Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом









It has a fairly long animation where you can't shoot, but can move, and instantly stops enemies while creating resonance targets for you to detonate to get away from the push. An interesting combo that gives a fairly slow class mobility options.
It doesn't scale very well it seems, just remains a good utility stun. I'll add a section on it after some further testing.
I already played this way before reading your guide and found it to be pretty successful, and the seismic impulse ability instead of the kick does require you to play a bit slower and more tactically, but it does also allow you to make greater use of launchers and the like by aggroing a big group of enemies, firing that into them, and then charging in for the seismic impulse and finishing the rest off.
The kick is more viable for playing as aggressively as possible due to the lower cooldown and the plating, of course, though I do think there is room for using the Seismic ability instead.