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06-25-2010   #1 (permalink)
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Default Cancel Launcher



Impressive use of Cannon Ball not as a standalone spam skill, but push the enemy back to the launcher for comboing. Note how she won... without BBQ.

Cancels: Marilyn Rose, Gatling, Rising Shot, Flamethrower, Fire Pillar, Steyr AMR.

The Steyr Cancel seemed unnecessary IMO, and the Fire Pillar cancel surprises me, solely because we don't HAVE a Fire Pillar Cancel (at least not on Arad Society's Planner, I'll check later today.

I'm a bit doubtful that air combo could last that long in DFO, because everyone is on a lower level, which means lower HP, which means the fastfalling from excessive damage will kick in sooner.
 
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06-25-2010   #2 (permalink)
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Flamethrower cancel works for both flamethrower and fire pillar. Just like how grenade cancel works for all 3 spitfire grenades.

Attack speed avatars..... pfft its the only reason why some people can do those combos and others cant.
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06-25-2010   #3 (permalink)
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Hzol actually does the Cancel Launcher combos quite well, even abusing Subweapon Crusher to trigger Punisher into a Quantum Bomb. Don't know how fast you'll drop from the safety though.
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06-25-2010   #4 (permalink)
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Quote:
Originally Posted by Shadow5YA

I'm a bit doubtful that air combo could last that long in DFO, because everyone is on a lower level, which means lower HP, which means the fastfalling from excessive damage will kick in sooner.
Wait what? Safety is triggered by a percentage damage instead of a set number? God damn mechanics are so unclear.
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06-25-2010   #5 (permalink)
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Quote:
Originally Posted by Kruger
Flamethrower cancel works for both flamethrower and fire pillar. Just like how grenade cancel works for all 3 spitfire grenades.

Attack speed avatars..... pfft its the only reason why some people can do those combos and others cant.
With leather in combination with a maxed Hand Cannon mastery, you've already got more attack speed than Spitfires and Mechanics, and Rangers who aren't using Revolvers.

I admit my attacks aren't as fast as that (yet), but it's still fast enough to pull it off.

Quote:
Originally Posted by RoflKnife
Wait what? Safety is triggered by a percentage damage instead of a set number? God damn mechanics are so unclear.
It's Damage Per Second more than a quota of damage, fixed or percentage-based. People at higher levels have higher HP, which means they can take more damage before the safety kicks in. That's a given.

Although I do agree that the safety falling is a bit unclear, because there's no concrete number we can calculate.

Last edited by Shadow5YA; 06-25-2010 at 03:33 PM.
 

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