Maybe it's me, but high-impact fusions feel terrible now.

Discussion

Fusion main, and I apologize for that in advance.

The 1s charge time on high-impacts feels pretty bad right now, given that you're really hanging yourself out there waiting for it to charge for that long. Maybe it will feel more natural over time, like I just need to adjust my peek timing or re-learn where the rising voop sound is signalling the bolt fire, but so far it has been a bit of a bust. Kills seem easy-ish assuming you can get the bolts off as the grouping of 5 feels fairly tight (which agrees with the theory that range is going to be a more important stat now), but that charge time tho.

Anyone had some time to play with these and has a differing opinion/tips or tricks to share?

P.S. Null Composure feels good (formerly thought it felt great, but after a bunch more matches I'm back to earth) - still worth trying an Icarus mod on it.

Posted Aug 25, 2021, 3:49 AM UTC · edited

1931
hyperfellBows Go Brrrrrrrrrrr•

For me it’s changed, Rapid fires lost the little range it needed and it needs an extra bolt to kill now the recoil spread happens faster so instead of hairlining the health bar, I’m barely breaking shields. high impact has become the more aggressive weapons with a slow burst fire rate it’s easier to aim at people, hits are more consistent. It’s range is way more noticeable now in a firefight.

Null composure doesn’t quite work as well anymore so I’m thinking I gotta farm for a rapid fire with a high stability and really work into that.

12
Captain_Lonk•

I think Zealots Reward is going to be the best rapid FR. With counterbalance and chambered compensator it hits 74 recoil direction which is the most vertical spread among Rapids, it has barrels so you can crank the stability up higher than the rest and you can roll with both Under Pressure and High Impact Reserves. Only downside is the 15 zoom though if you're using it as a pseudo shotgun then that's not a big deal.

6
null_rootOP•

I felt Null Composure was OK before, and it's still OK. I've found some success using it in the air recently (hence the Icarus mod) but it's probably more "fun" than "murder rampage". It might never be my top choice, but it's available and sometimes if I need void kills or something I'll drag it out. Doesn't feel nearly as consistent as a Precision or Adaptive frame though, and that's a shame.

1
CheeseAttack•

I feel the opposite way in terms of rapid fires. Went on a long tear with Null Composure, you can fire off two shots before getting killed pretty easily with only a minor precharge, and you can still OHK from relatively far ranges pretty often, not to mention being able to quickly dispatch multiple close range targets, being able to play aggressively with the short charge time, and being able to use it defensively when someone pushes you.

That being said I always preferred faster firing fusions over high impacts.

1
koolaidman486PC•

I just want a Stasis one to pair with Mytho lol.

But yeah, Plug is probably the default option for Fusions, with Adaptives and Rapids taking up a niche spot.

If High Impacts got hit to even just 0.9, they'd still have a chance, but the full second just isn't it.

9
null_rootOP•

Yep - totally agree. Probably going to have to shelve them for a while until/if something changes.

1
Aredub2•

I have over 100K kills with a few different Erentils... After one night of testing every fusion I have in the vault during Rumble matches, I've come to this conclusion - Timelines' Vertex. I don't even have a great roll, but it feels really, really good! Nice and crisp, excellent fire rate, tight bolt spread. I could get used to this... But RIP to my favorite Erentil.

8
null_rootOP•

Yeah, I really wanted to like Timelines' Vertex. Never got a great roll, but I totally remember what those zoom scopes could do with Erentil... sigh. I have a great Trinary System which is filling the good for now.

Are Timelines' still dropping from the Gunsmith, do you know?

1

You can get it from engrams at the helm if you owned that season

2
null_rootOP•

Sweet - I wasn't sure if it was still available this season. Thanks!

2

You have to use that seasons umbral engram encoder (I think you have three encoders now)

Just go to the one that has FWC engram in it from season 14

Edit: sorry it looks like the fusion is not part of that poor pool for the fwc engram

3
Aredub2•

I don’t know… I had in the vault for some strange reason. It is not sunset, so that’s a good thing. Maybe it’s in your Collections?

1
Ok_Appearance_8448•

Very interesting I think I've kept one in the vault. Will definitely give the Vertex a spin this weekend

1
Herbieh•

I was testing a bunch of High-Impact fusions after the update, and it feels awful. I was thinking about making a post here, but I want to do some more testing tomorrow before I make up my mind.

They feel really wonky. And, when you land 3 bolts, a lot of guardians are left with a sliver of health.

I also don’t feel like I’m hitting the same ranges.

7
Penguigo•

You can only realistically 3 bolt KO if you have high impact reserves. Liquid coils allows you to 3 bolt like 1 or maybe 2 resilience guardians, but HiR pushes it up to 7 or 8

3
Creepy-Imagination•

they just require more forethought before rewarding you with a noticeably higher OHKO. they don’t feel terrible they just require you to think more

6
xEasyActionx•

I tried high impact a little and think i may need to experiment with different roles from the vault, but they definitely felt inconsistent. My main ingredient was amazing though, hitting some really dirty shots in comparison to my glacioclasm, super consistent ( though its always been).

3
[deleted]•

So just given my rangey under pressure high impact reserves Glacioclasm a little roll in quickplay.

Got to be honest I think it's more consistent over range now, the charge time seems manageable and a fair tradeoff. I imagine I will have trouble against really good players who can exploit the charge time at least until I can adjust but it's not feeling dead at all to me.

Edit just to add I tried a comp match too, decent opponents can create opportunities against me but it feels like whoever is playing better wins against the basic hand cannon shotgun load out

So to conclude, I think it's a good change.

3
[deleted]•

I've not played yet because Hades is addictive as fuck but if previous changes are anything to go by give it some time to adjust to the new archetype essentially, you do need to re learn how to use the thing

Otherwise how is Merciless? has that been affected by the changes?

2
Meme_Dependant•

Thank God I wasn't the only one. High impacts got neutered with this update. 0 reason for it. Thanks bungo

2
EKmars•

I was worried from the TWAB saying "We increased charge time and lowered damage" for the archetype. Honestly it's a baffling decision.

1
BadPunsman•

It's better now, they really fit their niche better now, and with kickstar or high-impact reserves its abusive

2
allgrownzup•

Is charge time masterwork worth using now or does it still lower damage ? I have a god roll glacio with that MW I haven’t touched yet

1
PolentaDogsOut•

I just started using fusions and really like plug one with high stability. What should I look for on high impacts - high stability still or spec more for range? I have an Iota Draconis with Surplus and HIR and other stability perks, worth hanging onto?

1
null_rootOP•

The idea the devs said (well, Chris Proctor specifically) for High-Impacts frames was that the intent of the conversion to 5-bolts was to make Stability a less less of a requirement and Range the more useful stat. Unfortunately, I'm not sure either is really critical (or all that useful in getting consistent kills) now. I'd say if you have a roll on a High Impact that has a Range or Stability masterwork or some other perk which affects spread (e.g. Tap the Trigger), plus one perk that increases damage (Liquid Coils or High-Impact Reserves), keep it and wait to see what happens next.

2
Loramarthalas•

I think this is fine. They toned snipers way down. They toned shotguns way down. Fusions needed adjustments too, after all that. They were being indirectly buffed by these nerfs to other weapons. Specials are being slowly reigned in across the board. It was needed.

0

You get used to it. Hand held supernova has a charge time around 1100 to 1200. That makes the role to be a pre-emptive playstyle or you're a king at pre-charging.

-1
null_rootOP•

Hmm. Well, that's encouraging though I'm not sure HHSN is an exact analogy, since you can hold it before you release. If that were possible on FRs it'd be a whole new ball game though!

I'll keep at it; thanks for the response.

4
Aredub2•

Meh... I don't know. It's not right anymore. Shots that I know should be a kill aren't anymore. No way you can use these things in any kind of competitive environment. They've neutered the damn things.

2
Herbieh•

That's exactly how I felt while trying out High-Imapct Fusions yesterday.

2
null_rootOP•

That's pretty much where I ended up with them - like, they can kill, but they don't kill as consistently as they used to and that's a no-go for me. Boo.

1