Mobile Shelling: Difference between revisions

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(→‎Tips and Details: Not mandatory cost is consistent to determine what can or cannot consume them.)
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*Firing missiles while in '''Mobile Siege Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Firing missiles while in '''Mobile Siege Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
*Enhanced cannonballs will typically only be consumed for additional cannonball costs. This means the initial cannonballs required for [[Impact Detonation]]'s '''Continuous Shelling''', or the one required to activate [[Chaos Cannon]], cannot be substituted by them. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically. This means only the additional shots on [[Chaos Cannon]] and the additional wave on [[Carpet Bombing]] will have their damage increased.
*Enhanced cannonballs will only be consumed for cannonball costs that are not inherently mandatory. This includes [[Aiming Shot]], which can be used without consuming a cannonball if nothing is in range, and [[Artillery Strike - Missile Shower]], which prior to gaining invincibility while aiming could be interrupted without making you consume cannonballs. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically.
**The exceptions to this are [[Artillery Strike - Missile Shower]], which has no additional cost yet is able to consume them for its main cost, and [[Carpet Bombing/ModA|[Mod] Carpet Bombing]], where consumed enhanced cannonballs affect the entire skill instead of only the additional submunition.
**The exceptions to this are [[Carpet Bombing/ModA|[Mod] Carpet Bombing]], where consumed enhanced cannonballs affect the entire skill instead of only the additional submunition, and [[Impact Detonation/ModA|[Mod] Impact Detonation]], which will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3, likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
**Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by [[Impact Detonation]]'s '''Additional Shelling''' and [[Dread Chase]] will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
**Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by [[Impact Detonation]]'s '''Additional Shelling''' and [[Dread Chase]] will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
**For some reason, [[Impact Detonation/ModA|[Mod] Impact Detonation]] will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3. This is likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
**Despite having been turned into a Special Active skill, [[Impact Detonation]] is still counted as an Active by this passive, and will thus only gain 2% per enhanced cannonball consumed instead of 5%.
*Despite having been turned into a Special Active skill, [[Impact Detonation]] is still counted as an Active by this passive, and will thus only gain 2% per enhanced cannonball consumed instead of 5%.
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Revision as of 23:15, 22 April 2022


[Passive]
Change from Siege Stance to Mobile Siege Stance by pressing the key. The enhanced cannonballs from the Mobile Siege load 1 for every 1 shot fired from the Siege Stance and pierces the enemy 2 times. Unused enhanced cannonballs are used to strengthen the normal cannonball skills.
You can quickly dodge during Mobile Shelling by using the [Back Blast] skill.


Requirements

Class Level Required
Tactical Trooper 35


Skill Information

Skill Level Level Required Mobile Siege Shelling Enhanced Cannonballs
Enhanced Cannonball Blast (Magical) Aim Range Range Increase Cannonball Gain
(Per Siege Shelling input)
Damage Increase (Per Enhanced Cannonball Consumed)
Upward Downward Depth Active Special Active
PvE
1 35 2499% ~35° ~25° 25° 30% 1 2% 5%
2 51 2776%
3 59 3085%
3 92 3428%
PvP
1 35 187% ~35° ~25° 25° 30% 1 2% 5%
2 51 208%
3 59 231%
3 92 257%


Related Skills

Siege Shelling Modified Warhead Awakened Will: Tactical Trooper


Tips and Details

  • While in Mobile Siege Shelling, the camera will zoom out and pan to the side, allowing you to see further ahead. You are able to slowly move with the and keys and can freely switch back to Siege Shelling by pressing the key again. You will also automatically switch back if you run out of enhanced cannonballs.
    • Switching between stances will not reset the input count of Siege Shelling. The seventh shot of Siege Shelling (no matter when fired) will always launch enemies away.
      • After unlocking Awakened Will: Tactical Trooper, this limitation is removed, allowing you to switch between either stance freely as long as cannonballs are available.
    • When switching between stances, the standby MP drain is temporarily disabled, though since it takes effect again immediately upon the animation ending, this will still not let you gain MP at your natural MP gain rate.
  • Unlike Siege Shelling, you cannot cancel Mobile Siege Shelling through skills or movement, with the sole exception of Back Blast. You are able to dash out of the switching animation between stances, however, and moving off a ledge will automatically cancel the stance.
  • While the in-game tooltip claims the enhanced cannonballs fired by Mobile Siege Shelling pierce enemies 3 times, this is false. They only pierce twice, once more than normal Siege Shelling.
  • Whereas Siege Shelling's range increase is based on the range of missiles fired from commands, Mobile Siege Shelling's range increase is based on the resulting range of Siege Shelling itself, allowing it to reach even further.
  • Just like Siege Shelling, the missiles can deal splash damage, and due to piercing one additional time, are less limited in the potential damage benefit by comparison.
    • As always, the missiles also explode at the end of their range, though the increased range makes it harder to land this on a single enemy.
  • Firing missiles while in Mobile Siege Shelling is significantly slower than in Siege Shelling, though they also deal much more hitstun to compensate.
  • Activating Berserk Mode will not give Chung infinite enhanced cannonballs.
  • Enhanced cannonballs will only be consumed for cannonball costs that are not inherently mandatory. This includes Aiming Shot, which can be used without consuming a cannonball if nothing is in range, and Artillery Strike - Missile Shower, which prior to gaining invincibility while aiming could be interrupted without making you consume cannonballs. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically.
    • The exceptions to this are [Mod] Carpet Bombing, where consumed enhanced cannonballs affect the entire skill instead of only the additional submunition, and [Mod] Impact Detonation, which will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3, likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
    • Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by Impact Detonation's Additional Shelling and Dread Chase will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
    • Despite having been turned into a Special Active skill, Impact Detonation is still counted as an Active by this passive, and will thus only gain 2% per enhanced cannonball consumed instead of 5%.


Trivia

  • While in Mobile Siege Shelling, pale blue smoke will surround the Destroyer, implying the enhanced cannonballs contain primed disfrozen canisters as seen in Chaos Cannon and Carpet Bombing.
  • Aiming Shot, Impact Detonation and Dread Chase will visibly fire red missiles whenever they consume enhanced cannonballs, just like Mobile Siege Shelling itself.


Old Version

Video Description
Between its initial release and the 07/10/2014 KR patch, Mobile Shelling did not fire a projectile. Instead, it would automatically hit the closest target within range, similar to Aiming Shot.


Updates

Date Changes
KR NA PvE PvP
09/06/2012 10/02/2013
  • Mobile Shelling added.
07/10/2014 -
  • Damage increased.
  • Range increased and angles changed.
  • Fires tangible projectiles.
07/17/2014 -
  • Range error fixed.
  • None
  • Damage decreased.
02/05/2015 -
  • Range Increase decreased.
08/20/2015 01/27/2016
  • Switching and firing speed when switching between siege and mobile shelling increased.
  • Changed so 1 enhanced cannonballs load per 1 siege shelling shot.
04/07/2016 -
  • Fixed issue where damage is different from tooltip.
04/27/2017 05/10/2017
  • None
  • Damage decreased.
04/05/2018 04/18/2018
  • Damage decreased.
08/01/2019 08/28/2019
  • Damage increased.


Alternative Names

Server Name Translation
South Korea 이동 포격 Mobile Armored Mode
Japan 移動砲撃 Mobile Shelling
China (Simplified Chinese) 移动炮击 Mobile Shelling
Germany Mobile Abschussposition Mobile Firing Stance
Spain Posición de disparo móvil Mobile Firing Stance
France Position de tir mobile Mobile Firing Stance
Italy Posizione di Tiro Mobile Mobile Firing Stance
Poland Mobilna Pozycja Wystrzału Mobile Firing Stance
United Kingdom Mobile Firing Stance
Brazil Habilidade Avançada de Artilharia Advanced Artillery Ability


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