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u/AvantSolace Sep 04 '23
A little secret: The coral generators actually recharge faster if you bottom them out. Its about a 2 second recharge vs 5.
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u/ErrantOverflow Sep 04 '23
They are actually pretty good for hover / air builds
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u/CrimeFightingScience Sep 04 '23
I think the hovering missile boats are using them in PVP. They'll be at the skybox limit raining down missiles on zimmermans. Some builds dont even have to touch the ground.
I like playing melee so they're hyper annoying lol. Still figuring out how to stay melee and counter them. Reminds me of DS3 where people would constantly run away.
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u/Bestiality_King Sep 04 '23
I fought one a few times with my reverse joints not too long ago. I could jump up, assault boost, stagger 'em, run out of energy, and by the time my energy was recharging they were back up top raining missiles again lmao.
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u/CrimeFightingScience Sep 04 '23
Same. My melee's been using reverse joint legs in anticipation, but even with the jump my time within effective range is extremely limited. I've managed to stun them but fell before I could finish them off. I may need to change my non melee weapons to something that can apply some pressure and make them dodge, I'm not quite sure what yet.
My most successful fights have been just dodging missiles, using cover, having them get annoyed come close or waiting for them to recharge energy and pouncing, but it's not reliable. I want a more secure method to punish runners :D It's a fun puzzle to figure out! (without sacrificing combat ability for AC's that stand and fight)
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u/Bestiality_King Sep 04 '23
My favorite build I have uses the base shotguns, no shoulder weapons, I love how they're a borderline melee weapon with how close you have to stay with the enemy to use them.
Can't imagine trying to fight a flyer with an actual melee weapon. I will say I am that impatient oppenent that will just charge straight at you if you hang back and hide around buildings XD
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u/FisterRobotOh SFC: Sep 05 '23
If you got available space on your shoulders for missiles then I can imagine a way you could fight them.
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u/SunshotDestiny Sep 05 '23
The starter sword with the right booster basically turns you into a flying death blade. I use this tactic on one of my mech that works in both PvE and PvP. Where I both gap close for my duel Gatlings and if it hits it does very punishing stagger damage.
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u/Q_X_R Sep 04 '23
One of the laser shotguns can charge to act as an additional melee which is really nice for melee builds. Having a good booster focused on AB and the bigger Coral generator is usually enough to get up to those guys and stay in their face.
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u/CrimeFightingScience Sep 05 '23
Yep, think its time to play around with boosters and generators again. My ac is a terror in close distance but i need to be able to chase.
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u/VoidInsanity Sep 05 '23
The trick is to stay directly below them since AC's struggle to aim straight down but have no problem aiming straight up. Very easy to break their lock-on this way too.
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u/magicscreenman Sep 04 '23
I haven't actually done much PvP yet, so this is just me spitballing, but I would think a reverse joint build with a laser lance and pile bunker would be a good counter to just hovering at max altitude, wouldn't it?
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u/CrimeFightingScience Sep 04 '23
They fly REALLY high, and use assault boost for even more range. Laser lance helps when you get the chance, but most of the time they're out of range. Melee weapons are practically useless most the fight, the question is how to use my other 2 weapons slots to force them to dodge/land.
I'm thinking possibly swapping my 2 non melees to missiles or faster linear type weapons, this will take away from my CQC though. But such is the fun of mech building!!!
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u/foxaru Sep 04 '23
The problem I've had with the talented ones is that if you start to combo them they cut the boosters and drop like a rock, and then they're back up to keep shooting missiles again.
My best approach has been been to go all in with a super speedy mech and a pair of laser pistols; the absurd light show actually damages fairly consistently, and they start to panic and make mistakes when you've done a pass or two.
You do have to spend a lot of time quickboosting to survive.
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u/MKULTRATV Sep 04 '23
As a dedicated sky missile boat, I can tell you that a good counter is being a terrestrial missile boat.
The airborne player has a lot less energy to work with for dodging volleys and their mistakes are more punishable.
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u/3-to-20-chars Sep 05 '23
a single siege missile launcher is all it takes for me to counter any missile boat. for some reason they just cant dodge siege missiles.
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u/N00b_sk11L Mosquito Gameplay Enthusiast Sep 04 '23
As someone who classifies his build as âannoying fast fucking mosquitoâ I love the coral generators. Shit ton of energy which helps with the high energy cost of light armor and a ton of airtime with it refreshing once empty. Love these things
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u/micktalian Melee Combat Enthusiast Sep 04 '23
I'm glad I'm not the only one who noticed this. If I zoom around, burnt out the EN supply, the fire off my song birds, I'll hover in the air just long enough to stay airborne for the recharge.
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u/magicscreenman Sep 04 '23
This. It's basically the perfect generator for my reverse joint build cause I'm bottoming out my energy with quick boosts all the time anyway lol
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u/Ciarara_ Sep 05 '23
I wish the stat sheet would say the supply recovery delay somewhere in addition to the recharge delay. They're obviously different, but I want to be able to compare numbers and see what affects it
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u/AvantSolace Sep 05 '23
There is a bar for it on the extended stat sheet, but it just gives relative approximation. The coral generators are unique for having abnormally high Post-recovery, with the larger one being maxed out. The wording itself is probably gets what most people confused.
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u/ErrantOverflow Sep 04 '23
You use it because it's easy, I use it because my boosters turn red.
We are not the same.
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Sep 04 '23
Was looking for exactly that comment, made a super light build called "Roter Baron" with it :D
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u/RegalKillager Sep 04 '23
How else am I supposed to get my Crimson Glow Valstrax hover artillery build to look lore accurate?
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u/Cornbre4d Sep 04 '23
Yup, I actually prefer the normal generators but red looks really nice so we just bottom out instead.
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u/True_Initiative6764 Sep 04 '23
Itâs like the difference in financing and paying full price
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u/FisterRobotOh SFC: Sep 05 '23
*slaps motorized wheelchair on the roof
You can fit so much assault boost into this baby
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Sep 04 '23
Which engine is this
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u/_b1ack0ut Sep 04 '23 edited Sep 04 '23
AORTA. It runs off coral, so itâs got red effects.
Iirc you find it in a crate on the mission where you go around disabling ECM fog machines in the âabandonedâ city
Nvm: Iâve got the wrong genny apparently
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u/AHHHHHHHHHHHHHHHH_ Sep 04 '23
No, that's the small version, the one shown in the picture unlocks at hunter rank 9
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u/_b1ack0ut Sep 04 '23
Ohh didnât know there were more, mb
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u/pyr0kid RC-2000 master race Sep 04 '23
the other one is heavy as fuck but basically a straight upgrade
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u/succmama PSN: Sep 04 '23
Oh shit. I just went through that mission earlier. Where do I need to go?
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u/mrblonde55 Sep 04 '23
There is a point where you come to a fog machine on a large circular platform and a bunch of flying enemies attackâŚthe chest is at the center of the building those enemies come from.
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u/succmama PSN: Sep 04 '23
Gotcha. I'll look for it tomorrow. Thanks for the hidden part location
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u/mrblonde55 Sep 04 '23
No problem.
I should have been more clearâŚitâs on the roof of the building.
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u/Russbus0702 Sep 05 '23
Its pretty close by if you use the scan function and check nearby rooftops you will find it easily.
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u/SuicidalSundays Sep 04 '23
It's on a building behind the second fog generator. It also has one of the red beacons on the chest, so it's easier to make out.
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u/Astaroth556 Sep 04 '23
Is there a generator with better EN weapon specialization? Because it's hard to beat with my laser gun build
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u/A_Zealous_Retort Sep 04 '23
There is one from NG+ that maxes it out, but funnily enough the EN budget is a bit tight to fit serious energy weaponry.
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u/Reaverant SFC: Sep 04 '23
It took a lot of min-maxing, but I managed to cram light wave shoulders, and some other laser weapons.
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u/chimericWilder Sep 05 '23 edited Sep 05 '23
You may wish to know that the energy specialization stat on generators does nothing for back weapons or melee weapons. It's for handheld energy weapons only.
So, builds that specialize in that sort of thing should probably look at putting handheld weapons in the shoulder slots, then quickswapping to let each set cool down.
E: seems I was wrong. Some back weapons do get the boost.
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u/Ciarara_ Sep 05 '23 edited Sep 05 '23
It doesn't effect back weapons? I thought it just didn't effect missiles. The tooltip on the stat screen only mentions melee and plasma missiles.
Edit: Just tested it in the AC test mode against a no-AI trainer AC. With the VP-20C generator (100 energy weapon spec), the VP-60LCS (basic laser cannon) does 953 damage. With the NGI-000 (110 spec), it does 1000, and with the VE-20B (150 spec) it does 1191. So it does effect back weapons, just not the missiles.
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u/chimericWilder Sep 05 '23
Good to know. Thought it didn't differentiate between missiles and things like the 60LC line of weapons. Glad to know I was wrong, I guess.
Still, a build hotswapping between handheld laser weapons works well to pump out a barrage of damage. I shall have to see about examining other back options for such a build, though I think it is mostly only the 60LC weapons. I believe the Orbiter laser drone isn't affected, for instance.
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u/barnyard_captain Sep 05 '23
No, it does. I tested laser pistols with/without an energy specialization generator in the training area.
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u/chimericWilder Sep 05 '23
The laser handgun is a handheld weapon, so naturally it would work, as I described.
Or did you mean the back-mounted laser cannon?
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u/Ghost11203 Sep 04 '23
That generator is a total trap, the 128 one is the best by miles.
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u/Bobi2point0 Sep 04 '23
my dual laser pistol build says otherwise. absolutely melts in PvP after staggering with dual sweet sixteens
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u/Ghost11203 Sep 04 '23
You could be right, "trap" maybe a bit strong but I've found more success with the 128. Either way /salute to a fellow laser enjoyer
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u/foxaru Sep 04 '23
Dual laser pistols are actually horrendously effective; they put out incredible amounts of damage and the cooldown time isn't long at all.
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u/Ghost11203 Sep 05 '23
After playing around with a dual laser pistols with the 150 I have to admit you were right. It's a very different playstyle but absolutely strong.
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u/TrailingOffMidSente Sep 04 '23
There's one with 150 EN Weapon Specialization, but the EN Supply is too low to run multiple energy weapons.
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u/AntaresDestiny Sep 04 '23
Best is 150 but dont get too hung up on it, each point of EN specilization is a 0.5% change in damage so it wont make or break your build.
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u/AppaTheBizon Sep 04 '23
It can make all the difference for some weapons vs certain enemies!
The light laser rifle (VP-66LR) will one tap Balam/Arquebus/RLF MTs if you have either VE-20c (128 Energy spec) or VE-20b (150 Energy Spec), otherwise it falls short. But even with the 150 spec from the 20b, it does not one tap Dozer or PCA MTs. So for those you can drop down to the NGI-000 (110 spec) without worry.
the VE-20b (150 spec) does let the laser pistol (VP-66LH) 2 tap Dozer MTs (still not PCA MTs tho).
The NGI-000 (110 spec/ coral gen) just barely two taps PCA MTs with the light laser rifle (66LR).
I haven't done super thorough testing with other energy weapons or enemy breakpoints, since I mostly used those two energy guns w/ those three generators. But its just small optimization stuff that can really help you sanity. When i started, i was shooting MTs and leaving them on like 5% hp which drove me insane cause i had to spend a whole second shot to finish them.
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u/VyseXYZ Sep 04 '23
Is the melee specialization low increases like that too?
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u/AntaresDestiny Sep 04 '23
0.57% per 1 melee specialization, bansho is 26% more damage than a 100 stat arm. Very good if your using the pile or chainsaw but not needed for the rest.
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u/kkrko Sep 05 '23
Doesn't it also speed up charge time? Though charging really isn't a good idea for most weapons
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Sep 04 '23
[deleted]
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u/Mr_Faux_Regard Gen 3 Elitist Sep 05 '23 edited Sep 05 '23
I feel like I get the best mileage out of them on a light build with the most QB-hungry thrusters I have access to. That alone will guarantee that you're always draining your reserves while simultaneously hitting that AC:FA aggression.
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u/vNocturnus Sep 05 '23
If you don't use energy weapons pretty much the only thing any generator has over the San-Tai is is weight lol. That generator is absolutely cracked out with maxed EN capacity and very solid across the board regen stats. Even EN load is usable with some energy weapons/high-burden parts
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u/TobyVonToby Sep 04 '23 edited Sep 04 '23
I feel like everyone is sleeping on Hokushi. It's about 2000 heavier than the VP-20C (which only loses you like 1-2 speed), and it has way more energy capacity. Anything running the 20C that can field the extra weight of the Hokushi should notice a boost to their regen rate because of how much more under-capacity they now are. Less viable if you like EN weapons or if you let your EN run dry to get the flat amount back. I've got 6k supply efficient with it on my light/mid hybrid, and if 0.7 seconds pass without me spending energy, I get my whole bar back about as fast as I can blink.
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u/gofootn Sep 04 '23
Yea this was a stat I ignored through my playthroughs till I tried one like this. The instant recharge was way faster due to the efficiency stat despite the generator looking worse stat wise
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u/EIG613 Sep 04 '23
So, while everyone says these are exceptional because of how they work when you bottom them out, I'm not sure everyone is really looking at that stat for other energy generators too.
Any that have at least 1000 in the post recovery energy will fill around half the bar after full drain, and other types will get that refill faster. The top left in that upper set is actually really solid as a mix of energy regen, generation, weapon boost, and weight. The lower right one has an after drain regain value of 1400 to compare to the 2000 and 3000 of the coral options, while still having a shorter time to get that partial refill.
Not that the coral ones aren't good. They pair that nearly full bottom out refill with solid energy weapon damage and really good power per weight values. So if you need to save weight or get just a bit more firepower out with solid performance they are great.
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u/TheRealShortYeti Sep 04 '23
Ah yes, just play the best generator anyway.
I see this constantly. "You don't want to exhaust your gen, you're a sitting duck! Its much better to let it recharge!" player proceeds to exhaust it nonstop with huge amounts of down time with a non coral generator
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u/chrome_titan Grenades every MT Sep 04 '23
Depends on the recharge. I got a build that can quick boost almost forever since it recharges so fast.
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u/Harmonic_Gear Sep 04 '23
coral quadleg, you can finish a mission without touching the ground
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u/Quelix_ Sep 05 '23
Ya this is the type of advice i wanna see. I'm a super heavy quad (dual minis with dual needle launchers) as a main with alternate builds for different situations. Most comments are "red flames whoo" or "its just the best generator" without really explaining anything because looking at stats alone my super heavy generator is the better choice in almost every way.
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u/wimpLimpson Sep 05 '23
Not only does it generate faster if u deplete completely but it comes back at like 75% already filled.
This on my hover tank is unlimited flight in a fight
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u/Ok_Business84 Sep 04 '23
Ewwwwwww Iâll never give up my fast EN recharge I donât know how people do it. 3 seconds for my energy back???? No way Jose
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u/little_hoarse Sep 04 '23
It balances itself out by giving you back half or a full bar after you deplete
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u/DoctorBigtime Sep 05 '23
Not really, if youâre set up for quick recharge and keep out of the red zone youâll sort of kiss the ground while sliding momentarily to get most of your bar back.
The bigger problem is even with âjustâ 2 seconds or whatever youâre a sitting duck in PvP.
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u/MrGerbz Sep 05 '23
The bigger problem is even with âjustâ 2 seconds or whatever youâre a sitting duck in PvP.
That's why you use hit&run tactics with the coral generators.
At full energy, move in hard and fast with for example Zimmermans, and when the bar is about to deplete (enough energy left over for 2-3 QB's), get some distance between yourself and your target and bombard them with long range weapons (my favourite is double Soup missiles).
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u/TetrisPhantom Sep 04 '23
My primary mech will always have the 4400 EN generator, but when I finished the game, I made a "celebratory" coral mech with the redboi. It's been mopping up ng+++. I had to teach myself not to conserve energy like with my main mech lol
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u/Infamous_Courage9216 Sep 04 '23
to be COMPLETELY honest, it does promote bad practices overall. BUT Im at the point where Im S ranking my missions, and could still manage the first mission after a few tries with or without my chosen AC...so its not THAT bad.
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Sep 04 '23
I switch between the IB-CO3G: NGI 000 and the VP-20C all the time cause can't decide which is better for my energy build
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u/TheRyderShotgun Imperial Knights and Armored Cores are about the same height btw Sep 05 '23
its kinda the opposite for me. i dont like coral generators because they have this massive recharge delay and im not usually in the habit of running my energy completely dry, even in hectic close range fights. plus, that one balam generator has so much energy that its hard to actually run dry, so i use it for the massive EN bar and decent recharge delay.
that said, though, im in NG+3 rn and am trying to get used to the coral generator this time. it has, funnily enough, slightly less EN capacity than the balam genny i was using up till then, and i have to make a note of completely running it dry so im not caught with less EN that i expected when i need it
so yeah, TL;DR, i actually find coral genny harder to manage than normal gennies
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u/Any-Importance3539 Sep 04 '23
If you empty your EN, this generator will recharge faster compare to other and replenish roughly 80% of your total EN making it great for spamming overboost because of the capacity this generator has
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u/Corvius89 Sep 05 '23
Reverse joint can basically just quick boost indefinitely with this gen. I mean you run out, but you just jump and you have 3/4 energy by the time you hit the ground again.
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u/mobiusu Sep 05 '23
i actually don't like the coral generator as it takes 2 seconds for me to have any energy at all after i empty it (yes I know it's a lot of energy after the 2 seconds). Meanwhile I'm using the SAN-TAI generator and with the HAL core, it only requires 0.7 seconds to start having energy again. Sure it's only a little bit of energy, but it's good enough for one QB and sometimes you REALLY need that one QB at that moment or else you die.
red assault armor and booster color is fucking rad though.
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u/Captainbeefster Sep 04 '23
The recharge is unbearably slow though. Iâm worried Iâll run out and then be completely stuck for 5 full seconds.
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u/Colonel_Chow Sep 04 '23
Thatâs why you drain it, and you get a full charge I. 3
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u/CrimeFightingScience Sep 04 '23
3 seconds without energy is a death sentence on some builds. I've seen sky missile boats use those gens most successfully so far.
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u/Valvador Sep 04 '23
That is still 4 seconds between when you run out and you get any back.
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u/Holiday-Anybody1448 Sep 04 '23
No it isnât, itâs a completely separate stay, it recharges from empty in about a second
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u/KaiserUmbra Sep 04 '23
Then why am I stuck on the ground for 10 years everytime I bottom out my energy?
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u/whythreekay Sep 04 '23
If you let it recharge with energy in the tank it takes 4.5 seconds
If you empty it out itâs 2.3
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u/pyr0kid RC-2000 master race Sep 04 '23
not possible. the charge delay alone is 3.5 seconds at best.
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u/vNocturnus Sep 05 '23
"EN Recharge Delay" only covers when you don't fully deplete your energy. There's a different type of regen when the bar is completely empty called "Supply Recovery." Sadly, the actual time that this takes is NOT shown on the detailed stats on the right side, so you can only compare how relatively good each generator is based on its "Supply Recovery" stat. The Coral generators are still slow for this, but it does seem to be faster than standard "EN Recharge Delay."
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u/Valvador Sep 04 '23
I'm using these every day. Bottoming them out. It's way more than 1 seconds for them to come back.
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u/Disturbed2468 Sep 04 '23
Yea it's about 2 to 2.5 depending on the build. Not as bad but still risky. This is definitely not a generator you wanna recklessly use.
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u/llunarian Sep 04 '23
I love seeing ppl with coral generators cause it tells me thereâs gonna be a pretty good attack window when they decide to run out of energy
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u/Ihatewokesandbrokes Sep 04 '23
Nah but some generator are op. I can run the heaviest generators in my lightweight build and can get 10 boosts with a 0.89 second recharge delay. Coral gen only good for tanks, at least until I know itâs energy weapons outputâŚ
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u/Tmig89 Sep 04 '23
They are really good AND they got that red aesthetic. Truly W generator.
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u/Kirito_jesus-kun PSN: Sep 04 '23
Someone told me they were good for keeping pressure on enemies but they suck cause it doesnât charge consistently to keep pressure.
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u/SandCat39 Sep 04 '23
the way that you use them is by intentionally depleting all of your energy, and the. after like 2 seconds you have ~70% of your energy bar refilled
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u/44no44 Sep 05 '23
Which sucks for keeping pressure, yeah. Post-recharge supply is a non-factor on most builds because it's trivial to get such high efficiency that your whole bar fills in a heartbeat anyway. The only difference is that other generators get their whole bar back in one second any time you aren't dodging, while the corals get 75% of their bar back only when you bottom out.
Other builds don't need to leave themselves as sitting ducks whatsoever, because they can and will refill near-instantly any time it's safe to do so, instead of needing to bottom out to ever properly refill. Have fun dodging evenly spaced Zimmerman shots with a coral gen until the tank bottoms out, then eating double Songbirds or Needles to the face while you literally can't do jack shit. Meanwhile a San-Tai would've been able to spam dodges even more aggressively, with an even higher energy cap, without ever bottoming out, because the recharge delay is low enough to trigger between shots.
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Sep 04 '23
After being mad this game for the difficulty curve I was today years old when I learned this very concept. Suddenly, it was the Armored Core Ive known and loved.
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u/Spartan448 Sep 04 '23
Doesn't the top tier Daefung generator have more EN capacity though?
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u/jimbeckman1205 Sep 04 '23
I really wanted a moonlight generetor (one that had a moonlight color AKA blueish green AKA super saiyan eye color) to go with my moonlight build
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u/HyliasHero Sep 05 '23
The problem is that getting energy back takes forever with this generator.
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u/no-pandas Sep 05 '23
It's becouse the coral generators are designed to totally bottom out and recharge from there. It's go big and never have to go home philosophy. Regular energy management is thrown out the window with them.
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u/Arnn-The-Frost-Demon Sep 05 '23 edited Sep 05 '23
Me on the other hand being too stubborn to use anything other than the one I'm using coz blue color is nice.
I just like Blue alright?
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u/Quelix_ Sep 05 '23
On my Quad hover artillery build, the hover jets are damn near longer than my legs with the red while the blue are hardly noticeable. I just found out from this post that this particular generator is good for hover builds so we will find out. Only been in the testiing range with it so far just to get a feel for it.
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u/Broad_Local8300 Sep 05 '23
I love how this thread proves the multiple ways to tackle problems. The lightweiight engineering this game takes is part of the fun!
One little knock. I hate how every boss encounter feels like a test run. You look at it and instantly think, "Yeah...that's gonna kill me." Then it's back to the drawing board.
I have a couple of builds I feel like minimize that to only some of the toughest bosses. Most of those build all include at least one of the all mighty Zimmerman!
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u/wildeye-eleven Sep 05 '23
I use the coral gens exclusively for the color and crackly fire. It looks cool as hell. I tuned my whole mech around it.
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u/ralts13 Sep 05 '23
ngl coral generators are waaaay harder to use.
But it be making my boosters red
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u/Akza444 Sep 05 '23
i came up with perfect use of it, made quadraped "phara-like" build. all homing rockets and i stay hovering all the time, when i fall down i get my full capcity once i hit the floor, the only downtime is when im falling
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u/Narasette Sep 05 '23
If you deplete the coral generator it's recharge faster than regenerating it normally.
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u/BreadfruitComplex961 Sep 05 '23
You use it cause you refuse to learn energy management;
I use it purely cause it is cool
we are not the same
(no seriously I use it purely cause it is cool, I didn't even read the stats lol)
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u/WaifuRekker Sep 05 '23
You cant run out of energy if it recharges right after you quick boost - this message brought to you by Dadeng Industries
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u/FrostyFizz2 Sep 05 '23
Meets sea spider: "I-it uses coral as fuel?!" Me: "Yeah I do too, it ain't special!"
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u/MightySpaceBear Sep 05 '23
Just realized the implications of what you're using for fuel when you're using this generator. Makes it even more metal
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u/sonic555ify Sep 10 '23
My entire hyper aggressive playstyle is centered around this bastard and how it works
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u/44no44 Sep 05 '23
laughs in San-Tai w/ 4420 capacity and 6362 recharge rate, and only a .88-second recharge delay
Why bother with those clunky-ass coral reactors when you can recharge your whole tank between dodges?
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u/SkibibidiToilet Sep 05 '23
I wish they didn't have that long ass delay. Basically useless for reverse joints.
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u/Regis-Rex Sep 04 '23
That red exhaust and assault armor tho...