Hey there,
Back with a short, quick Statistical Guide on Napalm Launcher. ![Smile :) :)](styles/default/xenforo/clear.png)
Some things you already know about Napalm :
Name: Napalm Launcher
Slot Points: 2
Description: Sets the water on fire, dealing damage over time to all enemies foolish enough to get close.
Base Cooldown: 13.3s
Base Range: 22
Base Radius: 4
Base Duration: 20s
Now,
I've prepared some charts based on Damage dealt by the Napalm Launcher for different Levels, Tiers, and Rarities, so we can have a better look at how effective(damage wise) the weapon is in long run.
It will also give you an idea of what a high-level Napalm at a specific Rarity looks, might help you to decide if it's worth that costly upgrade. ![Stick Out Tongue :p :p](styles/default/xenforo/clear.png)
Key to the chart:
- Damage on the vertical axis
- Evolution Level on the horizontal axis
- Evolution level refers to the Tier of the Item.
- Base Value refers to the value of damage dealt by the least level of the weapon in that specific Tier. Example: For Tier 1- Base Value indicates the value of Level 1 Napalm.
- Max Value refers to the value of damage dealt by the maximum level of the weapon in that specific Tier. Example: For Tier 1- Max Value indicates the value of Level 10 Napalm.
- Each chart consists of 4 lines, each indicating a specific condition with unique color assigned to the line
- The Key to the Lines is given in each chart.
So, Let's start with Common Rarity :
Comments:
- Highest Damage Value a Common Rarity Napalm Launcher can achieve is 72.6
- There is a constant difference of 4 between the base and max values at a specific tier without considering the activation of the talents.
Second, Uncommon Rarity:
Comments:
- Highest Damage Value an Uncommon Rarity Napalm Launcher can achieve is 127.6
- There is a constant difference of 8 between the base and max values at a specific tier without considering the activation of the talents.
Third, Rare Rarity(probably most popular rarity level for f2p players) :
Comments:
- Highest Damage Value a Rare Rarity Napalm Launcher can achieve is 171.6
- There is a constant difference of 11 between the base and max values at a specific tier without considering the activation of the talents.
Fourth, Epic Rarity:
Comments:
- Highest Damage Value a Epic Rarity Napalm Launcher can achieve is 226.4
- There is no constant difference between the base and max values at a specific tier without considering the activation of the talents.
Last, Legendary Rarity:
Comments:
- Highest Damage Value a Legendary Rarity Napalm Launcher can achieve is 290.4
- There is no constant difference between the base and max values at a specific tier without considering the activation of the talents.
It is Interesting to see, to what extent can talents boost the damage output of the weapon.
The Magic starts from Tier3 of the item at any rarity! ![Stick Out Tongue :p :p](styles/default/xenforo/clear.png)
The talents after Tier 3 boosts the Damage output!
Perk Slots:
Common Rarity: 1 // Unlocks at Tier 3
Uncommon Rarity: 2 // Unlocks at Tier 2 & 4
Rare Rarity: 3 // Unlocks at Tier 1,2 & 3
Epic Rarity: 4 // Unlocks at Tier 1,1,2 & 4
Legendary Rarity: 4 // Unlocks at Tier 1,1,1 & 3
Coming to loadouts and strategy, here are some wise words from @TheAntiSnipe on Napalm Launcher
Napalm launcher is an AoE denial weapon, with the largest DPS in the game. It is advisable to run only one. You can pair it with mines on a speeder though it isn't meta, and run it on a fixer to make yourself a support fixer, OR on a defender to do flare+napalm+blast/explosive cannon to do tons of damage with the flare+napalm+excannon combo that O recently discovered. On a shooter, mine+napalm+ snipe+rail+LRM is an awesome combo, with the sequence being putting a napalm on your mine at a chokepoint and waiting inside till your opponents enter. Then execute long range and midrange suppressive fire with your snipe and rail, eliminating stragglers with LRM. For enforcer, napalm is NOT an option for obvious reasons.
How to go for it :
1. Chokehold:
This is a defensive tactic to hold chokepoints. Use your team to bait the enemy team into a tight spot where whatever weapon/ship composition they have is rendered useless. The chokehold is simple: Napalm the exits/possible escape routes. Then call your shots so your team can cut loose.
IMPORTANT: Consider YOUR team composition as well before doing this, you don't want to lure a torpedo centric enemy into a tunnel.
2. Miner:
The miner is a supporting tactic that can also be used in offensive manners. It is considerably handicapped by the fact that it won't give you MVP in most battles. It works, however, to limit the enemies' movements.
3. Torp smokescreen:
A highly powerful offensive move. You use your napalms to hide your torpedo trails. This makes you considerably annoying to the enemy team, since they are constantly getting hit by torps coming out of nowhere. It is a double-edged sword, though, best used with caution.
4. The Angler:
A high-quality fixer tactic. Sit in the middle of your napalm and help your team. It can be used in tandem with the chokehold technique. Also, it is kinda risky to run it on a fixer, but helps you in that you don't have to worry much about enemy assassin speeders. Napalm is a beast at high levels and since assassin speeders like getting in close and personal, this will make that a risky prospect. Mk6 tri bolt campers will love this paired with a blast cannon or a mine. Because hot damn, that damage.
Tips :
- It Does not break stun or frost, hence can be used freely on stunned and frosted enemies.
- Napalm Launcher breaks tesla shield if hit in center and damage penitrates if a yellow boat passes with tesla shield on.
- Low trajectory compared to other mortars, hence can be used in some tight spaces.
- One of the most useful weapons to stop unfriendly capturing.
- Can be used to disintegrate enemy team, can be used by fixers.
So that's all for the mini guide, I'd love to have feedback from the community to improve it and make it a complete guide! ![Smile :) :)](styles/default/xenforo/clear.png)
Special Thanks : @TheAntiSnipe and @yellowocean , for helping me with strategies and loadouts. ![Smile :) :)](styles/default/xenforo/clear.png)
Thank you so much for reading! ![Smile :) :)](styles/default/xenforo/clear.png)
Mentions: I'd love to have some feedback from you guys(input to improve this post too),
@The Otherguy @Kitterini
@CaffeinatedChris @Joeyaa @Babablacksheep @Shadow Moon!
and from everyone whom I forgot to mention!