In Defense of the Disruptor

Guys, I don’t know if you’re ignoring this gun still but its actually really strong in a lot of ways.

NOTE: there has been a glitch that makes the DOT effect not work sometimes, and that definitely hurts the weapon’s usage overall.

BUT if it works, the gun is a three shot beat down. It has a very very small melee bonus that really only matters when using it this way. It does the exact amount of damage necessary to 3 shot bop and kill someone.

It also melees faster than any other weapon if I’ve tested it right. I think maybe it ties with the sidekick, and possibly the mangler, although the mangler seems to inconsistently melee slower sometimes for some reason.

It shreds shields better than a plasma pistol, barring an overcharge. With just 4 quick shots the enemy is able to be killed with one BR burst. This rivals or even out paces most guns for drop combos and assists in a gunfight.

It does AOE damage if enemies are standing close together. This doesn’t matter a ton, but a lot of matches can be determined by every little peck of damage possible.

Its not a good strategy, but it can charge objects on the ground and make them activate the AOE Tesla bolt reaction. I’ve never really wasted time trying that because its more for style than efficiency. It is an option though.

It does bonus headshot damage, making it a good cleanup gun to swap to instead of reloading. If you’re in a gunfight, you can swap to it and get that last bit of damage on someone, or keep fighting someone at close to mid range in a pinch.

If more than one person is using it, it has an absurdly fast kill time with a teamshot. Like, its a revelation to see it happen. That’s actually something a friend and I have done in Ranked Doubles some, because when facing just one or two people, there’s nothing they can do to retaliate really.

The DOT can kill someone even if they get away, if you’ve landed enough shots or if they were hurt a little already. It also adds time to their shield recharge which can make a huge difference.

While not overpowered, its definitely worth picking up. I’m not saying run around with it instead of using your BR, that would be stupid. But tactically using it can swing a lot of fights, more than you would think.

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All pistol-class weapon should have a passive both that lets them melee with greater speed. Conversely, large weapons like the Rockets and Skewer should have slower melee animations. Everything else should be in the middle. If the mangler feels slower it may be a balancing thing because it’s a pistol with blades (increased melee damage) so 343 may have felt that was too OP. Also it’s considerably bigger compared to the other pistols.

It’s really good in Land Grab and KotH if you shoot the A.I. Hill Pad. Certain hills are positioned in a way where you can zap players without exposing yourself. The hill by the Turbine on Live Fire can be hit all the way from the Tower. Stuff like that.

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For the most part that’s how it works, although the stuff in the middle actually has a lot of variance. Also the slowest melee in the game is actually the Shock Rifle for whatever reason. Both the initial melee animation and the cool down time before you can melee again

Yeah, I heard about that one. I don’t know why the SR is like that.

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Before release it was a one shot beatdown, and you could only see it from leaks or from the vanilla training mode before they patched the values. Also campaign has the original version still.

Basically it used to shoot 5 ticks of damage instead of 3, but I guess they thought that made it too strong or something.

It still has a bladed melee bonus so I guess the slower melee was their attempt to balance it.

I’d still rather have every other gun in ranked as my secondary. AR’s a faster shoot->melee option and can win in close-range chaotic gunfights. PP is my favorite secondary since you can use it as a close range melee insta-kill and can also do noob combos, plus counters the OS. I prefer pulse carbine and Mauler as shield-strippers-to-BR-headshot options, although there are range considerations. Perhaps I’ll try out the Disruptor in that role.

It’s not actually, especially since the melee nerf on all weapons. The disruptor is an extremely fast three shot beatdown. It’s sort of like the halo 3 plasma rifle in that regards.

I’m starting to come around and pick it up just for the purpose that it’s a slower shield recharge rate for my opponents.

I use the weapon to shoot the pads in Strongholds and that makes people furious!

I’ll have to try it. Has anyone done an actual TTK comparison? The AR - Melee TTK is pretty damn quick.

Before the nerf it was a negligible difference, but now it’s noticeably quicker. Not only does it put them in melee damage range faster but it melees faster, so it’s a double whammy. Other than being hindered by bad lag issues, it should win every time

This is literally the only reason I don’t use it, I’ve had some golden moments with it, but if it’s not reliable, I don’t want to risk it when I can just whip out the sidekick.

I’m really just talking about ranked anyway. Or well, BR starts

Underrated weapon is the plasma pistol. If you actually aim those shots and stop reminiscing over its tracing, you avoid so many gun fights that snowball games and it lowkey pisses people off if they die from that weapon since they assume it sucks cause you got “lucky”.

The Distrupter is a weapon that really relies on team play, it really isn’t much on its own.

Also you can headshot kill the enemy with disruptor.

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