Share your thoughts on Larcin!
If you have any loadout combinations, lets compare and see which parts of Larcin's kit need to be adjusted. I'll give my thoughts on each weapon, ability, and maybe some combinations.
Weapons: Larcin carries light disposable firearms that double as a projectile weapon upon reload. In general, the damage of Larcin's weapons is backloaded and relies on good usage of the gun throw.
Expertise: Larcin's expertise abilities focus around invisibility and buffing his allies, whether it be for getting away, getting in, or staying in a fight.
I will share more of my thoughts on Larcin's passives and loadout combinations later but would love to hear what you guys think of this gentleman.
If you have any loadout combinations, lets compare and see which parts of Larcin's kit need to be adjusted. I'll give my thoughts on each weapon, ability, and maybe some combinations.
Weapons: Larcin carries light disposable firearms that double as a projectile weapon upon reload. In general, the damage of Larcin's weapons is backloaded and relies on good usage of the gun throw.
- T1 - This little gun is called Silence, it has 8 short-medium range shots that will do light damage at a high fire rate and each reload will allow you to throw the gun as a projectile that does good chunk damage and benefits from headshot bonuses. This weapon is currently undertuned compared to Larcin's T2 and T3 offerings and will often require great accuracy to compete with the rest of Larcin's and other Agents' kits.
- It is worth noting perhaps that although its damage may be lacking, Larcin's T1 weapon synergizes better with Larcin's T2 expertise, smoke bomb, if the smoke bomb is used during battle to weave in and out of the smoke while peppering your enemy. As you can execute the throw reload while in smoke, the lower time to empty the clip can allow you more safe gun throws but requires your enemy to stay within range and line of sight (LOS) of the smoke bomb.
- T2 - Similar to T1, this guy has 9 2-burst shots and as a result of both the burst causing each trigger pull to take longer and the extra trigger pull the weapon grants you will allow for less emphasis on the gun throw and more on hitting your burst shots on nearby enemies. The damage on this weapon feels much more consistent than on the T1 variant and will generally leave you on even footing with other agents. Where the T1 gun can be punishing, the T2 option compensates by reducing the portion of your total duel performance that is decided through gun throws and through the increased efficacy of Cadence before the throw.
- A nice feature of Cadence is that each bullet from the burst will hit one after the other and should allow you to break an enemy's cover with the first shot of a burst so that the second shot of the burst will not be impeded by cover defense. (Must test a little more to confirm this works as written and is significant)
- T3 - Larcin woke up and chose Violence with this half gun - half cleaver. You can fire 4 times before chucking your BLADED pistol, the bullets loaded will do the same damage as T1 but the bladed pistol throw is much more effective and will truly enable the strategy of eating your enemies while dancing in your own smoke bomb while of course also adding in opportunities for massive burst damage. Expect 40-70 damage per throw.
Expertise: Larcin's expertise abilities focus around invisibility and buffing his allies, whether it be for getting away, getting in, or staying in a fight.
- T1 - The first of Larcin's expertise ability is known as "Adieu" will amp up nearby allies and make Larcin invisible for 5 seconds or until cancelled, during which you can sprint about 30 meters away. This time needs to be used especially well as Larcin himself does not gain a speed buff and will appear in a puff of red smoke when the invisibility is over. A particularly knowledgeable or fast enemy player will likely be able to follow if you cannot mimic or cover in time.
- T2 - The "Grande Finale" is Larcin's afforementioned smoke bomb and will create a 10m radius, 2m tall cylindrical zone centered at Larcin's feet in which Larcin AND his allies are invisible for 10s. I mention a height specifically because this zone will not extend forever vertically and in fact does not extend far enough to keep a person within the smoke invisible if they jump or are similarly below where the smoke bomb was placed.
- To effectively use this zone in combat it must be remembered that the zone can be fully countered by your enemy just not being nearby so if your enemy seems like they will be able to escape the smoke bomb's usage as an area in which Larcin is king, it can still allow for similar getaway ability to Adieu.
- You can use the zone's lack of verticality to give yourself the opportunity to shoot when unexpected. ie. if your smoke bomb is on the stairs, you can use the inclination of the stairs to go in and out of the zone rather than moving in and out of the radial boundary of the smoke bomb.
- T3 - Larcin's T3 expertise is "Tour du Monde" functions like his T1 but instead will also amp-up Larcin, last 50% longer at 7.5s, and will leave a red smoke trail behind Larcin.
- In practice I have found this to be much more effective for getaways than Adieu with an average of about twice the distance that you can get with T1 depending on the situation.
- When used mid-combat, the downside of a visible trail while invisible can be attenuated through sufficient amped up movements while still giving the option to retreat.
I will share more of my thoughts on Larcin's passives and loadout combinations later but would love to hear what you guys think of this gentleman.