Archetype Loopshooter Operator name Literally Hitler Talent has an MG42 Talent 2 Shots fired from MG42 return to Hitler and restore his ammo S1 Full Auto S2 Fuller Auto S3 Dakka
Imagine a loopshooter who, on skill, shoots multiple boomerangs (maybe like 3 of them), each boomerang capable of targetting different enemies and maybe with different targeting priorities, and the operator can shoot them individually (e.g. if a boomerang returns, the operator can shoot it again without having to wait for the other boomerangs to return). Maybe make it so that all enemies in the boomerang's trajectory will get hit as well like Shirayuki s2.
@@DrSilvergun next one will be thorns alter with his indiana jones skin. skills will be attacking people with his lasso. the lasso will pull the enemy close and then he shoots them in the face with a shotgun. if he can't pull he will bind instead and maybe throw some tnt
The 6* is just gonna be Aphelios. Has like 10 mini-chakrams that he throws and melts shit. Also he has a talent that lets him deploy a turret because why not.
"because yostar penetrates a certain translation" also made me laugh quite a bit (for those who don't get it, it's a reference to Jess alter boss' ability translation... Silvergun also made a video on that)
I'm gonna go with the Bloons Tower Defense answer for module: Each projectile can hit more enemies if they're in the path of the boomerang to its target or back.
Damage within optimal range, hands down. It keeps the archetype identity. Unless it was something like "make the return speed affected by aspd buffs" similar to how the deuelist defender module got rid of their SP battery target conditions
Funny that I click on this video for Arknights and immediately see gameplay of my current obsession Speaking of obsessions, I am WEIRDLY obsessed with Caper and I do not know why.
Watch a 6* loopshooter have 3 boomerangs by default and throw 2 or 3 of them at once if there are enough enemies in range and boomerangs held. Then watch them have a skill that makes the boomerangs teleport to the target and back instantly with +200 aspd and +200% attack.
Talent weaknesses are weird to me. On one hand they sound like they’re there to balance the op so I wouldn’t want them messed with. On the other I was happy duelist defenders could generate sp with their module. I would say a module that buffs her attack the further the target is sounds about right since it means the operator can function in 2 ways(faster aspd for mobs, higher atk for higher def enemies).
7:24 I think it would be cool if their module let their projectile bounce to one other target (without damage loss). That would expand on their current mechanic: "Enemy close = good, enemy far = bad" to "Enemy close to operator and to each other = good, enemy far from operator and each other = bad." Also, I feel like that would just fit well into the whole design/fantasy of the Loopshooter archetype. And IIRC, we don't have a physical equivalent of Chain Casters yet, right? 🤔
Kind of dissapointing to hear how her trait actually worked, it would have been far better and more interesting if she had no attack interval and only relied on the boomerang returning. It would have made it a double edged sword, where you ignore aspd buff but also aspd nerfs, which likely would have given a decent niche to the eventual 5* and 6* variants.
HG should totally steal the glaive lord's spinning rangs for loopshooter modules and make the boomerangs spin around the loopshooter in the 8 adjacent tiles
from just her stat and atk range alone she is been fun to play with and yes, using her as mumu clone was fun, and she does cover lot of area when the clone multiplied and the damage is decent Mumu enjoyer definetely welcome the 5* and 6* counterpart, seeing how good the stat the class to offer also see how HG cook the higher rarity, more atk multiplier would be ideal for the skill and some fun to mess talent as for module, trait update like extra atk spd or have better atk for certain condition should be good, or even prioritize air enemies would be great
I've wanted to calculate the optimum range for Caper some time now, but the data I need in particular (the length of her wind-up and catching animations) isn't readily available sadly :( I believe if I am not mistaken, the optimal attack range is whatever distance makes (Wind-Up Time + Travel to Target Time (t/15) + Recall Time (t/3.5) + Wind-Down Time) equal or slightly less than 1. Even though the boomerangs travel at 15 tiles per second to the target, that's still 0.2 seconds at 3 tiles so it adds enough into it that you have to factor it in. Based on the model you showed, my guess is that the number is somewhere around 1.5-1.7ish tiles from the center of her position, but I'm unsure exactly. Good data though, super cool to see that :D.
I member when Pinecone was a queen of her class, being a 4 start. Then we got Chalter, the balanced one 😂 So, I hope 6 star for Caper class would be as "balanced" as Chalter.
i would prefer the first choice, increase projectile speed so she can do more attacks per skill from distance. still the second one sounds good too! I play every operator i like and Caper is one of them. she can do wonders with skalter s2 behind her, the crit scaling is great (i have no restrictions on char rarity, just play whatever i like). Great video, liked the part about 20, 16 and 13. enlightening in a way that she IS restricted by aspd, not only by projectile speed
i would prefer projectile speed and increased more damage to targets in close proximity as x and y module branches. ie make them good in general and better at what they're doing options
Caper is super fun, she did some real work on the lower lane area of the County Hillock Countryside annihilation for me. She kind of got outclassed at like 375 when I flubbed and lost, but I appreciated just how much she did up until then. I also gave her like 5 masteries for fun beforehand too lol (2 S1 and 3 S2) Also super fun listening to her EN voicelines while the mission was going. Mexican mesugaki indeed
When loopshooter was first announced I thought that when the projectile comes back it will also damage enemies on the return path, might make a pretty unique module idea (if it is any value at all)
Can't wait for the 5 and 6* version of this archetype, that could be insane (ricochet projectile, multiple damage, summon who can take back the boomrang and throw it too like idk lmao)
I'm in love with Wuwa atm and Prefer playing it to genshin :P BUT ENOUGH OF MY SCHILLING. Caper is a very cool lil lady and using her EN voice is indeed the only way.
I really enjoyed a lot of the things it didn't copy from genshin How much is copied and how lazily it's copied just makes me super salty Particularly when I've played PGR and it flat out has better versions of some things they copied from genshin For the record I don't hate genshin I've played it a fair bit. Lazy copying just leaves a sour taste in my mouth.
@@DrSilvergun I don't blame you, but I also feel like it does a lot of the stuff it copied better. And I do enjoy genshin as well, but the movement in Wuthering Waves is so much more fun that I have a hard time seeing myself investing in genshin too heavily in the future xD.
Her base ATK is 688, and her S2 gives her ATK +60%, so her on-skill ATK is ~1101. Her talent says "increase that attack's ATK to 160%. Her ATK is 1101, so 160% of 1101 is 1762. The description sounds accurate to me It's true that the wording for these types of multipliers is not always consistent between operators
@@DrSilvergun Yeah to me, whenever something says increase "to" 160%, it's a multiplier even outside of Arknights. So increase ATK to 160% and multiplying the ATK by 1.6 mean the same thing to me
I think that the two module branches should do one each of your suggestions, one to compensate for weaknesses, the other to double down on strengths. Caper should get the double down to teach the archetype
First of all. This archetype is great the range that I hope other operator have. I prefer the increase damage on further areas because that would make some incentives on the farther side that takes longer to come back. I believe the 6 star of this archetype will be on the Rhine Lab. Talent 1 Make the projectile have a 10% chance to deal AOE damage. Have a condition if the enemy was killed by the projectile it will immediately return back to the operator. Talent 2. Summon a Beacon Point that have 8 tile range that would reveal invisible enemy and slows them and make it as a Ricochet device once enemy was hit by the projectile will go to these beacon instead from the operator make the return of projectile much faster. This device have Unique HP that gets 1 damage per hit that can take up to 10 times just like those little things on lings event. (and block 1 on ground tile) that can be damage by projectile and enemy and have 20 sec. Time to be used again once destroyed. Can only be summon in range (skill 3 can be place anywhere as long as deployable tile) Skill 1 is a Infinite duration skill that increase damage that have an ability to make the projectile return much faster for every attack it made on the enemy it will reset if the enemy was killed. 2nd skill is a great one which was an normal sp and same duration that increase atk. and can shoot 2 projectile but the different on this from caper is the 2nd one will be atk. after the first one is hit so there is no gap in dealing damage which make it a loop cycle of damage the 1st one will return then the 2nd will hit. 3rd Skill I know this seems bad but hear me out. Increase atk. Can throw 3 projectile. Make the range Global and make it double hit with a bit of delay on one tile (like a boomerang) and return to sender. The projectile will target different when there are multiple enemy.
DANJIN IN VIDEO, PEAK thanks for the caper guide, it’s nice to actually see how her talent and skill works-as for the module, I feel like both options are interesting takes and can be separate mod effects though I think a funny thing for the module is giving SP when the boomerang returns(or just some module that rewards you with SP the better you use their range and projectiles
I'd expect loops to get both a mod for faster projectiles and one for a short range damage boost, maybe well Caper should get the specializing one to increase short range power since making her, a 4 star, more "average" instead would just make her "mid", in comparison to whomstever else we get. Though faster projectiles would help with attack speed, I could see them instead experimenting with attack speed and like, ammo and "max projectiles out at once + attack speed" on future loopers
i think buffing optimal range is cooler for a module, if it removes/alleviates the downside the archetype becomes less justified in being a different archetype
Okay so Loopshooters are really cool, increasing projectile speed won't do as much unless you specifically hit returning speed. 15 tiles/second outgoing 3.75 tiles/second returning. Someone did the math and it's an increase of 0.(3) seconds for every tile of distance from the target which means... something. This info secondhand is muddled but it should mean that it's an increase in attack interval by 0.(3) seconds for every tile out aka once you get 1 tile away it hits 1.(3) second effective attack interval etc etc MAYBE. We don't do math. Honestly it'd be cooler to see module raise the cap than lower the floor for loopshooter attack interval, if you make the projectile faster it runs the risk of making the cool thing about this branch (its variable attack interval) less and less impactful which would be a shame. Loopshooters are really cool at least they aren't primal casters
I don’t have much to say on Caper as I don’t play 4 stars or use a lot of 4 stars in general. I’d imagine that a 5 star Loopshooter would be pretty niche in comparison to the other 5 star snipers, likely not the best in every scenario but if you find the right situations then they can really pop off. Kinda like Puzzle with the Agents. You don’t see him used a lot because Canta and Ines are busted busted, but Puzzle himself is still extremely good. Best DOT in the game btw. And we all know the 6 star Loopshooter will be stupid busted based on how HG has been increasingly making every new 6 star sniper better than the last since Pozy., so there is no reason to discuss lol.
I've seen some 5 star only player argue puzzle is better than canta Which makes sense to me. Vg that can Gen enough DP AND kill an elite is preferable to one that generates enough DP and kils trash
@@DrSilvergun Yeah that’s true. Most of the Canta vs Puzzle talk in favor of Canta seems to come down to the fact that Canta is slightly easier to use than Puzzle.
Increased projectile speed would be good and better, but I don't think they will give a 4star Operator that, even through module. The damage increase within their range is gonna be the one in module, and a 6star will get the projectile speed from talent or skill.
I'd like it to increase the max damage area, optimal is nice but the flexibility would be stronger. Have it return faster so we can get more attacks in. :D
Honestly just a great video from top to bottom. Funny opening, informative content, Caper is there. Nothing I don't like about this. (I agree that Wuthering Waves would've been better if they hadn't visibly steered their game away from any kind of unique identity and directly into copying Genshin on every possible point. I did have to uninstall it because I couldn't handle exploring at 2 frames per second, but maybe that'll get better in the next few weeks!)
If u have one try installing it on an SSD It ran like complete ass on my hard drive but fine on my SSD Not a programmer but I suspect it has something to do with it's ram usage It's only 3GB so it stores very few files on there, which leads to frame drops when it constantly dumps its files and loads new ones.
@@DrSilvergun Alas, I'm a plebe who plays games on an ipad. I'll have to chalk this one up to hardware diff, though I had been optimistic because my device runs all my other games (including genshin) very smoothly, and I also have friends who aren't struggling despite also being on ipad or mobile. It sounds like it's just been a weirdly inconsistent game in terms of performance. Happy for those playing though 😔
Waow Caper vid :YA: as for the question at the end I think more damage in optimal range would be more interesting, it plays more into the uniqueness of the archetype.
they fly if they move at a speed higher than their base movement speed for X (too lazy to look up the wiki) seconds When they attack they have to stop first in order to play their animation. They stopped right before X seconds have passed. If you want to try it yourself make sure the ranged tile caper uses is the only one they can shoot at. Otherwise the timings don't line up and they start flying up
So I’m is4, would you take her first or totter? 🤔 Typically totter is my first sniper pick, and then I’m not sure who else to get. Probably cheeto if I didn’t get Reed for the multi target drone killing role. Obviously I’m not 4* only, but I do always start with Beanstalk and Jaye.
Caper/Pinecone first for me Pinecone is the strongest starter I have because picking her means I can 100% kill any emergency on floor 1 and 2 no matter what bs I get Pinecone also has value later and apart from her high dp cost being awkward to work around she holds her own Picking Caper means I can't fight certain emergencies 100% of the time (op recruit rng) But her Low DP and High Single target dps makes it far easier to open on later maps
Rather go for more damage at optimal range like a speedloader for the boomerangs. More engaging and funnier tbh. Mainly as the 6star would do something really funny with the loopshooter archetype anyway. While 5star be super solid as HG really loves making great 5star snipers 90% of the time.
It's ambiguous because it doesn't say if it's 160% of current ATK or base ATK. Seems like it's the former, which I find it usually is but not nearly always.
the chinese wiki just says what shit does instead of whatever nonsense the text has if you want to try that I just test stuff myself because I don't trust anything
@@DrSilvergun do you mean prts.wiki? If not, I don’t actually know where the chinese wiki is. I used to use gamepress. The chinese wiki must be so much better since you would have to translate it yet you still prefer it, huh?
It's actually quite simple... If the number has a +x% (like vigna talent) it's an additive buff that's represented in the atk stat If there is no "+" (usually it also says "increase to" instead of "increase by") then it's multiplicative
May doesn't compare at all She is at 30k meaning Caper at max range will still outdps her Totter does anywhere between 45k and 67k depending on target weight and if it's invisible
Just wait and see HG release a 6★ Loopshooter who straight up ignore the archetype's own mechanics
Archetype Loopshooter
Operator name Literally Hitler
Talent has an MG42
Talent 2 Shots fired from MG42 return to Hitler and restore his ammo
S1 Full Auto
S2 Fuller Auto
S3 Dakka
Imagine a loopshooter who, on skill, shoots multiple boomerangs (maybe like 3 of them), each boomerang capable of targetting different enemies and maybe with different targeting priorities, and the operator can shoot them individually (e.g. if a boomerang returns, the operator can shoot it again without having to wait for the other boomerangs to return). Maybe make it so that all enemies in the boomerang's trajectory will get hit as well like Shirayuki s2.
@@DrSilvergun next one will be thorns alter with his indiana jones skin. skills will be attacking people with his lasso. the lasso will pull the enemy close and then he shoots them in the face with a shotgun. if he can't pull he will bind instead and maybe throw some tnt
The 6* is just gonna be Aphelios. Has like 10 mini-chakrams that he throws and melts shit. Also he has a talent that lets him deploy a turret because why not.
@@thanooflmao boomerang monkey from bloons td
Like SUPAH once said "She better have a gun, because a pepper spray won't stop me."
PS you're morally obligated to use Caper's EN voice
sie, the mexican accent is simply 👌
EN dub? On my weeb game? Nonsense
DW u won't understand a word of what she says anyway
@@DrSilvergunlol still jp dub
"Ándale, ándale lets go"
It's fun because I understand both english and spanish, and her voice lines are just too good
the book was better joke was probably the best joke made in all of the ak community
0/10 , Not enough cathy
"because yostar penetrates a certain translation" also made me laugh quite a bit
(for those who don't get it, it's a reference to Jess alter boss' ability translation... Silvergun also made a video on that)
@MrRiki96 but you forgot about Catherine and Cathy2
@@MrRiki96 oh round and round we go
@@MrRiki96 who the hell is ■■■■■
Loopshoter module should just give them 15 extra projectiles in my opinion... embrace the insanity HG...
hmm
only if they can fire them all at once
I find the description of "Mexican Mesugaki" to be incredibly accurate for Caper
JAJA VETE A CASA CON TU MAMIIII
I'm gonna go with the Bloons Tower Defense answer for module: Each projectile can hit more enemies if they're in the path of the boomerang to its target or back.
Anything's fine as long as they don't get rid of the gimmick. Because I'm totally expecting a 6* loopshooter where their projectile explodes lol.
I'd rather the mods increase the damage at close range, I love characters that specialize in one area more than generalists
Damage within optimal range, hands down. It keeps the archetype identity.
Unless it was something like "make the return speed affected by aspd buffs" similar to how the deuelist defender module got rid of their SP battery target conditions
Funny that I click on this video for Arknights and immediately see gameplay of my current obsession
Speaking of obsessions, I am WEIRDLY obsessed with Caper and I do not know why.
It would be really funny if the module gave them and extra row of attack tiles at the back
I would prefer raising optimal range damage - it rewards the player for finding optimal uses rather than making her better in all scenarios
I am all here for the DrSilvergun content era to fill the void after Yii left.
Watch a 6* loopshooter have 3 boomerangs by default and throw 2 or 3 of them at once if there are enough enemies in range and boomerangs held.
Then watch them have a skill that makes the boomerangs teleport to the target and back instantly with +200 aspd and +200% attack.
Talent weaknesses are weird to me. On one hand they sound like they’re there to balance the op so I wouldn’t want them messed with. On the other I was happy duelist defenders could generate sp with their module. I would say a module that buffs her attack the further the target is sounds about right since it means the operator can function in 2 ways(faster aspd for mobs, higher atk for higher def enemies).
I think it'd be funny if Loopshooter module even more attack rrange, like an extra 3 tiles at the back or to the side
7:24 I think it would be cool if their module let their projectile bounce to one other target (without damage loss). That would expand on their current mechanic:
"Enemy close = good, enemy far = bad" to "Enemy close to operator and to each other = good, enemy far from operator and each other = bad."
Also, I feel like that would just fit well into the whole design/fantasy of the Loopshooter archetype. And IIRC, we don't have a physical equivalent of Chain Casters yet, right? 🤔
archetto
Silvergun: don't use Jessica s1 and similar skills
Me: too lazy to click skills use Jessica s1 and similar skills
Kind of dissapointing to hear how her trait actually worked, it would have been far better and more interesting if she had no attack interval and only relied on the boomerang returning. It would have made it a double edged sword, where you ignore aspd buff but also aspd nerfs, which likely would have given a decent niche to the eventual 5* and 6* variants.
That's how I thought it worked for a few months because it's much cooler lmao
This would make Muelsyse too broken
@@lillplutenmumu doesnt copy trait so the muelsyse clone would work the exact same way
@@lillplutenDorothy already exists
@@arthurcouto5277 since the attack interval is 1 sec, it would make the clones basically marksman sniper that can shoot behind
HG should totally steal the glaive lord's spinning rangs for loopshooter modules and make the boomerangs spin around the loopshooter in the 8 adjacent tiles
from just her stat and atk range alone she is been fun to play with
and yes, using her as mumu clone was fun, and she does cover lot of area when the clone multiplied and the damage is decent
Mumu enjoyer definetely welcome the 5* and 6* counterpart, seeing how good the stat the class to offer
also see how HG cook the higher rarity, more atk multiplier would be ideal for the skill and some fun to mess talent
as for module, trait update like extra atk spd or have better atk for certain condition should be good, or even prioritize air enemies would be great
cute thumbnail
here's to the eventual 6 star being a slightly better ranged clone for Mumu
I've wanted to calculate the optimum range for Caper some time now, but the data I need in particular (the length of her wind-up and catching animations) isn't readily available sadly :( I believe if I am not mistaken, the optimal attack range is whatever distance makes (Wind-Up Time + Travel to Target Time (t/15) + Recall Time (t/3.5) + Wind-Down Time) equal or slightly less than 1. Even though the boomerangs travel at 15 tiles per second to the target, that's still 0.2 seconds at 3 tiles so it adds enough into it that you have to factor it in.
Based on the model you showed, my guess is that the number is somewhere around 1.5-1.7ish tiles from the center of her position, but I'm unsure exactly. Good data though, super cool to see that :D.
I member when Pinecone was a queen of her class, being a 4 start. Then we got Chalter, the balanced one 😂
So, I hope 6 star for Caper class would be as "balanced" as Chalter.
chalter is pretty outdated tho
do u want a balanced op or not
Built her because of unique range.
i would prefer the first choice, increase projectile speed so she can do more attacks per skill from distance. still the second one sounds good too! I play every operator i like and Caper is one of them. she can do wonders with skalter s2 behind her, the crit scaling is great (i have no restrictions on char rarity, just play whatever i like). Great video, liked the part about 20, 16 and 13. enlightening in a way that she IS restricted by aspd, not only by projectile speed
Silvergun's shitposting arc has begun?
the amount of mental damage i got just from wuthering heights getting mentioned is diabolical
i would prefer projectile speed and increased more damage to targets in close proximity as x and y module branches. ie make them good in general and better at what they're doing options
that'd be nice for a 6* setup
You get to pick the module that suits the situation better
Needs relatively even value on talents to work tho
Caper is super fun, she did some real work on the lower lane area of the County Hillock Countryside annihilation for me.
She kind of got outclassed at like 375 when I flubbed and lost, but I appreciated just how much she did up until then. I also gave her like 5 masteries for fun beforehand too lol (2 S1 and 3 S2)
Also super fun listening to her EN voicelines while the mission was going. Mexican mesugaki indeed
When loopshooter was first announced I thought that when the projectile comes back it will also damage enemies on the return path, might make a pretty unique module idea (if it is any value at all)
You make a compelling analysis and I'm on my way to buy her pots. Been waiting for red certs to be open everyday just to farm them.
i love caper i instantly maxed her and m6 her god bless caper i love caper
For the module I'm more for doubling down on a strength than trying to spread out and improve a weakness
Can't wait for the 5 and 6* version of this archetype, that could be insane (ricochet projectile, multiple damage, summon who can take back the boomrang and throw it too like idk lmao)
Caper is also great at the clue reception (10% + 30%)
2:24 I wonder who's that someone with def on trust hmmm
I'm in love with Wuwa atm and Prefer playing it to genshin :P BUT ENOUGH OF MY SCHILLING.
Caper is a very cool lil lady and using her EN voice is indeed the only way.
I really enjoyed a lot of the things it didn't copy from genshin
How much is copied and how lazily it's copied just makes me super salty
Particularly when I've played PGR and it flat out has better versions of some things they copied from genshin
For the record I don't hate genshin I've played it a fair bit.
Lazy copying just leaves a sour taste in my mouth.
@@DrSilvergun I don't blame you, but I also feel like it does a lot of the stuff it copied better.
And I do enjoy genshin as well, but the movement in Wuthering Waves is so much more fun that I have a hard time seeing myself investing in genshin too heavily in the future xD.
Her base ATK is 688, and her S2 gives her ATK +60%, so her on-skill ATK is ~1101. Her talent says "increase that attack's ATK to 160%. Her ATK is 1101, so 160% of 1101 is 1762. The description sounds accurate to me
It's true that the wording for these types of multipliers is not always consistent between operators
It reads more like it applies another 60% ATK buff to me
@@DrSilvergun Yeah to me, whenever something says increase "to" 160%, it's a multiplier even outside of Arknights. So increase ATK to 160% and multiplying the ATK by 1.6 mean the same thing to me
I think that the two module branches should do one each of your suggestions, one to compensate for weaknesses, the other to double down on strengths. Caper should get the double down to teach the archetype
Imagine When she got Buff Increase attack speed+Her Second skill+Suzuran Third skill man+Aak💀
Heavy shooters: straight line
Meanshile Loopshooters: psudo Lord in range tile
First of all. This archetype is great the range that I hope other operator have. I prefer the increase damage on further areas because that would make some incentives on the farther side that takes longer to come back.
I believe the 6 star of this archetype will be on the Rhine Lab.
Talent 1 Make the projectile have a 10% chance to deal AOE damage. Have a condition if the enemy was killed by the projectile it will immediately return back to the operator.
Talent 2. Summon a Beacon Point that have 8 tile range that would reveal invisible enemy and slows them and make it as a Ricochet device once enemy was hit by the projectile will go to these beacon instead from the operator make the return of projectile much faster. This device have Unique HP that gets 1 damage per hit that can take up to 10 times just like those little things on lings event. (and block 1 on ground tile) that can be damage by projectile and enemy and have 20 sec. Time to be used again once destroyed. Can only be summon in range (skill 3 can be place anywhere as long as deployable tile)
Skill 1 is a Infinite duration skill that increase damage that have an ability to make the projectile return much faster for every attack it made on the enemy it will reset if the enemy was killed.
2nd skill is a great one which was an normal sp and same duration that increase atk. and can shoot 2 projectile but the different on this from caper is the 2nd one will be atk. after the first one is hit so there is no gap in dealing damage which make it a loop cycle of damage the 1st one will return then the 2nd will hit.
3rd Skill I know this seems bad but hear me out. Increase atk. Can throw 3 projectile. Make the range Global and make it double hit with a bit of delay on one tile (like a boomerang) and return to sender. The projectile will target different when there are multiple enemy.
DANJIN IN VIDEO, PEAK
thanks for the caper guide, it’s nice to actually see how her talent and skill works-as for the module, I feel like both options are interesting takes and can be separate mod effects
though I think a funny thing for the module is giving SP when the boomerang returns(or just some module that rewards you with SP the better you use their range and projectiles
lmao that would be super broken
ifinite sp go
@@DrSilvergun true
caper deserves it tho(?)
I can see either given Type x/y.. with the eventual 5/6stars. For Caper probably more atk, so w/e mod they decide that is.
Im disappointed your graphic gave her doritos instead of bugles since she has a voice line for it 😢
I'd expect loops to get both a mod for faster projectiles and one for a short range damage boost, maybe
well Caper should get the specializing one to increase short range power since making her, a 4 star, more "average" instead would just make her "mid", in comparison to whomstever else we get. Though faster projectiles would help with attack speed, I could see them instead experimenting with attack speed and like, ammo and "max projectiles out at once + attack speed" on future loopers
I would go wild and make the module increase their range. It would be awful for dps, but might come in handy for sp uptime.
The range: 1 tile added on the back middle
Its probably just better to increase the speed of returning boomerang, its small but can make a different.
Funny rabbit brat to use, I can imagine 6* will be broke
i think buffing optimal range is cooler for a module, if it removes/alleviates the downside the archetype becomes less justified in being a different archetype
Okay so
Loopshooters are really cool, increasing projectile speed won't do as much unless you specifically hit returning speed. 15 tiles/second outgoing 3.75 tiles/second returning. Someone did the math and it's an increase of 0.(3) seconds for every tile of distance from the target which means... something. This info secondhand is muddled but it should mean that it's an increase in attack interval by 0.(3) seconds for every tile out aka once you get 1 tile away it hits 1.(3) second effective attack interval etc etc MAYBE. We don't do math.
Honestly it'd be cooler to see module raise the cap than lower the floor for loopshooter attack interval, if you make the projectile faster it runs the risk of making the cool thing about this branch (its variable attack interval) less and less impactful which would be a shame.
Loopshooters are really cool at least they aren't primal casters
I WANT THE CAPER DORITO IMAGE PLEASEEEEEE!!!!
GIVE MEEEEEE!!!!
cdn.discordapp.com/attachments/1245413464126652517/1245413681362239548/Porito.png?ex=665bf520&is=665aa3a0&hm=79b2036dd39bec9b5c6576b69144e898b276bf1eb1aaf9e4bad00434aec972d5&
@@DrSilvergun LETS GOOOOOOOOO!
I don’t have much to say on Caper as I don’t play 4 stars or use a lot of 4 stars in general.
I’d imagine that a 5 star Loopshooter would be pretty niche in comparison to the other 5 star snipers, likely not the best in every scenario but if you find the right situations then they can really pop off. Kinda like Puzzle with the Agents. You don’t see him used a lot because Canta and Ines are busted busted, but Puzzle himself is still extremely good. Best DOT in the game btw.
And we all know the 6 star Loopshooter will be stupid busted based on how HG has been increasingly making every new 6 star sniper better than the last since Pozy., so there is no reason to discuss lol.
I've seen some 5 star only player argue puzzle is better than canta
Which makes sense to me. Vg that can Gen enough DP AND kill an elite is preferable to one that generates enough DP and kils trash
@@DrSilvergun Yeah that’s true. Most of the Canta vs Puzzle talk in favor of Canta seems to come down to the fact that Canta is slightly easier to use than Puzzle.
im sorry she does HOW MUCH DAMAGE?
also id be funny if the module gave them another projectile
0:14 "The book is better."
Dont forget the game adaptation Silvergun 😤😤😤
Increased projectile speed would be good and better, but I don't think they will give a 4star Operator that, even through module. The damage increase within their range is gonna be the one in module, and a 6star will get the projectile speed from talent or skill.
I'd like it to increase the max damage area, optimal is nice but the flexibility would be stronger. Have it return faster so we can get more attacks in. :D
Honestly just a great video from top to bottom. Funny opening, informative content, Caper is there. Nothing I don't like about this.
(I agree that Wuthering Waves would've been better if they hadn't visibly steered their game away from any kind of unique identity and directly into copying Genshin on every possible point. I did have to uninstall it because I couldn't handle exploring at 2 frames per second, but maybe that'll get better in the next few weeks!)
If u have one try installing it on an SSD
It ran like complete ass on my hard drive but fine on my SSD
Not a programmer but I suspect it has something to do with it's ram usage
It's only 3GB so it stores very few files on there, which leads to frame drops when it constantly dumps its files and loads new ones.
@@DrSilvergun Alas, I'm a plebe who plays games on an ipad. I'll have to chalk this one up to hardware diff, though I had been optimistic because my device runs all my other games (including genshin) very smoothly, and I also have friends who aren't struggling despite also being on ipad or mobile. It sounds like it's just been a weirdly inconsistent game in terms of performance. Happy for those playing though 😔
Waow Caper vid :YA: as for the question at the end I think more damage in optimal range would be more interesting, it plays more into the uniqueness of the archetype.
I'm guilty of using Caper's english VA for how cute and mischievous she sounds.
More "Spanglish", please.
OOT, can someone explain for me why in 0:47 the jetpack not flying, usually they will fly when reaching 2 tile below Caper aren't they?
they fly if they move at a speed higher than their base movement speed for X (too lazy to look up the wiki) seconds
When they attack they have to stop first in order to play their animation. They stopped right before X seconds have passed.
If you want to try it yourself make sure the ranged tile caper uses is the only one they can shoot at.
Otherwise the timings don't line up and they start flying up
@@DrSilvergun thank you so much sir, i'll try the timing
So I’m is4, would you take her first or totter? 🤔
Typically totter is my first sniper pick, and then I’m not sure who else to get. Probably cheeto if I didn’t get Reed for the multi target drone killing role.
Obviously I’m not 4* only, but I do always start with Beanstalk and Jaye.
Caper/Pinecone first for me
Pinecone is the strongest starter I have because picking her means I can 100% kill any emergency on floor 1 and 2 no matter what bs I get
Pinecone also has value later and apart from her high dp cost being awkward to work around she holds her own
Picking Caper means I can't fight certain emergencies 100% of the time (op recruit rng)
But her Low DP and High Single target dps makes it far easier to open on later maps
Rather go for more damage at optimal range like a speedloader for the boomerangs. More engaging and funnier tbh. Mainly as the 6star would do something really funny with the loopshooter archetype anyway. While 5star be super solid as HG really loves making great 5star snipers 90% of the time.
I would love a module that make the projectile damage enemy on their way back
TL;DR: Closer mean faster
Nyana Banyana would be proud (in a bratty way)
It's ambiguous because it doesn't say if it's 160% of current ATK or base ATK. Seems like it's the former, which I find it usually is but not nearly always.
They should give her a pizza delivery skin 😂😂😂
Cute thumbnail art
Would you make a wuthering waves video ?
I've considered it and I have some footage for it
I'll do at least one more AK vid first tho
@@DrSilvergun i'll be looking forward for it !! 😖 Can't waiit !!
I maxed her bc she's cute I like watching her bounce in IS
also loop shooter who throws an anchor or harpoon then reels it back would be cool. Is that a loop? Maybe not, maybe another archtype then
she is doing the shiggy wiggy
Emily Brontë shoutout W vid alrdy
i feel like i can use loopshooters for CC content if possible
0:49 why they just fall to the hole?
oh bugger off
because they were too mad and obsessed with shooting that they forgot to activate their jetpack
3:18 man reading skills isnt enough, for they are usually wrong anyways haha. Idk where to check how things truly work.
the chinese wiki just says what shit does instead of whatever nonsense the text has if you want to try that
I just test stuff myself because I don't trust anything
@@DrSilvergun do you mean prts.wiki? If not, I don’t actually know where the chinese wiki is. I used to use gamepress. The chinese wiki must be so much better since you would have to translate it yet you still prefer it, huh?
It's actually quite simple...
If the number has a +x% (like vigna talent) it's an additive buff that's represented in the atk stat
If there is no "+" (usually it also says "increase to" instead of "increase by") then it's multiplicative
yeah that one
Honestly I don't use the wiki's much myself. If I want to know something I jsut test it in game.
But other tryhard players use prts
@@spiritus_noctis this is correct but it's always worth manually checking for me
EN translation is obviously done by people who don't play the game.
I prefer loopshooters attack range become global for their module
What's the best genshin clone?
Breath of the wild
Lmao
Will Dr. Silvergun makes Wuthering Waves contents by using Low End stuffs? 😭
it copies genshin so there isn't anything low end
You said wuthering heights the book wasn't awful. Its a shame, I really wanted to "like" the video... 😂
Wait, how does it work with Mumu mechanic???
Caper has an atk interval of 1
Her trait isn't relevant to mumu
@@DrSilvergunso Mumu copy her fastest tiles aspd? a.k.a the closest tiles?
how the damage compare with totter and may? both totter and may have better utils at first glance
May doesn't compare at all
She is at 30k meaning Caper at max range will still outdps her
Totter does anywhere between 45k and 67k depending on target weight and if it's invisible
Ofc the book is better... Classic
You mean how 4 and 5 star loopshooters work right? As 6 star will 99% have some crap that makes them ignore this mechanic
6 stars aren't real ops
@@DrSilvergun I love this
bnuy boritos
sup
CAP + Cap
Wuthering Heights, the book was better 😂😂😂🤣🤣🤣
NTR-Snipers (sorry)
I don't think that means what you think it does
@@DrSilvergun i don't even know what they think it means