Difference between revisions of "Blitz Needle at Clockworks"

From SpiralKnights

Jump to: navigation, search
(Basic Attack vs Charge Attack)
Line 24: Line 24:
 
"Running" Shield Charge is my favorite because it gives the most movement freedom, while basic attacks mostly stop you. <br />
 
"Running" Shield Charge is my favorite because it gives the most movement freedom, while basic attacks mostly stop you. <br />
 
This is the comparison on what actually happening when you perform these actions:
 
This is the comparison on what actually happening when you perform these actions:
*Basic Attack (Action → Action): Longer Stance → Shoot Bullets → Shoot Bullets → Reload<br />
+
: ''''Basic Attack'''' (Action → Action): Longer Stance → Shoot Bullets → Shoot Bullets → Reload<br />
 
: Movement with Penalty: Reload<br />
 
: Movement with Penalty: Reload<br />
 
: Stationary: Longer Stance, Shoot Bullets, Shoot Bullets<br />
 
: Stationary: Longer Stance, Shoot Bullets, Shoot Bullets<br />
*"Running" Shield Charge (above): Defend → Move Free → Instant Defend → Long, Long Charge → Shorter Stance → Longer Shoot Bullets → Reload<br />
+
: ''''"Running" Shield Charge'''' (above): Defend → Move Free → Instant Defend → Long, Long Charge → Shorter Stance → Longer Shoot Bullets → Reload<br />
 
: Movement without Penalty: Move Free<br />
 
: Movement without Penalty: Move Free<br />
 
: Movement with Penalty: Defend, Instant Defend, Long, long Charge<br />
 
: Movement with Penalty: Defend, Instant Defend, Long, long Charge<br />

Revision as of 02:20, 5 April 2013

I wrote this page within my completely bias opinion so here goes :p

Using Blitz Needle at Clockworks

Rocket Explosion

Understanding Handgun Behavior

Recall when you were at Ironclaw Munitions Factory, you tried to defend an incoming rocket. It hit the shield and exploded. The explosion also hurts unaware party member close to you. Handguns actually behaves similar to rocket. The bullets either hit an object or reach the maximum range, and then exploded. Bullet itself does not deal damage, but the explosion does. Bullets normally does not destroy grass or freeze status effect, except either in maximum range or near wall (explode earlier). Therefore, Handguns, or even all weapons in Spiral Knights does Area of Effect (AoE) damage. The AoE is not necessarily big like Polaris. Blitz needle bullets explosion is like 50 times smaller than Polaris.

Benefit: If you are capable to kill zombie in one shot blitz charge, you are also capable to kill two or three zombies close to each other by aiming right in the middle of crowd (auto target off). The explosion is not always at the exact position where the bullets disappear. The bullets can disappear in one side of Force Field but explode at the other side of Force Field. It also bypass gremlin mortafire's shield (not sure on other shield monsters).

Disadvantage: Sometimes the bullet explosion location is behind the location bullets disappear that they can't break blocks or deal damage. Hate Knock Back Blitz Needle AoE is too tiny that even a small knock back on targeted monster would cancel few bullets damage, then you need to re-charge again. The monster get away because of some delay between disappearing bullets and the explosion. Bullets hit the target, however the explosion could not reach monsters. In Blitz Needle case, there will be less damage numbers than it supposed to. (e.g. 6 numbers instead of the usual 15 numbers per charge)

Basic Attack vs Charge Attack

Action List (also works on all types of swords and guns)

  1. Basic Attack: Action → Action → Action → ...
  2. Small Steps In-Between Attack: Hold Action → Move a little bit → Release Action right before it starts Charging → Action → ...
  3. Shield Cancel Attack: Action → Hold Defend → Action → ... (give delay between Action to avoid reload)
  4. Switch Attack: Action → Hold Defend → Weapon 2 → Weapon 1 → Release Defend → Action → ...
  5. Shield Charge: Hold Defend → Hold Action → Delay → Release Defend → Release Action when Charge ready → Hold Defend → ...
  6. "Running" Shield Charge: Hold Defend → Hold Action → Immediately Release Defend while holding Action Still → Move as long as you like → Tap Defend → Release Action when ready → Hold Defend → ...

Animation cancel done by Defend is actually a common trick/glitch used on almost any action video game (ex: Zero's Saber Dash cancel on Megaman Game). The short animation of Defend cancel out the long animation of other movements. Holding Defend could cut these following: basic attacks, charge, finish typing invisible tablet (open/close recipe/arsenal window), reviving, standing up from /sit or other /emote (that's about everything).
"Running" Shield Charge is my favorite because it gives the most movement freedom, while basic attacks mostly stop you.
This is the comparison on what actually happening when you perform these actions:

'Basic Attack' (Action → Action): Longer Stance → Shoot Bullets → Shoot Bullets → Reload
Movement with Penalty: Reload
Stationary: Longer Stance, Shoot Bullets, Shoot Bullets
'"Running" Shield Charge' (above): Defend → Move Free → Instant Defend → Long, Long Charge → Shorter Stance → Longer Shoot Bullets → Reload
Movement without Penalty: Move Free
Movement with Penalty: Defend, Instant Defend, Long, long Charge
Stationary: Shorter Stance, Longer Shoot Bullets, Reload

Also note: I keep holding move right while doing action lists in this video that you could see clearly when I could move.


Charge Attack Damage equals to 5 times of Basic Attack Damage

The damage list of Blitz Needle against Wolver at Guild Training Hall tier 3: Charge Attack = 229 * 15 = 3435. Basic Attack = 6 * 110 = 660. Damage comparison = 3435 / 660 = 5.2. Duration time needed for one charge with CTR:Med (from heat level 10) is about two full combo (4 basic attack). Damage comparison = 5.2 / 4 = 1.3. CTR:Max! is about one and half combo (3 shot). Damage comparison = 5.2 / 3 = 1.7. The damage gap difference is even higher with Damage Bonus. It's even higher while exploiting the bullet explosions. ASI made both action faster.

Don't hold the charge too long

Simply because you will have less dps (damage per second). The most common scenario would be you are waiting a good position to kill trojan. Sometimes you hold charge more than 10 seconds because Trojan was far away, meanwhile you could release charge and kill one - two zombies, and recharge again for Trojan within the same 10 seconds time. You

Dealing Monsters

In general, you are either hit


Blitz Needle only, Proto Solo at Firestorm Citadel

I just wanted to point out that ASI, CTR and Damage UV is not necessary in these videos. I miss out Depth 28 since someone have uploaded better challenge and game play. You can type "proto solo" at youtube search bar to look up his video.

Personal tools