Electrical Generation: Difference between revisions
Electrical Generation (view source)
Revision as of 10:32, 26 November 2020
, 10:32, 26 November 2020Trees 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}} |