more visible and I might use it.
Captain Smollett:
In my opinion neither is superior overall, but rather each serve a niche function:
It's sort of like choosing between an assault rifle or a sub machine gun.
The Echidna is the precision mid range weapon; if you're fighting from longer ranges or are more concerned with accurate aiming within a precise time window than overall dps than this is the weapon to choose. A good example of when this might be true is when you fight a Junker with a Pyra. You may not want to get close range and you only need a small amount of well timed shots for the kill making the Echidna the better choice in many cases.
The Scylla is all about close range high dps destruction; due to the large amount of shots, aim and timing are less important. Often the gunner just needs a rough idea of when to time the kill shots and can just start lobbing projectiles in, helping to break the armor and finishing the kill when the armor is down all before reloading. Though a good gunner can hit at a decent range this gun really shines close up. I prefer this gun when fighting close range against targets with high permahull, especially if there are weapons on my team capable of destroying balloons thus turning the enemy ship into a giant hit box. A good example of when I might use this is on one side of a Junker when facing a Galleon; if the Junker is fortunate enough to close into range, the Scylla's massive damage output will quickly put down even a ship like the Galleon and quite easily due to the large hitbox to aim at.
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