I started the game a few weeks ago right before the tactical slayer event- long story, just due to thinking I couldn’t run the game well before finding out a lot of optimization techniques I didn’t know of previously which allow me to now run the game at a stable 60 fps. And going in, I was told by friends and others online to avoid the disruptor, saying it’s useless, and honestly? I dunno what they’re on about.
It’s not a power weapon for sure, but it’s definitely a capable weapon, and a nice upgrade to one of your standard loadout weapons. It’s precise enough, you can hold to fire it as fast as possible with not much bloom, and the electric damage can kill pretty quickly and also string damage to other enemies that are near the one you’re engaged in combat with. I like to stick people with like 6-7 shots and then just run away as the electric damage finishes them off by the time I’m out of there.
The complains for stuff like the pulse carbine I get, but I guess I just want some insight to help me understand the flack that a lot of the community gives this weapon.
It’s not useless, but it’s not very good compared to other weapons.
More of a tactical weapon than the AR and other popular choices.
The Pulse Carbine is actually good, but the tracking on it isn’t good, just like the Plasma Pistol, Hydra and Needler.
The only ones that I’d say aren’t very good (at least, not as a primary weapon) are:
The Ravager
It’s more of a support weapon or a close-ranged one like the Mangler and Bulldog, but it requires the entire burst to hit for it to do enough damage for one-melee attack to kill.
The Sentinel Beam
It works like the Needler, but it’s somewhat difficult to aim.
The Hydra
It has good damage, but it’s tracking and area of effect aren’t good.
The Plasma Pistol
It’s another support weapon, but that’s basically all it is, and it’s tracking isn’t good meaning it isn’t even that.
It’s slept on for sure. Basically, people don’t like it because you need to land 8-9 of the 10 shots to get an immediate kill in a duel, and so they struggle to get it to work for them. Hitting 6 will get you a delayed kill, but it’s hard to disengage from a lot of situations where you can get this off, so that’s a kill from the grave to most people.
Where it really shines is either in peek fights, where you can hit them with the burn and get the regen first to push with, or clearing shields for the swap to br. And it’s on par with the plasma pistol for clearing overshields; just set the burn and play cover.
Ravager is probably the worst gun in the game; the one thing it’s good for is the charge shot, which is basically a slower charging plasma pistol with an aoe and burn. It’s decent as an opener if enemies are grouped, letting you clear multiple shields and force them to slide out of burn rather than instantly teamshot you. But that’s super situational, and it’s a risky play in any case.
Aside from the charge shot, ravager has the worst ttk in the game, tied with plasma pistol at 1.85 seconds optimal, but with less reliable shots and the shot timing favors the plasma if you don’t hit every shot.
The sentinel shreds, and the range is way longer than it seems. The optimal ttk is 0.9s, where the needler is 1s flat and the ar is 1.25s. Better damage, better range, the only tradeoff is there’s no mtracking/bloom to forgive missed shots. But it’s definitely in the top 5 best guns in the game.
The noob combo is a staple for a reason; it slaps. The tracking was mostly added to help it emp vehicles back in the day, don’t rely on it too much on players; they can change directions way faster than a warthog. But yeah, plasma pistol isn’t much good on it’s own.
It’s good for taking down shields, but switching weapons can take a while, so I think it’s a good team-support weapon.
If a full burst from a Ravager hits an enemy, one melee will kill them.
Very similar to the Mangler and Bulldog which can also work like that, but unlike the Ravager, the Mangler and Bulldog work well without melee.
That’s true.
If you can aim well enough to keep the beam constantly hitting enemies, it’s great.
The noob combo is difficult to do in Infinite since the movement is weird.
The Pulse Carbine feels more reliable for that, but still not great.
Even with the Pulse Carbine being okay for that though, I haven’t run into anyone using a weapon to drain my shields before switching to a different weapon.
It’s good in a pinch, and I’ve been killed by the shock effect several times.
Also, in the campaign, the Disruptor and Sentinel Beam are some of the best weapons.
Talking abou MP which is where most of the Disruptor hate comes from.
And honestly if you are being dumped by someone with a Disruptor, it means they have dumped minimally 7 shots into you. Minimally. Out of a 10 round clip with 30 spare rounds. That’s some straight garbage ammo economy for a rack spawn.
At least it chains, but again, really niche. If enemies are sticking so close for the Disruptor to chain, a couple of grenades will do a better job.
I know.
Just mentioning that it’s great in campaign.
The shock effect is ridiculous there.
It’s usually after they die that I die, but yeah, I’m awful at dodging.
As for the ammo, I don’t think it’s that bad.
Most of the weapons only have enough ammo to kill about 3-5 enemies.
I don’t know about the chain effect.
I’ve had it used on me a few times, but I’ve only used it once or twice.
The Dynamo grenades are far better for area shock damage.
If we’re counting melees, everything is good. The reason the mangler is so insanely strong is because it isn’t just a budget shotgun, it’s also a strong mid range 3 tap gun, or if nothing else an easy 2 tap br combo. Plasma pistol can combo with melee too, one carbine pulse at point blank into a melee will do the same, shotguns can do it, stalker has an easy 2 tap punch combo, etc. If you punch first, the ready time is so fast that odds are you can get the kill before them if they didn’t have the combo gun out and ready to go.
Pretty much the only guns that can’t melee combo for an (almost) instant kill are the needler and the shock rifle. Maybe the hydra.
In my experience it’s still pretty reliable for what it is. You don’t risk that much if you play cover with it and the reward for the risk of being maybe 1 burst behind is worth it most of the time.
Depends on the situation. A straight up fight with no cover, sure. Jiggle peeking and/or tagging someone on the run it’s pretty great. As soon as you hit them with 3, time is on your side.
You can play back and regen shield while they have to wait for the burn to finish for the regen delay to even start. Or you can pull off a flank to be in a better position without having to give up the shield advantage. Or you can use it to bait people into playing aggressive to try and offset the burn advantage, turning a risky duel into an easy kill.
You can also shoot the pads on the strongholds cap points to hit anyone on the point, or shoot any object on the floor (weapon, grenade, equipment) to clear corners. Pretty handy on maps with lots of right angles that people camp in.
But yeah, all the shock and chain lightning stuff is pretty niche with how many grenades the game hands out. The real selling point of disruptor is that burn.
I feel like too many weapons in Infinite can do the melee combo.
Like trying to shoot items for the chain effect because you can’t directly shoot enemies?
That might have been fun, but I can’t think of much else at the moment.
Never liked the disruptor and while we’re on the shock weapons:
I always felt that the shock rifle was a ripped off lightening gun from unreal tournament 2003.
But the disruptor, it just doesn’t have a good use. I want it to do well. I want it to be that weapon you want to have when you engage an outnumbered scenario, but it doesn’t do that well.
I hate that they have the EMP ability. The plasma pistols in H5 should have been brought over and leave the shock weapons to mutliple player engagements.
What would be cool is if forge blocks could have their properties change to be compatible with the Disruptor’s arc ability. They we could have “Zap Slayer” where players can shoot the ground and chain it across the map to hit enemies.
Why? Most people don’t know how to use it. Remember back in January when ppl found out it was full auto and broke the internet? Yeah…
Also it’s another niche gun that doesn’t really get to shine often. Chaining ability? Shock rifle can do that but at longer range. EMP? SR, Dynamos Shock Coils are better at it and the Plasma Pistol would be too if 343 didn’t scrap it. It’s TTK is one of the lowest in the game if not the lowest.
Personally I think it could use an alt-fire. This alt-fire would be a charge up attack that fires a big ball of lightning that travels slowly in a straight line. The ball zaps and hurt things as it passes by and EMPs vehicles if they get too close. A direct hit on a spartan applies the DoT effect. Yes, I’m ripping off TF|2’s Thunderbolt.