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The reworked mech is easily A to S tier now. The damage mitigation is substantial enough that you barely take damage, and the gun hits pretty hard even at high levels. Paired with high tactical gear recharge on damage, you can recharge the mech in dense fights in time to call a new mech immediately after the first one times out; making you basically an invincible juggernaut into the end missions.
I actually think the hackable turrets are better but they aren't available everywhere and they can be destroyed easily if swarmed by higher level enemies.
This is what I came to clear up. I am just about to finish the game according to the mission givers, and that mech is a game changer. You see me to take like 20 percent of the normal damage you would take and the gun shreds. Must have been updated because F tier has to be outdated. 👍🏻👍🏻👍🏻👍🏻
yea buffed pocket mech is insane. i think i only ever died once in it when a TON of shit exploded on me. plus the damage is good enough with 10 pts in tactical, i have ANOTHER mech charged before current one ends. combined with biometric timestamp, amazing oh shit button
Using the Stasis Drone wrong.... you focus the target when it explodes the drone targets a new target. You can keep chaining the drone till its timer is over. It also charges really fast if you overcharge the targets.
ohhh. thought i was the only one who figured out how stasis drone is really used. no augment or tactical can do what it can- lock big targets 🥰. i only pop it out for that reason. once in stasis, i dash in and empty my shotgun point blank. wipes out health bars and practically recharges it again thanks to that burst dmg 👌
I still prefer the GX-43 "Sweet Justice", instant aoe cc and multiple insta stasis then followed by aoe dmg + if i over charge any of them. Especially when using Blastmaster to make them all overcharge.
At the moment of writing (march 2023) the turret is way better then all the grenades. The problem with the grenades is that you have to aim them perfectly for them to be effective. If you engage multiple enemies the turret will attract most of the enemy fire, giving you time to kill of the enemies. With the right skills you can use the turret in 80% of your fights. It doesn't matter how much damage it does. What matters that it attracts most of the enemy fire. It's A-tier at least.
same and with a all the tactical recharge boost you often get multiples out at the same time. I had 3+ turrets up during like half of the final mission.
yea Codiak musta bailed out on the turret too early to see its value. the turret is the most OP tank/decoy in the game when u can keep 2+ of them out... the tactical recharge paired with the rocket launcher that only has 1 shot per reload often gives me a new turret to throw out off just one shot late game, from hitting a couple big enemies with BIG health pools, or hitting a BIG mob of small enemies
It now deals usable damage, roughly equivalent to a dominator. Is ballistic but is usually enough. And the recharge rate when you are on it is fast enough to deploy continuously if you equip a tactical recharge mod, even with 0 points in cybernetics.
I tried it after I saw another post about the scaling. Either the series x version didn't update or it still is pretty useless. I'm somewhere between level 28 and 30 or something like that and I fired at another mech non-stop for the whole time it was out, got it's health down to maybe a third left, but it damn near killed me bc I couldn't avoid getting shot. I just don't see how this could ever be useful. Maybe increase the damage by 300 percent and shorten the length of it's use by half. That would be fair.
The Pocket Mech would also be made better if the duration were dependant on either a countdown timer or until the guns clip runs out. Not both. Reloading when you can't dodge and still watching your timer goes down is frustrating for sure. I'd rather have unlimited ammo and armor for a shorter duration personally.
So I've been using Pocket Mech as my tactical since I got it. I've got maxed out Tactical Sense and the Tactical Charge module, which means I live in my mech as long as I am fighting enemies my level or higher. It does use your health, but the defense buff you get from it is massive and most enemies just tickle a bit. The damage also scales with your level. I'd say it does about half the damage of my upgraded minigun, but one thing a lot of people overlook is that the mech's minigun pierces, so you can take down groups of enemies at once if they are grouped roughly in a line. Personally, it's S tier (I'm a mech fan of course). Practically, depends on your playstyle. Tanks can probably consider it S or A tier, everyone else a C or D tier since it's still useful for survival or getting revives off.
I believe the pocket mech is buffed. Once I got it I put 20 in tactical and it does enough damage during use to get another charge before it runs out. I basically take almost no damage and I shred enemies. Only thing is it kind of breaks the game as once you realize this you don't need to do anything else, but just spam pocket mech over and over.
Sound design is "Sweet Justice" Justice being the surname of the lead audio designer. The music was by Pawel Blaszczak. There's a few licensed tracks in there too e.g. Revocation by Healer
I use the turret as more of a decoy grenade. The damage sucks and its practically useless, but its healthbar is meaty and it lasts a long time, so if you chuck it out at the start of a fight and back up a little, at least half the braindead enemies will target IT and not you.
It's surprising to me that you would mention misfires with the turrets. I thought it was just me. I was having the same issue when I first tried using the turrets. I would hit G and for some reason the turret wouldn't deploy a lot of the time. I thought I was just doing something wrong. Then I was playing the other day, but with a controller instead of the mouse and keyboard, and all of a sudden, I didn't have a single misfire. Every single turret deployed when I was using a controller. I agree with you that the turret's damage on it's own isn't great, but if you can generate enough tactical energy fast enough to deploy multiple turrets in quick succession, they become quite powerful. Both by their ability to put considerable combined sustained firepower on the field, but also by their ability to draw aggro from enemies, drastically reducing incoming fire from enemies to your toon. I've been able to drop as many as 5 turrets, with all of them on the field at the same time in a couple of serious fights, and their combined damage was anything but weak. It actually caught me off guard when I was experimenting with other things in a fight and didn't realize I had spawned 3 turrets in quick succession, because I went to go kill a strong enemy only for the turrets to absolutely wreck it before I could get a chance. It's the whole reason that prompted me to do the Force Multiplier build as a result. Which I detailed in the comments of Fextralife's Critical Commando build video.
I don't think the Turret should be F tier *at all*. For one, it draws agro and blocks enemy movement. This alone is immense utility. Regarding it's damage, I'm not saying it's any kind of superior damage, but it absolutely chunks all my Lv 20+ Scrapland enemies just fine. It's actually quite formidable, especially in tandem with the previously mentioned utility of tanking and blocking enemy movement in some areas. Additionally, and I haven't seen anyone talk about this aspect before, but there doesn't seem to be a limit of how many can be out at the same time. Personally, I have my Tactical Sense at 18 (190% Rate), and a Mk 8 EBR, and I do enough damage to be able to throw **a second turret** before the first one is even half way expired. I've no doubt you could easily field 3 turrets if you're on top of things. Having multiple agro-taking, chip-damage dealing blastybois is good enough reason for me to personally list the AT4 Auto Turret as *at least* a C-tier. Edit: After extensive use and a lot more build development to explore synergies, I would probably absolutely elevate the AT4 Auto Turret to *at least* B-tier, although for me, it's personally higher. The turrets seem to actually have high threat, and enemies will actually pull off of you/your team to attack the turrets (which have very high HP/defense). Further, with 20 in Tactical Sense as well as the Tactical Charge module, it's pretty easy and common to have 3 turrets on the field at once - all pulling agro, all doing very competent damage (outright killing most basic enemies in a single individual burst, and doing formidable chip damage to large/"tank" enemies, who also focus on the turret). I should also point out that I'm referring to enemies being lv 20-30. So yeah. Codiak appears to have had an acute case of the getguds, and pretty clearly didn't spend an appreciable amount of time with the AT4 Auto Turret. Codiak, from one "big turret guy" to another - Don't talk to me or my Auto Turret ever again.
When i was doing the mission where i had to kill 10 targets with stasis, I used the drone to great effect. I was killing 3 or 4 enemies with just one drone. The trick is to attack and kill them right away. Once they die and the drone locks down another target, attack that one. Even though it only locks 1 target at the time, the explosion it causes was great for clearing groups.
your rejuv field can heal enemies too, fyi. bumps that down to an A tier or lower because of it. more so with the regen aug to use for healing instead.
@@BlackTestament7 I was using it a bit up until I had a bad run in with the big spider bots, had it almost dead and had to disengage and heal when it ran over and tried to melee me in the circle healing back to full. Took it out right after that
I just completed the main story using the Pocket Mech as an I-WIN button. Perhaps your build isn't tuned to it, because for me it deals massive damage and I'm invincible for the duration. It's pretty incredible.
I mentioned this on the other video, but the only solid use I’ve found for the mech is using it to get a safe revive off on a teammate who’s down and swarmed.
pocket mech must have been changed since this review I played it and it rocks! does way better damage than what i saw in this video and damage mitigation is huge
Stasis drone should be higher on the tier list. It can be very helpful against condensed groups of enemies, where you can chain kill them with stasis drone, if you shoot them while they are stunned. They then explode and stasis drone move to next enemy, and if you kill him, it move to next and so on, and so on. Very effective against groups of enemies.
I'm guessing that the pocket mech was buffed since you made this video. It's easily A+ now. The only downside to it is that you can't hop out if you want to. Otherwise, it would be S tier. You get massive damage reduction and incredible DPS. Also, the skill is usually recharged before it expires, allowing you to chain it non-stop in big battles. For co-op, I used it to revive my partner if he went down, since I was almost unkillable in the pocket mech.
My auto turret actually did damage and could kill enemies, but most times it would just sit there and not fire at enemies directly in front of it. I feel like it has a minimum range that prevents it from shooting at adjacent enemies. The one use I found it had, though, was it aggro'd plenty of enemies getting me out of sticky situations.
Tbh I like the stasis drone a lot, as someone else already said you were kinda using it the wrong way, but with my main build you throw out the stasis drone, decimate whoever’s in stasis with crit bursts and then keep chaining it
I found it to be a good Distraction for enemies when I’m getting swarmed I throw off the turn and they are surrounded and I can shoot at them from a far
Yeah ... about the rejuv field ... definetly NOT S tier cause as it states it heals enemies aswell. I had more than enough times when a tanky mech or a spider decided to share my rejuv field and healing it to full HP... I tried all the damage I had and you can not outdamage the healing it provides to beefy enemies. The only thing htat seemed to work where stasis effects but those dont work on the gigantic enemies. Long story short The rejuv field worked AGAINST me during my playthroughs or just didn't do anything since it is as you said pretty fragile.
I've am still new to the game but I was curious. Where would the GROOP Cluster Grenade, PLM22 Surge and yes... I know this is silly, but also where would you put the Snowball on your chart? I only ask because I have not been able to find ANYTHING about any of those 3.
The mech suit was a bummer for sure to see it listed so low. I did watch a build guide where he was using it to great advantage....I wonder if it scales with certain perks?
My pocket mech shreds bad guys, and with tactical recharge I can nearly spam it. It's more about your build and it supporting the skills that you intend to use. I think judging them without that consideration is of no value.
I have no idea what's going on with your Pocket Mech, but I beat the game with that TAC. For me it did huge damage and covered holes in my build I didn't know were there. No grenades or other TAC let me cheese the game like Pocket Mech, to the point I didn't want to use it cause it felt like cheating. Maybe a patch or something, but I don't know.
Are these tactical skills effects changed by any of the stats of the player? Other than building charge to increase frequency, is there any way to make a grenade or turret deal more damage somehow?
imo pocket mech would be outstanding if you could use your own heavy weapons and had some way to scale maybe a damage multiplier or speed bonus similar to how AUGS do
@@LegacyGamingUS true that, I've yet to try it with the buff but I always enjoyed it's obscene damage reduction, something fun about just sitting there and face tanking everything. it is a shame that it doesn't use it's own health pool but given that you can consistently recharge the mech before it's duration is over that might be a bit borked. it's a shame augments can't be used while in it though, it's cannon feels so slow when compared to onfoot minigun and that aimbot aug.
i like pocket mech it gives me the typical gundam feel and you can combine your own minigun with pocket mech if you have it equipped as a main weapon, for example i have dealbreaker and every time i use pocket mech i keep shooting with my dealbreaker plus i also do more damage hehe >:) and i don't lose that much life when i'm in pocket mech on the contrary i'm tanky af >:)
I was so effin' hyped when I finally got the pocket mech that I've seen in the videos... And then it turns out to be mostly useless, doing a fifth of my Strikebreaker gattling in damage.
Completely useless. After using, I equipped what I thought too be my worst gun and it was very almost better than the mech. Hell it could have been better.
Toss it in the direction you are moving toward. When it lands move back and sit on the edge of the radius and you can tank pretty much anything with it
I can't seem to utilize tactical gear effectively. I did a respec and put all of those points into Body Battery and focus on Augmentations.... no regrets so far
Actually the turret is awesome. Maybe it got buffed. In my game It does *a* *lot* of damage! I have seen it mowing down multiple enemies in one deployment. It can be deployed pre battle and you can focus on fighting. It attracts enemies and it will take *a* *lot* of hits.
I was so excited when i realized I picked up a pocket mech.....then it slapped like a wet noodle. It should have had an overwhelmer like mini gun or wrist cannons with shoulder mounted rockets and should let you use your augments while inside it. I never understand making something underwhelming in a pve game. If you over charge the the enemy the stasis drone is targeting it gets some duration back and will seek another target.
Honestly I see the Mech less as a damage dealer but more of a defense buff tactical. Its helped me survive when I've been surrounded by enemies and I took almost no damage when I was in it. Also I feel like you weren't using the stasis drone to it's full effect. If you start killing those who are in stasis, they will explode of you kill them and then it will move to another enemy and you can explode them too. Tho "Sweet Justice" is basically 100% better than the stasis drone so honestly I wouldn't use the stasis drone that much anyway lol, it's the coolest tactical
Shockwave grenade @ A-teir but the Turret is at F lol. All grenades suck because it's needs to be thrown and aimed and then you need to click the button to detonate after tossing it into the battlefield. I just double click the Turret on the floor next to me and done. After hitting a group of enemies with my Dragon my Turret unloads on them turning them to gooey confetti. Also once my Tactical recharges I can send out A SECOND TURRET that does not consume my FIRST TURRET
Yeah 100% disappointed with the turret and mechsuit. Of all the things to fuck up...I mean, those should be a guaranteed good time, but damn. I found out about the mechsuit while fighting the final boss on hard at level 24. Was getting my ass kicked, realized I hadn't yet checked out the mechsuit tactical, and really quickly found out that you're slow asf, hit for shit, you lose your evasive dash/roll, and you don't get any kind of bonus hp/shield. Rookie designs in an overall sweet game. That mechsuit looks so rad too.
The pocket mech need some specific build to make it work....its A tier for me.....you have to build around the minigun (the dmg based on the minigun Mk), tactical charge etc...the mech also provides armour boost so your HP would not be drained fast....works for me but heck I'm just at normal difficulty
How is my pocket mech doing so much more damage? I can usually down enemies near my level in seconds and it allows me to take so many hits without taking much damage.
Haha turret is my favorite. It's great for distracting enemies and especially bosses. Turret has good health and lasts long. Position yourself properly and melt enemies and bosses while they're distracted. Oh yeah, it blows up at the end dealing explosive damage. A tier for me
Feel like they missed the mark with tactical gear and augments. The tactical gear should be way more deadly. The augments shouldn't have a cool down on top of an energy gauge. If I put points into max energy I should be able to use my augments back to back until I run out of energy. At least That's what I think.
I don't think you gave the pocket mech it's due diligence, you were using it against a boss enemy resistant to ballistic damage, pretty much the worst possible situation for it. You're immortal while you're in it, so if you're about to go down you can hop in it, and it shreds biological enemies.
I spend alot of time using the auto turret and even then I can't disagree. The thing is so weird because sometimes it works, the damage output is actually high because it scales to your level. It can kill off most enemies and do heavy damage to bosses like siege mechs and the spiderbot. It's damage is also whatever the game equivalent to pure damage is because it does the same damage no matter if it's organic or inorganic. But then . . . The thing just chooses not to shoot lol. It will just sit there sometimes and not do anything. It's so weird. And when it doesn't shoot, it doesn't act as a decoy. Enemies just ignore it lol. It's the weirdest tactical because it has the worst AI. At least the Mono Ranger goes to fight stuff, not this thing. It is better than the pocket mech tho, I need to try it with the update but man, I don't know why that thing does zero damage to . . . everything.
Used pocket mech post-update. Still trash. Even with I/O converter against robots the gun still does neglible (at best) damage. The mech may be a tank but it is still absurdly weak.
Rejuv Field? No. Not while Health Nanites is an option. Particularly with the speed heal buff. You cannot easily keep fighting with rejuv. Sucking health from damaging enemies is how you stay alive AND convert living enemies to dead ones.
I disagree about health in mech. Yes, part of the damage goes through the character's health, but it is scanty. The mech has its own health pool and is quite suitable for tanking.
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did you test the pocket mech before or after the patch/buff?
The pocket mech must of been buffed. I don’t take any damage in it and the gun is op
What happened to weapons ranking?
The reworked mech is easily A to S tier now. The damage mitigation is substantial enough that you barely take damage, and the gun hits pretty hard even at high levels. Paired with high tactical gear recharge on damage, you can recharge the mech in dense fights in time to call a new mech immediately after the first one times out; making you basically an invincible juggernaut into the end missions.
tyvm for the updated feedback. I needed to know this!
I actually used the turret as my main tac. Very useful as a tool to distract enemies where I could then mow them down.
I actually think the hackable turrets are better but they aren't available everywhere and they can be destroyed easily if swarmed by higher level enemies.
They changed the pocket mech damage scaling so it’s actually good now lol easy A tier
I've noticed that I don't seem to take damage while inside the mech 🤷♂️ did they update that too?
@@kakapoochie video is outdated, pocket mech is now buffed
Just finished the game strong on the shoulders of the pocket mech. Worst to first with the buff it got.
This is what I came to clear up. I am just about to finish the game according to the mission givers, and that mech is a game changer. You see me to take like 20 percent of the normal damage you would take and the gun shreds. Must have been updated because F tier has to be outdated. 👍🏻👍🏻👍🏻👍🏻
yea buffed pocket mech is insane. i think i only ever died once in it when a TON of shit exploded on me. plus the damage is good enough with 10 pts in tactical, i have ANOTHER mech charged before current one ends. combined with biometric timestamp, amazing oh shit button
Using the Stasis Drone wrong.... you focus the target when it explodes the drone targets a new target. You can keep chaining the drone till its timer is over. It also charges really fast if you overcharge the targets.
Woah, that's actually pretty dang viable. Hmm.
Yeah, exactly what I wrote, you can chain kill a lot of enemies that way. It surely deserves a better tier place.
ohhh. thought i was the only one who figured out how stasis drone is really used. no augment or tactical can do what it can- lock big targets 🥰. i only pop it out for that reason. once in stasis, i dash in and empty my shotgun point blank. wipes out health bars and practically recharges it again thanks to that burst dmg 👌
I still prefer the GX-43 "Sweet Justice", instant aoe cc and multiple insta stasis then followed by aoe dmg + if i over charge any of them. Especially when using Blastmaster to make them all overcharge.
@@Daniel-qm7gu the point is their review is just wrong. You can see by the video and what they said they just didnt know how to use it.
At the moment of writing (march 2023) the turret is way better then all the grenades. The problem with the grenades is that you have to aim them perfectly for them to be effective. If you engage multiple enemies the turret will attract most of the enemy fire, giving you time to kill of the enemies. With the right skills you can use the turret in 80% of your fights. It doesn't matter how much damage it does. What matters that it attracts most of the enemy fire. It's A-tier at least.
i managed to make use of the AT4 turret in the final mission because i wanted a decoy without swapping out my augs
same and with a all the tactical recharge boost you often get multiples out at the same time. I had 3+ turrets up during like half of the final mission.
yea Codiak musta bailed out on the turret too early to see its value. the turret is the most OP tank/decoy in the game when u can keep 2+ of them out... the tactical recharge paired with the rocket launcher that only has 1 shot per reload often gives me a new turret to throw out off just one shot late game, from hitting a couple big enemies with BIG health pools, or hitting a BIG mob of small enemies
the turret deals very high damage
when it's a friendly fire
No kidding.. I killed a Bounty and just before he died my turret shot through him and killed me and the rewards the Bounty dropped disappeared T - T
I think the Pocket mech had a buff recently. The damage output of the mech suit scales with your level. Haven't test it out yet.
It now deals usable damage, roughly equivalent to a dominator. Is ballistic but is usually enough. And the recharge rate when you are on it is fast enough to deploy continuously if you equip a tactical recharge mod, even with 0 points in cybernetics.
I tried it after I saw another post about the scaling. Either the series x version didn't update or it still is pretty useless. I'm somewhere between level 28 and 30 or something like that and I fired at another mech non-stop for the whole time it was out, got it's health down to maybe a third left, but it damn near killed me bc I couldn't avoid getting shot. I just don't see how this could ever be useful. Maybe increase the damage by 300 percent and shorten the length of it's use by half. That would be fair.
@@lokoyoko4408 I guess the rebalancing is not in the gamepass version. I went to scrapland and the mech just destroyed nearly everything.
Turret is actually D tier because it does draw aggro away from you.
pair the turret with the hackable turrets
Missed the opportunity to call this series ‘Ascential Gear’.
The Pocket Mech would also be made better if the duration were dependant on either a countdown timer or until the guns clip runs out. Not both. Reloading when you can't dodge and still watching your timer goes down is frustrating for sure. I'd rather have unlimited ammo and armor for a shorter duration personally.
Love this game glad you guys are covering it so well.
So I've been using Pocket Mech as my tactical since I got it. I've got maxed out Tactical Sense and the Tactical Charge module, which means I live in my mech as long as I am fighting enemies my level or higher. It does use your health, but the defense buff you get from it is massive and most enemies just tickle a bit. The damage also scales with your level. I'd say it does about half the damage of my upgraded minigun, but one thing a lot of people overlook is that the mech's minigun pierces, so you can take down groups of enemies at once if they are grouped roughly in a line.
Personally, it's S tier (I'm a mech fan of course). Practically, depends on your playstyle. Tanks can probably consider it S or A tier, everyone else a C or D tier since it's still useful for survival or getting revives off.
Yeah, they just released a patch that makes the Mech scale with your level. I'm guessing that this review was recorded just before the patch dropped.
Previous to patch, the pocket mech was useless, post patch is awesome, at least A tier. I did the last mission in a breeze with it
I believe the pocket mech is buffed. Once I got it I put 20 in tactical and it does enough damage during use to get another charge before it runs out. I basically take almost no damage and I shred enemies. Only thing is it kind of breaks the game as once you realize this you don't need to do anything else, but just spam pocket mech over and over.
I use the turret as a aggro magnet, plop it down and enemies swarm towards it.
if i'm not mistaken sweet justice is the person who does sounds for this game
You are correct. I noticed that in the credits. “Sweet” (pun intended) tribute. 😄
Sound design is "Sweet Justice" Justice being the surname of the lead audio designer. The music was by Pawel Blaszczak. There's a few licensed tracks in there too e.g. Revocation by Healer
The pocket mech is a beauty! Wish they had more models like a spider tank or the exo suit from district 9.
tyvm for the Ascent guides! subbed
I use the turret as more of a decoy grenade. The damage sucks and its practically useless, but its healthbar is meaty and it lasts a long time, so if you chuck it out at the start of a fight and back up a little, at least half the braindead enemies will target IT and not you.
I really like the basic shockwave tactical too it has the fastest charge time and it stuns and pushes back. A very good tool even Kate game
I use the turret to draw aggro away from me. I feel that's what it mainly should be used for. I can back up, reposition, and take some fire off me.
This needs to be posted on their steam discussion page. Perfect feedback far as i see.
It's surprising to me that you would mention misfires with the turrets. I thought it was just me. I was having the same issue when I first tried using the turrets. I would hit G and for some reason the turret wouldn't deploy a lot of the time. I thought I was just doing something wrong. Then I was playing the other day, but with a controller instead of the mouse and keyboard, and all of a sudden, I didn't have a single misfire. Every single turret deployed when I was using a controller.
I agree with you that the turret's damage on it's own isn't great, but if you can generate enough tactical energy fast enough to deploy multiple turrets in quick succession, they become quite powerful. Both by their ability to put considerable combined sustained firepower on the field, but also by their ability to draw aggro from enemies, drastically reducing incoming fire from enemies to your toon. I've been able to drop as many as 5 turrets, with all of them on the field at the same time in a couple of serious fights, and their combined damage was anything but weak. It actually caught me off guard when I was experimenting with other things in a fight and didn't realize I had spawned 3 turrets in quick succession, because I went to go kill a strong enemy only for the turrets to absolutely wreck it before I could get a chance. It's the whole reason that prompted me to do the Force Multiplier build as a result. Which I detailed in the comments of Fextralife's Critical Commando build video.
I don't think the Turret should be F tier *at all*. For one, it draws agro and blocks enemy movement. This alone is immense utility. Regarding it's damage, I'm not saying it's any kind of superior damage, but it absolutely chunks all my Lv 20+ Scrapland enemies just fine. It's actually quite formidable, especially in tandem with the previously mentioned utility of tanking and blocking enemy movement in some areas.
Additionally, and I haven't seen anyone talk about this aspect before, but there doesn't seem to be a limit of how many can be out at the same time. Personally, I have my Tactical Sense at 18 (190% Rate), and a Mk 8 EBR, and I do enough damage to be able to throw **a second turret** before the first one is even half way expired. I've no doubt you could easily field 3 turrets if you're on top of things. Having multiple agro-taking, chip-damage dealing blastybois is good enough reason for me to personally list the AT4 Auto Turret as *at least* a C-tier.
Edit: After extensive use and a lot more build development to explore synergies, I would probably absolutely elevate the AT4 Auto Turret to *at least* B-tier, although for me, it's personally higher. The turrets seem to actually have high threat, and enemies will actually pull off of you/your team to attack the turrets (which have very high HP/defense). Further, with 20 in Tactical Sense as well as the Tactical Charge module, it's pretty easy and common to have 3 turrets on the field at once - all pulling agro, all doing very competent damage (outright killing most basic enemies in a single individual burst, and doing formidable chip damage to large/"tank" enemies, who also focus on the turret). I should also point out that I'm referring to enemies being lv 20-30. So yeah. Codiak appears to have had an acute case of the getguds, and pretty clearly didn't spend an appreciable amount of time with the AT4 Auto Turret.
Codiak, from one "big turret guy" to another - Don't talk to me or my Auto Turret ever again.
You got me hooked, thx
The mech actually helped me finished the game.
When i was doing the mission where i had to kill 10 targets with stasis, I used the drone to great effect. I was killing 3 or 4 enemies with just one drone. The trick is to attack and kill them right away. Once they die and the drone locks down another target, attack that one. Even though it only locks 1 target at the time, the explosion it causes was great for clearing groups.
Tutorials masking as proper sidequests are the best way to go.
your rejuv field can heal enemies too, fyi. bumps that down to an A tier or lower because of it. more so with the regen aug to use for healing instead.
personally, I've had no problems outdamaging other people through that healing. I don't think it can outheal the damage of a mk.1 pistol tbh.
@@BlackTestament7 I was using it a bit up until I had a bad run in with the big spider bots, had it almost dead and had to disengage and heal when it ran over and tried to melee me in the circle healing back to full. Took it out right after that
@@TheDugbo damn, yea I could see that ruining that tactical forever.
I just completed the main story using the Pocket Mech as an I-WIN button. Perhaps your build isn't tuned to it, because for me it deals massive damage and I'm invincible for the duration. It's pretty incredible.
sweet justice can be bought right off the bat, it is the first and only thing i have bought so far
I mentioned this on the other video, but the only solid use I’ve found for the mech is using it to get a safe revive off on a teammate who’s down and swarmed.
Yea mech is ass it does no damage 😂😂😂
Other than pocket mech my tier list is almost polar opposite XD the turret is a life saver for me and is at least a c or b tier for me
pocket mech must have been changed since this review I played it and it rocks! does way better damage than what i saw in this video and damage mitigation is huge
Rejuv Field makes the final story mission so much easier, if anyone is struggling, that’s the one to go for whilst unlocking all the consoles…..
Stasis drone should be higher on the tier list. It can be very helpful against condensed groups of enemies, where you can chain kill them with stasis drone, if you shoot them while they are stunned. They then explode and stasis drone move to next enemy, and if you kill him, it move to next and so on, and so on. Very effective against groups of enemies.
Sure maybe it moves up to B tier, but Sweet Justice is still much more efficient tbh.
I used the turret on the final boss level and it worked great.. go figure.
If it works, more power to you!
I'm guessing that the pocket mech was buffed since you made this video. It's easily A+ now. The only downside to it is that you can't hop out if you want to. Otherwise, it would be S tier. You get massive damage reduction and incredible DPS. Also, the skill is usually recharged before it expires, allowing you to chain it non-stop in big battles. For co-op, I used it to revive my partner if he went down, since I was almost unkillable in the pocket mech.
Yeah it was buffed a patch after this video. Easily A+ now, we agree.
Great video, you guys should review this new indie game called “death trash” is in early access but the game looks very interesting and promising
I totally agree on the turret. I bought it and it was surrounded by 4 enemies and wasn't hardly firing. The turret and mech need HUGE buffs.
The aggro the turrent draws is S teir for me and the reason I survived the late game. The others were basically useless
Interesting take. I didn’t find the turret aggro to be that useful, but to each their own.
My auto turret actually did damage and could kill enemies, but most times it would just sit there and not fire at enemies directly in front of it. I feel like it has a minimum range that prevents it from shooting at adjacent enemies. The one use I found it had, though, was it aggro'd plenty of enemies getting me out of sticky situations.
Love this game.. Its just come out on PS5 finally!! Nice upload.
I've been using the turret to draw agro. Its been pretty tanks and by the time its dont, I've done enough damage to spawn another
Tbh I like the stasis drone a lot, as someone else already said you were kinda using it the wrong way, but with my main build you throw out the stasis drone, decimate whoever’s in stasis with crit bursts and then keep chaining it
fun fact about the turret
it does jack shit to enemies
but it can kill u in a few shots if u got in the way
i think they upgraded the Pocket Mech. Because if i use it, i get a much lower DMG as if i would without and it deals an very nice amount of Damage.
I found it to be a good Distraction for enemies when I’m getting swarmed I throw off the turn and they are surrounded and I can shoot at them from a far
The turrent
Yeah ... about the rejuv field ... definetly NOT S tier cause as it states it heals enemies aswell.
I had more than enough times when a tanky mech or a spider decided to share my rejuv field and healing it to full HP... I tried all the damage I had and you can not outdamage the healing it provides to beefy enemies. The only thing htat seemed to work where stasis effects but those dont work on the gigantic enemies.
Long story short
The rejuv field worked AGAINST me during my playthroughs or just didn't do anything since it is as you said pretty fragile.
I've am still new to the game but I was curious. Where would the GROOP Cluster Grenade, PLM22 Surge and yes... I know this is silly, but also where would you put the Snowball on your chart? I only ask because I have not been able to find ANYTHING about any of those 3.
The mech suit was a bummer for sure to see it listed so low. I did watch a build guide where he was using it to great advantage....I wonder if it scales with certain perks?
My pocket mech shreds bad guys, and with tactical recharge I can nearly spam it. It's more about your build and it supporting the skills that you intend to use. I think judging them without that consideration is of no value.
I feel like the turret and mech suit aren't working as intended IMO. At least the turret can draw some aggro and take a couple hits.
I would agree that something isn’t tuned right. These should be gamechangers, but they’re woefully underpowered
@@LegacyGamingUS Apparently the suit was already patched today, haven't had a change to get one yet.
Wow...thnx guys. Great content
I have no idea what's going on with your Pocket Mech, but I beat the game with that TAC. For me it did huge damage and covered holes in my build I didn't know were there. No grenades or other TAC let me cheese the game like Pocket Mech, to the point I didn't want to use it cause it felt like cheating. Maybe a patch or something, but I don't know.
could you do best weapons to upgrade please.
Seconded!!
The Turret is my favorite and you can have. TWO OF THEM OUT AT THE SAME TIME!!!!!
And it shreds all my small and medium enemies.
Are these tactical skills effects changed by any of the stats of the player? Other than building charge to increase frequency, is there any way to make a grenade or turret deal more damage somehow?
imo pocket mech would be outstanding if you could use your own heavy weapons and had some way to scale maybe a damage multiplier or speed bonus similar to how AUGS do
They could have done so much more
@@LegacyGamingUS true that, I've yet to try it with the buff but I always enjoyed it's obscene damage reduction, something fun about just sitting there and face tanking everything. it is a shame that it doesn't use it's own health pool but given that you can consistently recharge the mech before it's duration is over that might be a bit borked.
it's a shame augments can't be used while in it though, it's cannon feels so slow when compared to onfoot minigun and that aimbot aug.
i like pocket mech it gives me the typical gundam feel and you can combine your own minigun with pocket mech if you have it equipped as a main weapon, for example i have dealbreaker and every time i use pocket mech i keep shooting with my dealbreaker plus i also do more damage hehe >:) and i don't lose that much life when i'm in pocket mech on the contrary i'm tanky af >:)
I was so effin' hyped when I finally got the pocket mech that I've seen in the videos...
And then it turns out to be mostly useless, doing a fifth of my Strikebreaker gattling in damage.
Completely useless. After using, I equipped what I thought too be my worst gun and it was very almost better than the mech. Hell it could have been better.
Try the pocket mech again they changed the damage scaling to align with the player level
I just got the platinum yesterday; the pocket mech is easily an A or even S tier tactical
thanks! also the turret needs so much charge its insane
Yea, turret is great for pulling agro...the enemies really dont like them. More usefull then the stasis drone.
I just saw the cool down on turret and thought nah.
I was so hype for the pocket mech for so long. Finally got it and was so disappointed when it did no damage so I was just stuck
I hardly ever am in a situation where I can stay put in the rejuvenation field long enough to make it work, how did you deal with that issue?
Spider bots or Tentakill help with rushdown mobs
Toss it in the direction you are moving toward. When it lands move back and sit on the edge of the radius and you can tank pretty much anything with it
I can't seem to utilize tactical gear effectively. I did a respec and put all of those points into Body Battery and focus on Augmentations.... no regrets so far
Actually the turret is awesome. Maybe it got buffed. In my game It does *a* *lot* of damage! I have seen it mowing down multiple enemies in one deployment. It can be deployed pre battle and you can focus on fighting. It attracts enemies and it will take *a* *lot* of hits.
Yeah they did some substantial buffs a few months after
The recent patch is said to have buffed the pocket mech, can anyone verify if it's still trash tier?
'Developer nerfin' muh sentray!'
I was so excited when i realized I picked up a pocket mech.....then it slapped like a wet noodle. It should have had an overwhelmer like mini gun or wrist cannons with shoulder mounted rockets and should let you use your augments while inside it. I never understand making something underwhelming in a pve game.
If you over charge the the enemy the stasis drone is targeting it gets some duration back and will seek another target.
Honestly I see the Mech less as a damage dealer but more of a defense buff tactical. Its helped me survive when I've been surrounded by enemies and I took almost no damage when I was in it.
Also I feel like you weren't using the stasis drone to it's full effect. If you start killing those who are in stasis, they will explode of you kill them and then it will move to another enemy and you can explode them too. Tho "Sweet Justice" is basically 100% better than the stasis drone so honestly I wouldn't use the stasis drone that much anyway lol, it's the coolest tactical
"It doesn't deal much damage."
Then how does it 1shot you?
Hello I love your videos and here at 140k subs!
Glad you like them, and welcome to the community!
you forgot to say the ReJuv Field also heals enemies. but it is a great Tactical mod.
I switch between rejuve field and the turret works great with my play style 😎
Shockwave grenade @ A-teir but the Turret is at F lol. All grenades suck because it's needs to be thrown and aimed and then you need to click the button to detonate after tossing it into the battlefield.
I just double click the Turret on the floor next to me and done. After hitting a group of enemies with my Dragon my Turret unloads on them turning them to gooey confetti. Also once my Tactical recharges I can send out A SECOND TURRET that does not consume my FIRST TURRET
Spoken like a true gamer 👍👌
Yeah 100% disappointed with the turret and mechsuit. Of all the things to fuck up...I mean, those should be a guaranteed good time, but damn. I found out about the mechsuit while fighting the final boss on hard at level 24. Was getting my ass kicked, realized I hadn't yet checked out the mechsuit tactical, and really quickly found out that you're slow asf, hit for shit, you lose your evasive dash/roll, and you don't get any kind of bonus hp/shield. Rookie designs in an overall sweet game. That mechsuit looks so rad too.
Iam in love with this game , the problem is my xbox series x stopped working and does not want to turn on thats the sad part .
Could you do an Review for the new dlc weapons?
The pocket mech need some specific build to make it work....its A tier for me.....you have to build around the minigun (the dmg based on the minigun Mk), tactical charge etc...the mech also provides armour boost so your HP would not be drained fast....works for me but heck I'm just at normal difficulty
You didnt mention that the rejuv also heals the enemy also
How is my pocket mech doing so much more damage? I can usually down enemies near my level in seconds and it allows me to take so many hits without taking much damage.
It got buffed a couple of days ago to scale better
@@khimaros no wonder.
Haha turret is my favorite. It's great for distracting enemies and especially bosses. Turret has good health and lasts long. Position yourself properly and melt enemies and bosses while they're distracted. Oh yeah, it blows up at the end dealing explosive damage. A tier for me
Yeah I tested it out against Celine and it managed to kill her mech while I was dealing with everyone else lol
Pop your i/0 converter before jumping into the mech and watch any robot in the game melt away. Same way if you pop your i/0 and use the dealbreaker
Rejuv field also heals enemies soo gotta be careful with that too
Definitely gotta be careful, but easy to avoid healing the enemies if you plan even a few seconds ahead.
Feel like they missed the mark with tactical gear and augments. The tactical gear should be way more deadly. The augments shouldn't have a cool down on top of an energy gauge. If I put points into max energy I should be able to use my augments back to back until I run out of energy. At least That's what I think.
The augs are so much fun I definitely found myself wishing we had 4 active aug slots, lower cool downs and more energy.
Yeah I'm not happy at all with the pocket mech.. I was so disappointed when I first used it. It should have its own health pool and do way more damage
Agree both F... I tried them both and came to the same conclusion.
I don't think you gave the pocket mech it's due diligence, you were using it against a boss enemy resistant to ballistic damage, pretty much the worst possible situation for it. You're immortal while you're in it, so if you're about to go down you can hop in it, and it shreds biological enemies.
idk i used the pocket mech to beat the game, maybe it's stat based?
I spend alot of time using the auto turret and even then I can't disagree. The thing is so weird because sometimes it works, the damage output is actually high because it scales to your level. It can kill off most enemies and do heavy damage to bosses like siege mechs and the spiderbot. It's damage is also whatever the game equivalent to pure damage is because it does the same damage no matter if it's organic or inorganic. But then . . .
The thing just chooses not to shoot lol. It will just sit there sometimes and not do anything. It's so weird. And when it doesn't shoot, it doesn't act as a decoy. Enemies just ignore it lol. It's the weirdest tactical because it has the worst AI. At least the Mono Ranger goes to fight stuff, not this thing. It is better than the pocket mech tho, I need to try it with the update but man, I don't know why that thing does zero damage to . . . everything.
Used pocket mech post-update. Still trash. Even with I/O converter against robots the gun still does neglible (at best) damage. The mech may be a tank but it is still absurdly weak.
Rejuv field is lower because it heals enemies (from my experience) life leech plus anything explosive was a better rejuv field
They must off buffed the mech. The gun melts and you don’t take any damage
The mech is a lot better now after the update.
Turret and mech need a major buff!
Apparently Mech got a nice buff, but I agree somethings not quite right
Rejuv Field? No. Not while Health Nanites is an option. Particularly with the speed heal buff. You cannot easily keep fighting with rejuv. Sucking health from damaging enemies is how you stay alive AND convert living enemies to dead ones.
The turret is great towards the end because you can have multiple out at once if you're pumping out enough damage. Otherwise yeah, it's meh.
I disagree about health in mech.
Yes, part of the damage goes through the character's health, but it is scanty. The mech has its own health pool and is quite suitable for tanking.
Why did they make some of the coolest most appealing abilities so weak? That seems very counterintuitive to making a fun game.