Blitz Needle at Clockworks
From SpiralKnights
I wrote this page within my completely bias opinion so here goes :p
Contents
Using Blitz Needle at Clockworks
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)
- Basic Attack: Action → Action → Action and so forth
- Small Steps In-Between Attack: hold Action → move a little bit → release Action right before it starts Charging
- Shield Cancel Attack: Action → hold Defend → Action(give delay between Action to avoid reload)
- Switch Attack: Action → hold Defend → Weapon 2 → Weapon 1 → release Defend → Action
- Basic Charge: hold Action
- Shield Charge: hold Defend → hold Action → delay → release Defend → release Action → hold Defend
- "Running" Shield Charge: hold Defend → hold Action → immediately release Defend but still holding Action → move around freely → tap Defend → release Action → 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 (which I recommend you to exploit).
"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 Around → Instant Defend → Long, Long Charge → Shorter Stance → Longer Shoot Bullets → Reload
- Movement without Penalty: Move Around
- Movement with Penalty: Defend, Instant Defend, Long, long Charge
- Stationary: Shorter Stance, Longer Shoot Bullets, Reload
Note: In this video, I keep holding move right while doing action list so 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 Charge too long
Simply because you would have less dps (damage per second). You could release charge as soon as you find a safe position. 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 duration. In these videos, I did not hold the charge for more than 5 seconds. Most of time I released the charge as soon as it's ready.
Bullets triggers Dodge
Four types of monsters, Chromalisks, Gremlins, Devilites, and Wolvers, have the ability to dodge when someone shoots bullets near them. Both basic attacks and charge triggers dodge but charge is still better against dodging monster. Monsters have slower response on charge (I think it's) because of shorter stance before actually shooting bullets. The charge bullets also have potential to flinch monster and stop their dodge animation.
Dealing with Monsters
Monster's Target
is based on this priority:
- Player who deal the most damage within monster's sight range. The non-damage like haze bombs type, and damage absorbed by shield (Trojan etc) also counts. Most likely, monster will target haze bomber until receiving a high damage from another Player.
- Player who deal the damage first when there are two or more players deal the same damage.
- Player who is the nearest when there is no damage applied.
Some special abilities
- Zombie's Lunge, Trojan's Charge, and Trojan's Sword Slam would require the Player(close to) stationary/stop, not necessarily to be long time, only a split second needed. Keep moving would prevent monsters to perform these attacks.
- Most monsters attack can't keep track the target after they start to charge. They would only attack in the same position without following the players anymore. Some few exceptions that make harder to dodge are Devilites (which makes them the most annoying monsters), Mecha Knights/Phantom/Almirian Crusader, Greaver, Snarbolax's Bite, Oilers (doesn't actually track but it slides and makes curve attack).
- Mecha Knights/Phantom/Almirian Crusader's Charge Attack could be cancelled by Shock or Stun Status Effect.
- All the monsters attacks have a cool down, idle time needed to perform another attack. Some attacks has longer cool down than others, like Trojan/Vanaduke's Charge (not followed by Sword Slam), Vanaduke's Fire Snake, Greaver's Attack, etc.
Versus Monsters
Versus One Monster
The safest way to kill monsters is either:
- Trigger monster attack, dodge, and attack back. You don't need to wait for monster to finish the attack. You could release attack immediately when you are in the safe position.
- Trigger monster attack, and interrupt to cancel their attack. To interrupt, you need to flinch the monster. (explanation later)
Versus Multiple Monsters
is almost the same as versus one monster but you need to take attention more than one monster. Also, you should exploit bullets explosion feature in this situation. On zombie swarm, mostly you need to take attention on first 2 nearest zombie. These 2 could hurt you while the other zombies attack would be blocked by these 2 zombies. The safest way to deal multiple of monsters by keeping your position outside the monsters group, only get closer with powerful (charge) attack and keep away. You would have hard time when the monsters comes at you on both opposites sides. It's still possible and much funner but risky.
Flinch
Monsters could be flinched by final swing (swords) and charge attack, not first swings. Charge attack has better effect. Guns normally doesn't have final swing except pulsar's expanded bullets and magnus line. Alchemer has disadvantage since only initial charge bullet counts, not ricochets. But Blitz Needle is the most powerful because all 15 charge bullets counts. Bombs only have the charge attacks. The more members in a party and the deeper the depth, the harder it is to flinch the monster. Shadow Lair monsters is also harder. Based on depth 25+ (vanguard prestige missions and FSC exclude Shadow Lair) and 4 party member, I categorize monsters flinched by:
- Poke any attacks including resistant, vial/pot throwing.
- The category shouldn't exist but some monster abilities could be interrupted by poke such as Scuttlebot's Bullets, Devilite's Throw Projectiles, Greaver's Attack, Oiler/Quicksilver/Toxigel's Tackle, Wolver's Bark, Zombie's Breath and Stunned Snarbolax.
- Note that Devilite, Scuttlebots, Greaver and Oiler has only this attack. One good strategy is to keep spamming attack on them.
- Low final swing or charge attack that at least non-resistant. Half normal (brandish/sealed sword) is also non-resistant (ex: Combuster vs Gremlin works).
- Monster Yypes: Chromalisk, Wolver, Gun Puppy, Devilite, Trojan, All Gremlin, Jelly (except Tier 3 Jelly at RJP), Lichen, Quicksilver/Oiler/Toxigel, Polyp, Howlitzer, Kat, Dreadnaught.
- Moderate full combo at medium damage bonus or final swing/charge attack at max! damage bonus, and must be the correct damage type. (ex: elemental against Zombie)
- Full combo is either the regular basic attacks or charge attack → first swing → final swing combo. This category is the main reason why newbie having hard times. Ex: A player wearing Vog Cub set with no damage bonus joins in 4 members party. He always finishes combo but still got hurt by Zombies that charge their attack before. Even worse, he use shield bump after finishing combo that throws Zombies while they are attacking. In this case, Zombie acquired the new move, Back-Dashing Swipe instead of plain Swipe that can hurt teammate on the path.
- Monster types: Alpha Wolver, Lumber, Mecha Knight, Retrode, Devilite Overtimer, Rock Jelly Cube, Lichen Colony, Phantom, Zombie, Almirian Crusader, Royal Jelly.
- High Volcanic Pepperbox Charge since only Giant Lichen Colony fits in this category.
- Impossible obviously, Vanaduke.
Note: monsters would recover from the latest flinch. This means Trojan/Dreadnaught can escape from one-shot-kill blitz charge when other player sword charge at them. On Blitz needle point of view, these categories only means different amount of charge bullets. I need about 4 - 6 charge bullets to flinch Zombie.
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 skipped 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.