You've Probably NEVER Tried This
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- čas přidán 1. 06. 2024
- In today's video we're talking about a cool method of using the Final Warning sidearm that drastically increases your available damage output with it!
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After having posted my video on Exotic Primary DPS testing earlier in the week, several commenters requested I make a dedicated video on the "Half Burst" tech that I used when testing Final Warning specifically. I had only recently come across this tech after watching Chicken make a video on it, and after testing it myself I knew I had to make my own spin on it. The method basically works by charging the burst to only half the meter and then tap firing another 10 bullets, since in this timeframe the double damage bonus still remains but you're able to get your shots off a lot faster than if you did the alternative of charging to full. Anyway, please enjoy the breakdown!
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0:00 - 0:29 Intro
0:29 - 2:34 Method Explained
2:34 - 3:19 Damage Example
3:19 - 5:55 Lucky Pants Comparison
5:55 - 6:28 Closing Thoughts
6:28 - 7:04 Outro - Hry
Note - In order to Unravel the target you must still fire a fully charged burst at it to begin with.
Or strand warlock melee
unravel will spawn threadlings here and there from the season artefact. do they make up the dmg ?
They don't call it final warning for nothing, it's your last resort when you're out of ammo
On strand builds this thing slaps
@@kaotiksoul5654and on floatlock in pvp. so many kills behind a corner its hilarious
Me after emptying all my ammo on the EDZ Dreg and then switching to this gun:
"This is your Final Warning, pal"
@@kaotiksoul5654you technically don't even need to be on strand, I mean it's better 100% but not required at all
I have a banner of war build with final warning, and one of the mods gives me restoration on kills. Combine with banner and woven mail, I’m basically immortal. Plus it’s just a fun weapon.
I will miss this artifact Strand mods.
It’s super fun to create hordes of Threadlings
Mindspun invocation with grapple slam on a tangle or any grapple point- and spam that spam. You’re welcome.
Also consider Dawn chorus with a scorch weapon with weavewalk too, possibly equip dragons breath or witherhoard on with that too and voila
@@peterdubinsky5389sounds funny
You could use the special mode for Navigator to create tons of threadlings with that one Weavewalk aspect.
In all honesty bungie should just roll the strand, stasis, and solar artifact mods into the subclasses instead of removing them or possibly putting them in fragments because fragments numbers and overall balance is beyond restrictive and it makes build crafting very one note. Was shatter dive kills being back this season kinda annoying? Yea, but I think thats a pretty good trade off from strand slam hunters, strand clone spam, and void grenade spam. With stuff like those mods built into the solar kit permanently image how much more fun build crafting will be especially with prismatic releasing
Final Warning is really effective for shooting behind cover in tight situations.
Hold trigger until you see the red diamond then angle your gun about 30 degrees away from the target and tap fire to literally shoot around corners.
It's just straight up really effective.
Once locked, you just don't ADS and let go.
The ol' Cyberpunk Smartgun technique.
@@skrimyt2484 you mean the ol' Titanfall Smart Pistol technique
CHICKEN SI-2 MENTIONED 🗣🗣🗣
this gun has a very HIGH ceiling when it comes to learning and using it skillfully.
You have so many " microdecotions" when it comes to a single burst
The way you tested the “full charge” is a little disengenuous to the charging bit. Final warning hits the max number of charged bullets when the bar hits full, not when it automatically releases (unlike most weapons). The extra end charge is just there in case you need to hold without firing for a half second longer.
Watch the bar, not the weapon when full charging.
Regardless I trust chicken on the tech.
Use it like a bow has a “perfect draw (charge) time”
I was thinking the same thing, especially for the second full charge which charges way quicker
Mechaneer’s Tricksleeves when Sidearms are discussed: When will people realize I exist
Bug exists
@@NiharsHypergot patched
Requires critical health it's bad
@@iouplayyy9191grenade
@@iouplayyy9191can’t even do it off of self damage now. Actually bad
This is by far the most fun gun I've used all week (since I got it lmao) on Strand Titan. The aggressive playstyle to make Strand Titan work works well with a close quarters gun that's constantly triggering unravelling rounds plus it's great for yellow bars if you charge behind cover and mow them down.
I will say, you can let go of the trigger with final warning once it is full charge, and once you let go it’ll shoot the full burst.
This will lower the downtime inbetween shots and prevents you from having to tap fire to keep up with the damage. (Plus it can be uncomfortable to tap fire for extended periods)
Shout out for shouting out Chicken SI-2 ❤ Best DPS dude channel out there.
In the damage example section of the video, you only fire off two mags while only holding down the trigger not three and a half. Also, regardless of which firing method you use, each shot should be doing double damage is done correctly. Therefore, each firing method should do the same amount of damage overall but the special tech should do it faster.
I was thinking the same thing... it was about 35 shots (with extra time for constant charging) the first way, and about 48 shots with his 'special tech.'
Your first video had me googling how to use final warning, thanks for this 😅
Other thing to consider is that if you want to proc the unravel part of the exotic then you will want to fully charge up the first salvo - after that you can revert to half-charge with tap fire. Less of an issue this season with the artifact perk that will grant unraveling rounds on orb pick up, or with strand builds that have other means to apply unravel.
i think you can also hold down while youre shooting out the first burst. as in, you can charge the second burst as the first burst is being shot out. so if you time it correctly, all 20 bullets will just fly out like a stream with the bonus damage.
That's a lot of damage, especially with the incoming kinetic damage nerf in TFS which i think would be important to mention
The nerf is only for specials, primary guns still have bonus damage
@@Ckr2526 kenetic weapons are getting a global nerf of 10%. primary and secondary
@@Ckr2526 they’re removing the damage buff that *all* kinetic weapons get against boss class targets. Primary Kinetics are losing a 10% buff, while Special Kinetics are losing a 15% buff
@@eratheoracle aka 15% mountain top nerf...why the fuck would they think that's a good idea, gonna be useless
@@funtourhawk have you ever seen anyone use a stasis or strand sniper, shotgun or breech gl for dps? Even if they had cracked perks, they’re useless right now because they just do less damage than kinetic weapons. That’s why they’re doing this
I discovered that I can save so much time when I manually lift the trigger as soon as it gets fully charged and get unravel rounds. The automatic trigger release takes a bit longer time to happen than manual release.
Ive been using final warning since the start of the season on my weave walk build, and ive been hooked since. Originally i used it as a way to consistently apply unravel, but the damage this weapon outputs on a whim is nasty. Works well with weave walk too since it gives you the ability to move towards and away from enemies safely
Don’t forget both malfeasance and warden’s law will be getting the kinetic dmg nerf which will give them no advantages on final warning. However warden’s law might be ok since malfeasance and final warning will be getting the exotics dmg nerf. Everything getting nerfs but malfeasance will have it worse than the rest. Though not sure if it’s enough to dethrone it as the king of primary dps
Right now it's most fun as something that can blast Unraveling and Threadlings everywhere thanks to the artifact. It'll still be a devent source of unravel after that.
I love using this thing in PvP. It's insane if you know how to use it. My main strat is to peek a corner until the lock on is proced, go back into cover, and then fire it around the corner with the tap fire strat. No one knows how to counter it!
Considering Kinetics are getting damage bonus removed in final shape it's good to know final warning is an option that will be unscathed by buffs + nerfs
Precious Scars Titan with Final Warning has been a super fun build. Thread of Isolation + Rebirth + Warding + Evolution and Threadling grenades 🔥🔥
I think it’s important to know that you can still get 10 auto shots without having to fully hold down the trigger, if you release the moment the bar actually hits its limit it will still do the full release but without that weird second delay
Learned it from Maven several months ago. Glad to see it gain more traction.
if you full charge the 10 shot burst, then tap fire while it's releasing, you not only use all 20 rounds at double precision damage, but you also unravel the target.
Just something else to note, the actual charge time of final warning is very short, but in this video and your test, you don't just hold a full charge, you hold until the weapon forces a discharge, which is in effective even when fully charging, as once the bar fills (about half the time before it forces discharge) any extra time charging is wasted, as it does nothing to benefit the function of the exotic.
Thank you for making this after mentioning it in the last video!
My biggest gripe is that the charged burst applies unravel to enemies instead of just shooting unraveling rounds. If it was unraveling rounds a fully charged burst could pop barrier champs.
My brain keeps driving to the seasonal artifact mod where damaging a enemy with strand weapon spawns a threadling and I’m sad that’s going away
Might actually be one of my favorite perks this season that I actually wish was a fragment
Final Warning is an incredibly under rated weapon and it's always my personal go to for a primary swap however there are some small caveats that went unmentioned. First of all would be Unravelling, the value of Outbreak increases with more people using it while the Unravelling effect can only be procced from a single source lowering Final Warnings value just slightly past the first person using it or perhaps never even adding value if a Broodweaver was on the team.
Vs Lucky Pants I think the testing methodology comes up short because as you know Lucky Pants is a 5.5s buff with a 10s downtime and it's been shown in a 12s damage phase, in a practical scenario this downtime will mean nothing because Lucky Pants will probably be used as part of a damage rotation while Final Warning just is what it is. Standard phases are also usually 20-30s long allowing for multiple LP procs or short burst like Caretaker or Explicitor which I think would probably lean in favor of LP?
Regardless it's an exceptional weapon and I think you've done a good job trying to put this weapon on peoples radar - I know I'll have mine in my back pocket for upcoming contest mode enrages.
I guess the thing I'm just not understanding is... are you letting the charged shots shoot out (since they activate on trigger release and your finger doesn't need to be on the trigger) and THEN manually tap-firing, OR are you mixing in manual tap-fire shots with the charged shots (as in releasing the trigger but then immediately putting your finger back on)?
Thanks for the vid! Super helpful :)
'Cool' thing too, with the drop in kinetic damage next season for boss targets, against champions and bosses you'll actually do more using this than wardens (probably, depends on how all the numbers with out with all those ups and downs). But either way, even more usable! (So long as you're within it's ranges).
Is it worth full charging the first shot and then tap firing for the next 5-10 bullets and then doing the half burst combo? I ask because the full charge would unravel the target, which should add a decent amount of damage.
Oh wow, Malfeasance putting up higher damage than WL, even without Witherhoard? I know who's damage testing I trust between Llama and Aztecross lmao.
Are you planning on retesting outbreak when the new perks are fully out? Because the mag will go from 36 to 96 (I think) and it is a momentum based weapon
With the shield penetration Artifact Mod on sidearms, this thing drops Barrier Champions pretty quickly.
Super stoked to try this out more so when Prismatic drops😁😅
Note that you don't unravel targets with this tech tho (unless the exotic description is lying), wich can be important especially this season with the artifact mods.
Is there a reason you can't full or 3/4 burst and tap fire the rest of mag for 20 or 17 shots per mag?
At full charge, it shoots unraveling rounds (does not give YOU the buff....just shoots the rounds at full charge) which did a lot of extra damage. So half-charging will miss out on that extra damage.
Right now, we have unraveling orbs in the artifact, but when that's gone it'll be nice to have unraveling rounds on command
Tbf you can full charge once and proc unraveling and the go back to semi-bursts
@@gommyboi380 actually...it doesn't give you the buff...it just shoots unraveling rounds when its fully charged.
If you release as soon as the bar is full you get all ten and can fire the final 10 with bonus damage. You don't have to wait for it to auto fire the 10.
Honestly, could this beat Lucky Pants? The top options for Primary DPS was two Kinetic Hand Cannons, one of which requires coordination with your team to fully use, and Kinetics are doing 10% less damage to bosses in Final Shape
Like would you rather a nerfed Malfeasance and Witherhoard do primary damage, or just have those two players do some Final Warning tech instead? As it currently stands already, assuming they have zero heavy regardless, that's 1.2 million versus 820k + Witherhoard.
Used it like this day 1 and love this lil sidearm
It also at some point can be shot around a corner and the bullets home in on the target.
Respect on giving shoutouts my man ✊🏻
This isn't even considering things like Unraveling Rounds (especially in solo content), Mechaneers Tricksleeves and any Artifact perks that influence strand weapons.
This gun can get some insane damage if built around it.
Bro, on Carl you only had to reload once to kill him when doing full charge but you had to reload twice to kill him when you did the half charge. Both methods took approx 11 seconds to kill the target. It's obviously higher DPS to half charge when you're using it on a boss in a damage phase but that's not exactly a real game situation now is it ? Full charge procs unravelling & the time you are charging allows you to mark multiple targets to unravel. Hip firing body shots into multiple targets is key for high enemy density add control, which is something you simply cannot do with a half charge.
As the sidearm guy of my clan (they are my favourite) I indeed have already discovered this in Lightfall. People seemed to think I was abusing a glitch in PvP
Then people actually understood what I was doing, so it didn't really do much after that
This actually took me alot of getting used to, but at some point it just clicked and it works like second nature now.
Also Sidearms are getting buffed?? Bro Bungie is Cookin'
Bro the charge isn't what gives u increased DMG it's the marker that does. When u target an enemy and they got the red marker on it, that's when u do increased DMG. Just like the description says. It had nothing to do with the charge meter. I've been using final warning for awhile. It's one of my favorite primaries in the game. And yes u do first burst with the charge then tap fire for the most DPS output.
The first time i used this sidearm it didnt feel great, but the more i played with it i started noticing how broken it is, it teaches u the 15 bullet technic by itself 😂
Sir....that's only 1 and 3/4 mags to kill Carl. You mean 3 and 1/2ish bursts.
Redo damage for outbreak with rewind rounds I think it gonna be really good in finals shape solid at ad clear and great for damage with and without others
If bungo nerfs this interaction, they better give this side arm intrinsic champion stunning capabilities
so wouldnt full charge tapping on your first mag be optimal? for the unraveling that the full charge provides?
Yes it is, best to charge up in the seconds before a damage phase starts
Since you have to waste time reloading, I wonder if it's optimal to hold for half a and then tap fire 10 bullets total then do that twice before reloading
If you ever want to learn more about Final Warning, feel free to send me a message as I'd love to chat. I have the second highest kill count and usage in PvP and Pve. I also have a server dedicated to deep dives into Final Warning tech and secrets that barely anyone knows about. Glad to see the weapon get some attention, (hopefully not too much tho)
Good the only issue to come to mind is range Templar worked well seven you can get real nice and close. But for some bosses where you would use it like let’s say caretaker final you won’t hit jack.
To be fair, it looks you are overcharging after it's full for a little while when firing "full" charges
Come the final shape you can also take 9% off wardens and Malf coz they’re losing their kinetic damage bonus vs unshielded bosses
How good would it be with foetracer?
Thats sick thank yoou!
Can you test out how final warning does with mechaneers sleeves?
I was using this sidearm this way from the very beginning. And I was very confused why no one used this gun, it obliterates champs in GMs, it performs very nice in raids, it is a very good backup close range damage source...an ideal primary.
NGL yearning for a felwinters helm build my guy. Sidenote: I feel unclean when i see devour on non void subclasses.
Thanks Llama!
Wait this thing is crazy I might have to use it for pantheon next week. TBH I thought aztecross was major coping using this gun
Nah this thing is the business
You can start charging the second burst while the first burst is still firing!
This only works with the ADS shots right? It wouldnt do that well with the hipfire tracking shots?
not dps wise since you aren’t going to be hitting crits, but it is useful if you want to hip fire down a group of low tier red bars and not really have to aim
You want yo do a full burst first thought right? You can get sever then do the short charge
Yes
I use to love running this when Root first came out
youre holding it longer than needed for the full burst
omg the chicken special :D
Wouldn’t mechaneers trick sleeves double it’s damage, then with bug if they ain’t patched would be 4x
just asking .... cant be that because u dont release trigger :D u keep holding it. one sec two sec.. u can release that and will shoot faster... which mean dps will increase :D //u holding trigger in full burst and leting it to release automaticaly :D...
after looking that the time take. to defeat carl it was around 11 seconds on each. Idk how much better it is
Sadly I can’t get final warning cuz the quest glitched out or something since I didn’t do it for so long, it’s not it the abandoned quest terminal and it’s not on any of my characters I wish there was a fix 😢does anyone where possibly know how I could get the quest back without deleting a character? Cuz I’m definitely not willing to delete a character I’ve spent way to much time on all of them
Chicken Si-2 truly the goat of DPS
What was the point of testing malfeasance with witherhoard? U can’t use both at the same time
anyone on the team can provide the witherhoard. I know people who don't take that gun off
I saw someone putting final warning in D teir for exotics. Literally been my favorite weapon for a long time now.
People ranking weapons like 🗑
Pair this with briarbinds and watch everhthing melt. Its so fun.
FInal Warning, Endebted Kindness, Mechanist Tricksleeves, do the quad damage glitch (if it hasn't been patched) and shred the boss
Can this be done on console?
datto, destroyer of vaults haha
why u dont mention what in full burst templar dps when shield brakes u start charging, but in tapfire u start shooting as soon as shield drops, its huuuge deeference, 50+k dmg im sure, so its less different whan u showing
(0:43) "You hold and it will release 10 "shots" - That was in fact not "10" shots, I should known because that is as high as I can count.
Divinity with this seems funny😂
Tbh I think full mag would have been better had you pre charged. I know it’s nitpicking, but you pre charged for tap fire and not for full mag.
This insane!
The fact that you went from calling 50% of the mag “a mag” to calling 75% of it “a mag” cracks me up. Same dmg buff means same ammo 😂 but besides that great increase in ttk and dps so hats off in the end.
On a side note: you can also let go when the bar is full and it will give you a 10 shot burst faster than holding it until it automatically releases
Not arguing that it isn’t good but firing that gun in either manual or burst mode feels so clunky to me.
It's because it's on trigger release not press, that's why it feels so off
It’s definitely the reason I couldn’t use it initially and immediately dismantled it.
I picked it back up recently and once you figure the loop out, it’s a banger, especially with an artifact like this one.
Sounds like a skill issue
how are we supposed to believe you when you do more damage with malfeasance than warden’s law?
Thatd be cool with speedloaders
confused with why you never tested full charge then tap fire
it should be buff to be cluster where once charge done all shots fire at once not 1by1 and aimbot is like strand warlock super but super fast
final warning hits kinda hard in pve tbh
i hate using sidearms cause of tapping m1 constantly. so having one where i cant even hold the button down for full auto is annoying as all hell, just make it a diff button for the love of god
Mechaniere's Tricksleeves
So does it not work with tricksleeves?
it does