Does TC REALLY thing we won't notice these nerfs? Is that why they never say anything about them? Clayton's ultimate

Resorting to salvo since you know that your ultimate would be useless is a form of participating in a glitch. Which was why I tossed out an antithetical glitch since in theory a harmful glitch + a helpful glitch should negate each other and result in no glitch at all :laughing:

No assertions though, it’s just sad that the same guy has good and bad glitches so that everone who loves Clayton loses.

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Oh really? How about the one that lets Clay get healing from latent reflect shredder bleed damage as he’s holding a heavy because the game mistakenly registers it as heavy damage? Haha, j/k it’s more a bug than a glitch. Not your fault it’s coded that way. The difference between a bug and a glitch, I believe, is doing something strange and out of the way and that you wouldn’t normally do to take advantage of a coding error. I suppose just holding a heavy wouldn’t qualify. Anyway, was bored last night and searched Escape solo Gatekeepers vids and came across your Clay run. Especially nice job on the explanation vid. Explanation vids like this are more what I’m looking for when I search up escape guides. Whoever is making an escape guide next please take note of how this man does an explanation because this is the most helpful way to do a guide, IMO. https://www.youtube.com/watch?v=tN-VPfKCmIc

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You know what I mean.lol. But yeah, I mentioned the salvo thing in my video. I’m hoping to do more tutorials along with gameplay. Hopefully it makes a difference in the community.

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I’m glad you like the explanation video, I like putting more detail in it by having starts and stops.

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I remember when we were playing, I believe that happened to me a few times. I only force those actions when I knew venom was approaching to fast, other than that I’ll wait a little until enough enemies come, especially when DR-1’s are added. But it primarily depends on the other teammates and their level of patiences, and knowing the situational awareness of what’s going on.

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Wow so someone else Solo’d it with Clay Too!

Some of his strats were better mine like the snatcher and swarmak! but salvo is the way to go after seeing how much I struggled with the mulcher on the LZ

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Mulcher is simply to weak of a heavy weapon, it’s only good in the mulcher scions’ hands, in terms of escape. Salvo is so powerful regardless of who’s holding it.

Are you trying to solo it?

I’ve Solo’d it Before, mulcher and all

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Oh on master? Nice!

The Mulcher is a fine weapon with Mulcher Mastery. Although certainly better in Horde, it still has its uses in Escape from time to time. Wouldn’t recommend it outside of The Split or hives with weapon lockers though.

I forget when but I tried it on the gatekeepers and I only could kill juvies and deadeyes. Mainly juvies because anything else required too much ammo.

Do you also know about the Snatcher/Carrier death bug that freezes players in place if they were close to them when they’re in the death animation and can’t do anything. Me and plenty of other people have reported this since around when the game released and it still hasn’t been fixed

It seems fine to me when others use it. Maybe it has to be at close range and/or mounted on cover.

I could be missing something or simply not be good with it. I have more success with salvo. When I had mulcher mastery at level 5, it didn’t take down guardian or sentinel on gatekeepers. But 20-35 salvo shots depending on context took them down typically.

It’s certainly situationally useful and not a card I’d recommend Claytons to use on the majority of hives anyway. But I’ve seen people make good use of the Mulcher.

I’ve seen them make it look good in horde because of the damage perks Clayton has.

Please get rid of this ASAP, it’s destroyed the leaderboards for Escape, and now any random scrub can just waltz through Master maps while my crew had to struggle to do them all legitimately.

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Didn’t have success with Mulcher Clay on the Split, although I did get some kills with it in the first act, and also helped take down the first set of Sentinels. Ended up getting overwhelmed in the last battle the team struggled taking out the sents and then the DR-1s overwhelmed. I was thinking, if there were some way I could save the full mulcher for the big fight and use it to take down the final two sentinels that would be ideal, but I’d need two good players understanding my plan and cooperating, toting around heavy weapons for me, probably a Cole to carry through the first act, so we wouldn’t need to expend ammo, which is alot to ask.

So a funny thing… Clay’s damage boost perk appears to only apply to the weapon’s BASE damage… So, when you start a horde game, and all you have is the mulcher mastery boost, the mulcher is more powerful than the trishot… BUT once you level up your damage perk, you’ll find the trishot jumping ahead (because that 50% is based off of the really low base damage of the mulcher, and trishot’s respectable base damage: the mulcher mastery addition is NOT taken into consideration)…

This really results in stupidity, IMO…

You have two weapons (I’m going to make up numbers, to illustrate this point);

weapon 1 : does 500 damage per bullet

weapon 2: does 450 damage per bullet.

You level up a 50% general damage perk, and now

weapon 1 does 600 damage per bullet

weapon 2 does 625 damage per bullet

makes no sense right? Well, in TC’s world, it does…

So once you level up the damage perk, the trishot is “better” in a number of ways: it can pop heads, it does more headshot damage, probably more damage in general. But it does overheat much faster, has less ammo, and takes longer to reload…

Man, that 50% damage boost, how it’s implemented, to me, it makes no sense…

I’m not having any luck getting clay to stun either. Can someone else test this today?