Hunter's Incendiary Upgrade
Currently, the top half of my players are at level 15. Most of my others are at level 14. I just acquired a level 14 legendary rifle. The first two upgrades are really good for this rifle. However, I'm not sure about the final upgrade. It is the incendiary trait.
Logically, I don't see the use of this trait. In most instances, having a walker or Raider turn into a bonfire can be problematic if any one of your survivors are close to them.
The only instance where this trait makes sense to me is if a tough Walker or Raider is behind the fence or something like that. And they're now burning up and losing health while they can't get to my people. Other than that, I can't see how this trait is beneficial on most missions.
My main concern is the spikey Walker. At this stage of the game, I am now seeing Spikey much more than I'd like to. As you know, he doesn't go down easily. So the last thing I want to see is a flaming Spikey charging at my players. I've never seen it before but, would a flaming Spikey burn a player and make the player bleed at the same time? And if so, how much damage could that do to a player on just one hit? That is the thing that I am trying to avoid as much as possible in this game.
Since this legendary rifle has the incendiary trait as the final upgrade, 1 out of every 2 enemies I hit will turn into a bonfire, if they haven't been killed. How can this be a good thing?
What's even weirder about this game is, over the past week, I've acquired at least four different rifles that have that trait. Albeit, none of the other rifles are as powerful as the one I'm talking about.
Maybe I'm missing something here. I've never had a weapon with that trait activated. So maybe NG has done something with that trait that goes against logic. If that's the case, can someone explain to me how this trait is such a good thing to have? I look forward to your replies. Thanks.
Logically, I don't see the use of this trait. In most instances, having a walker or Raider turn into a bonfire can be problematic if any one of your survivors are close to them.
The only instance where this trait makes sense to me is if a tough Walker or Raider is behind the fence or something like that. And they're now burning up and losing health while they can't get to my people. Other than that, I can't see how this trait is beneficial on most missions.
My main concern is the spikey Walker. At this stage of the game, I am now seeing Spikey much more than I'd like to. As you know, he doesn't go down easily. So the last thing I want to see is a flaming Spikey charging at my players. I've never seen it before but, would a flaming Spikey burn a player and make the player bleed at the same time? And if so, how much damage could that do to a player on just one hit? That is the thing that I am trying to avoid as much as possible in this game.
Since this legendary rifle has the incendiary trait as the final upgrade, 1 out of every 2 enemies I hit will turn into a bonfire, if they haven't been killed. How can this be a good thing?
What's even weirder about this game is, over the past week, I've acquired at least four different rifles that have that trait. Albeit, none of the other rifles are as powerful as the one I'm talking about.
Maybe I'm missing something here. I've never had a weapon with that trait activated. So maybe NG has done something with that trait that goes against logic. If that's the case, can someone explain to me how this trait is such a good thing to have? I look forward to your replies. Thanks.
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It's works well on all types of walkers and human enemies.
Once on fire, walkers and human enemies will loose health on each of their turns until dead or hit again, if not killed out right.
But beware, on small maps it can be a distinct disadvantage to your own team.
> I have incendiary on a couple of hunters and a shooter and they can be very useful for shooting fattie walkers from a distance and letting them burn to death, but try and avoid using them with 2 other melee survivors.
What about vs. Spikey? I was never worried about the Tank walkers because they move slow. However, Spikey moves faster and covers a greater distance during his turn. And let's not forget, level for level, Spikey is stronger than Tank. So he always takes more shots to go down then Tank. That's what I'm most worried about. That he is on fire and gets close to my players and makes them bleed and burn at the same time. Any thoughts on that? Thanks.
I love me some FIRE!
Just wanted to correct you about Spikey movement compared to tanks. All the walkers move at the same rate. Two spaces per turn, or three on a diagonal.
Would call it 2 diagonal spaces personally. But agreed.
> @PriestWhiteLotus
>
> Just wanted to correct you about Spikey movement compared to tanks. All the walkers move at the same rate. Two spaces per turn, or three on a diagonal.
Okay, thanks for the correction. What about the idea that Spikey is stronger than Tank? Thus, making a flaming Spikey more dangerous than a flaming Tank. Am I wrong in this assessment?
But you're right @PriestWhiteLotus a burning spikey can be pretty dangerous if they get close enough to hit you. Personally, I leave the incendiary rifles at home if I go into a small or tight map, regardless if there's spikeys there or not.
What people here are saying is that against super high level walkers, of any type, their health is so damn high it's almost impossible to kill them just by shooting so the fire damage really helps.
If you can kill an enemy in 2-3 shots, it is less useful.
If you're cornered, you're toast.
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But as a main rifle, I agree that incendiary is a must.
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Also, I don't think you get a charge if the walker dies from the fire. I could be wrong, but it seems like that was a problem for me in addition to the lag.