Electrical Generation: Difference between revisions

223 bytes added ,  10:32, 26 November 2020
Trees are good for starting the first arc if you have enough charges. Not so great if there's a sower or turret and you need the trees for cover though.
No edit summary
(Trees are good for starting the first arc if you have enough charges. Not so great if there's a sower or turret and you need the trees for cover though.)
Line 255: Line 255:
*Can allow for easier usage of high power consumption weapons and equipment, such as the [[Phase cannon]], via the [[Jacked]] modification
*Can allow for easier usage of high power consumption weapons and equipment, such as the [[Phase cannon]], via the [[Jacked]] modification
* Electricity will arc through multiple enemies, allowing for decent multi-target damage
* Electricity will arc through multiple enemies, allowing for decent multi-target damage
*Creative use of arcing can extend the reach further than expected
* At higher levels, gives an option for quick burst damage
* At higher levels, gives an option for quick burst damage
*Charge rate is influenced by [[Willpower]]
*Charge rate is influenced by [[Willpower]]
Line 262: Line 263:
*Has terrible synergy with [[Electromagnetic Impulse]]
*Has terrible synergy with [[Electromagnetic Impulse]]
* All charges must be used at the same time
* All charges must be used at the same time
*The first target in the arc must be in melee range
*Arcs can be unpredictable and may harm neutral or friendly creatures in melee or short out prematurely


== References ==
== References ==
<references />
<references />
{{Mutation Navbox}}
{{Mutation Navbox}}
Anonymous user