Is NLB/Fusion Rifle viable against top tier players? Any tips on vooping?

Some people have mentioned that they’re interested in hearing about blink/fusion, so I thought it might be helpful to break down a typical “Blink C” attack.

The Loadout

  • Bladedancer or Voidwalker with the Blink jump selected

  • Quickdraw subclass perk (BD) or Ophidian Aspects (VW). Despite Plan C sporting 100 equip speed, having Quickdraw still makes a difference (notably on stowing your primary), and you need every frame you can get when you’re fighting Blink’s weapon ready delay.

  • Memory of Gheleon Artifact. This is a no-brainer for any fusion rifler because the level of detail on your opponent’s position is invaluable when you don’t have line-of-sight and are planning your attack (or defense).

  • Plan C.

Spec Recommendations

  • Part of what makes Plan C so fantastic is that there is no “wrong” spec for it, and it allows each player to explore what they like about the gun and find their own playstyle.

  • Having gotten the diplomatic answer out of the way, I will say that I believe there is a “right” spec for it –Field Choke and Hammer Forged. I’ve logged a lot of time with every configuration and I think max range lets you unlock the most potential. That being said, I think Field Choke/Perfect Balance and Smart Drift/Hammer Forged are both viable. I also believe that Accelerated Coils is a waste on this gun – range and stability are too useful to give up. And honestly, the majority of your kills should come from the exotic perk if you want to get the most out of the gun, making accelerated coils a waste.

  • I also suggest a little agility (if you can spare it; this is easier for BD) to get more height on your jumps and thus more time to equip and fire Plan C post-blink.

The Setup

The best place to start a Blink C attack is from approximately 30 meters away from your opponent (or a little more). This is because the average blink covers about 20 meters, which will have you touching down about 10 meters away from your opponent – just outside of Matador range. Here I see the opponent on radar and know he is eyeing the incoming heavy while likely watching the stairs and far side party room that connects to B flag.

You will want to be outdoors, or at least have a very high ceiling. And ideally, you will have an obstacle impeding line of sight so that your opponent can only start to acquire you as a target when you are coming out of blink – at which point you are well above head level, moving quickly and difficult to track. And chances are the last time he saw you (if he saw you), you were 30+ meters away, so he probably still has his primary equipped (and that won’t be nearly enough to save him).

The Attack

You’ll want to have your primary equipped and be very confident that Plan C’s exotic perk is spooled up and ready to go, which requires that it be stowed for at least 10 seconds. (Until you’ve logged a lot of time with Plan C and the counter is hardwired in your lizard brain, there’s no shame in counting out loud every time you stow it so that you know it’s ready.)

First sprint forward toward your target, then hop and immediately blink for a high, arcing trajectory. During the “blink” part of the jump, swap to Plan C. As you come out of the blink, first reacquire your target and reposition if necessary so that you are falling towards them.

In the next few frames Plan C will become available to draw, at which point you should immediately start charging Plan C. At the same time you will want to start aiming down sights and looking for your opponent’s lower body (though you’ll note that I’ve started hipfiring Plan C’s quickcharge even as I’m trying to aim down sights).

Your first bolts will fire just as you are touching down, which is going to kick your sights up hard – this is why we started by aiming at the lower body. You’ll want to compensate by pushing down hard to try to keep the final bolts on the target’s upper body.

Finally, you’ll want to immediately swap to primary even as the final bolts are in the air, because this is a risky maneuver and there’s a good chance you’ll only land 4 bolts or less. Fortunately, your opponent will likely be trying to catch up and figure out what the hell you’re doing (the guy in my video never gets a shot off). If he’s even (re)acquired you, he’s either pinging you ineffectively with his primary or trying to shotgun you when you are out of range, and either way a shot or two from your primary should finish things nicely.

Now that we’ve broken it down, here’s the complete play at normal and half speed.

Hope this wasn’t too granular or boring for folks. Happy to answer any questions of course!

-willyspub

/r/CruciblePlaybook Thread Parent