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  1. #1

    Mechanlical animal is a bit feeble

    Does anyone actually use Mechanical Animal at all? when I first heard about it I was pretty excited, but in practice, it's a bit naff. The talent itself is awesome... and sure, the RoF is a bit better on that particular weapon... but an ACR is a laser in comparison, whilst still kicking a decent punch for the RoF. I just dont see how 4 seconds extra on the mechanical animal is that good.

    if the cooldown was reduced to 80s on the overcharge then maybe, or if it was capped at 4 skill tiers boost perhaps; but in it's current form, there is just no way I would ever use it over the animal.

    its a shame really, because the harmony, what I would call it's sister weapon, is pretty worthwhile.
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  2. #2
    The Animal and the talent itself are made with very specific builds in mind. These are skill & weapon hybrids which don't have many tier levels invested in them, and are sitting let's say at 3 or 4. With Technician you need that number of tier items minus one, and the rest can be for something else, preferably weapon dmg to ensure constant kills. And then weapon kills boost the tier levels up, and thus the efficiency of the skills. I would use drone+turret but when you deploy them they will be weak until you manage to get the first kills in, so I'm a bit skeptical about how useful this really is.

    The overcharge itself is a nice bonus to have once you reach the cap of the normal tier bonus, but it's a common mistake to see people thinking they can rely on it. The overcharge short time bonus is specifically made to tell you that you shouldn't, and that it's just a nice bonus to have on top of everything else. Sure, it could have been a few seconds more like 20-25, but the devs probably thought they should be very conservative with it since Overcharge in many cases is a considerable boost to the efficiency, dmg, cooldowns etc. of your skills.
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  3. #3
    Originally Posted by Kounoupidi13 Go to original post
    The Animal and the talent itself are made with very specific builds in mind. These are skill & weapon hybrids which don't have many tier levels invested in them, and are sitting let's say at 3 or 4. With Technician you need that number of tier items minus one, and the rest can be for something else, preferably weapon dmg to ensure constant kills. And then weapon kills boost the tier levels up, and thus the efficiency of the skills. I would use drone+turret but when you deploy them they will be weak until you manage to get the first kills in, so I'm a bit skeptical about how useful this really is.

    The overcharge itself is a nice bonus to have once you reach the cap of the normal tier bonus, but it's a common mistake to see people thinking they can rely on it. The overcharge short time bonus is specifically made to tell you that you shouldn't, and that it's just a nice bonus to have on top of everything else. Sure, it could have been a few seconds more like 20-25, but the devs probably thought they should be very conservative with it since Overcharge in many cases is a considerable boost to the efficiency, dmg, cooldowns etc. of your skills.
    there is no need to use two skills at the same time. Each damage (by i.e dron) triggers the attribute of strengthening damages... the trouble is that only for 5 seconds ... in such a short time this attribute can be triggered 3 or up to 4 times.
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  4. #4
    Originally Posted by ThePolkot Go to original post
    there is no need to use two skills at the same time. Each damage (by i.e dron) triggers the attribute of strengthening damages... the trouble is that only for 5 seconds ... in such a short time this attribute can be triggered 3 or up to 4 times.
    I'm using mechanical animal and harmony on a skill build 3 murikami 2 Hana u and 1 wverrn with tech support it melts anything on heroic with all directives active
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  5. #5
    yeah I have been playing a skill build for a while... generally a 1R + 6Y build (with tech spec), using seekers and stinger hive.. completely built around skill damage and haste, with Acosta on there as well as a future perfect AR. I was in a position where I could get through Heroics on the missions that I was familiar with, but struggling with heroics on the more unfamiliar ones (or the ones that skill builds suck on)

    been trying out a turret/drone build, using pretty much the same loadout (I changed a China for a third Hana I think, as not needing the explosives). now have two ways of getting overcharge, and can easily run heroics with directives on the familiar missions, and easy to run heroics on others.

    but I have been finding that (at least on PS4), using an ACR AR with future perfect, just works out better than the mechanical animal. the extra 4s on the tier buff just doesn't seem worth it to me at all (taking into account the terrible handling on the animal). a few decent mods on the ACR and its a laser, where the animal is all over the place. good RoF is one thing, being able to actually hit the target is another.
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  6. #6
    Originally Posted by ThePolkot Go to original post
    there is no need to use two skills at the same time. Each damage (by i.e dron) triggers the attribute of strengthening damages... the trouble is that only for 5 seconds ... in such a short time this attribute can be triggered 3 or up to 4 times.
    I don't understand what you mean at all. We are talking about Mechanical Animal and Future Perfect which rely on weapon kills, not Harmony and In Sync... As for using two skills at the same time, the turret+drone combo is a classic (although perhaps not as good for Future Perfect use since you have to get weapon kills in, and these two will get some kills before you do).
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  7. #7
    It's taking me about 3 minutes to do a territory control and 7 minutes to do a level 4 cp. Come have a look twitch.tv/bustedspyke
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  8. #8
    Originally Posted by bustedspyke Go to original post
    I'm using mechanical animal and harmony on a skill build 3 murikami 2 Hana u and 1 wverrn with tech support it melts anything on heroic with all directives active
    3 Murakamis... why did you need the Repair Skills of the 2nd item? If you are not using it with your skills, you can easily use something else without wasting a whole item slot.
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  9. #9
    Regnar_Lothbrok's Avatar Far Cry 3 Elite Member
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    Originally Posted by squid_pants Go to original post
    Does anyone actually use Mechanical Animal at all? when I first heard about it I was pretty excited, but in practice, it's a bit naff. The talent itself is awesome... and sure, the RoF is a bit better on that particular weapon... but an ACR is a laser in comparison, whilst still kicking a decent punch for the RoF. I just dont see how 4 seconds extra on the mechanical animal is that good.

    if the cooldown was reduced to 80s on the overcharge then maybe, or if it was capped at 4 skill tiers boost perhaps; but in it's current form, there is just no way I would ever use it over the animal.

    its a shame really, because the harmony, what I would call it's sister weapon, is pretty worthwhile.
    I'm using mechanical animal and harmony on a skill build and it works fine for me
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  10. #10
    Originally Posted by Kounoupidi13 Go to original post
    3 Murakamis... why did you need the Repair Skills of the 2nd item? If you are not using it with your skills, you can easily use something else without wasting a whole item slot.
    to get extra 10%skill damage
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