![]() ![]() I went with the ammo for this guide as it is the statistically better option as well as being more comfortable to use, but let’s be honest, max damage LSLS is very fun.Īnother would be to go for the tier 1 magazine size instead of ammo for the thunderhead. The first one would be to change the tier 2 ammo for damage on the minigun, giving you extreme damage and decent ammo. While the builds that I’ve detailed in this guide are made to the specifications I recommend, there are a few minor changes that you can make while keeping the general theme. With these weapons I have found that the sticky grenade fits me the best, so I can weaken tanky enemies as a means to conserve some ammo.Īs for perks, the only one that I feel is necessary would be Born Ready, as it allows you to keep shooting with your secondary while your autocannon is ‘recharging’. The sheer damage will make sure that running up to a group of mactera and unleashing will (most of the time, I am not responsible for any injuries caused by reckless behavior) lead to you killing the entire flock before they can even shoot at you once. While it is not recommended to try to snipe far away enemies with this weapon, that does not mean you cannot take care of enemies that are normally reserved for high accuracy weapons, like mactera. While inaccurate at even medium range, the Lead Spray overclock makes up for this with some of the best damage in the entire game at close range. To accomplish this, we are using the Lead Spray unstable overclock with the mod loadout of 21231. This includes oppressors, bulk detonators, naedocyte breeders, spitballers, and dreadnoughts. The BRT will be for taking care of any BIG BIG enemies that the Big Bertha autocannon will be inefficient against. This makes us able to shred through the armor and health of praetorians from any angle or range, while still killing groups of fodder enemies like grunts, slashers, guards, and swarmers efficiently. We are building the thunderhead for big direct damage with the Big Bertha unstable overclock along with the mod loadout of 31311. Perks are generally up to the individual, but one I recommend in team settings is friendly since sustained fire from a Leadstorm Leadstorm minigun has been shown to be unhealthy to fellow dwarves. With these weapons, we will be taking either the incendiary- or the cluster grenade to weaken and eliminate the largest of swarms that the bulldog might struggle with. Neurotoxin along with magic bullets and explosive rounds allows us to potentially kill up to 6 grunts with one bullet by aiming it at the center of the swarm. The mod loadout will be 13212 to maximize ammo and are, along with acquiring the key part of this loadout, the tier 5 mod, neurotoxin coating. Bulldog Heavy Revolverįor the bulldog, we are going to take advantage of its versatile mod options and the magic bullets unstable overclock to turn it into a fodder killing machine. There are other tutorials for this out there, but the basic workaround for that is to shoot while jumping to keep yourself moving during fights. This allows the minigun to have 14 damage and 3000 ammo at the cost of mobility. As shown in the image above, the mod loadout will be 21312. We are going to build the minigun for damage and ammo by utilizing the leadstorm unstable overclock. Level 1198, so i'm not a clueless "greenbeard".A gunner build guide that shows two ways to construct your loadouts for any mission type and hazard level. With 4 Sentries, Stickies and 2 Grenade Launchers we killed those bugs so fast they never were a threat to anybody. I did a refinery yesterday on Haz 5 with Lethal Enemies with 2 Engineers (i was one of them). The class is in severe need of an overhaul (or and i say that as an Engie main, nerf the Engineer a bit, so the Gunner isn't completely left useless) It's completely absurd, that the Gunner class is not the strongest fighting class, but on top of that, he brings nothing of worth to the table. Gunner most of the time just runs around aimlessly or hangs on his zipline like a Sloth. The other 3 classes all have a unique purpose and roles. Having 2 Engies is always better than 1 and a Gunner. I never had a generated map were i thought "Gee, without those Ziplines we'd be totally lost".įirepower? Engies are the best. You also can jump up platforms faster than going on that slow ass ziplines. His ziplines are useless, you're faster drilling tunnels for access or jumping down on Plasticrete pads. Even then, there's Iron Will for a reason. For what? His measly shield? Most players never throw them anyway (reminds me of the FAKs in Payday 2, players sit on them for the whole mission, never daring to drop one) or only throw them when somebody is down - which isn't really all that much needed, unless you're maybe completely overwhelmed. ![]()
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