![]() 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. So you can burst down tentacles and enemy spawns that have priority.A gunner build guide that shows two ways to construct your loadouts for any mission type and hazard level. Any secondairy will do, i will recommend the BRT burst pistol. The minigun and rocketlauncher both work great, but the autocannon not good at all. This can be a huge boon when you have to get ammo, or when you struggle. Gunner is great since you can shield yourself. But any direct damage build will work just as wel, while wasting a lot less ammo. As someone already said the Fat Boy OC is good, it will one shot weakspots while dealing radiant damage to the other weakspots. Depending on overclocks it can also deal accurate damage to the weakspots of the boss, but this depends on build.Īs secondairy go for the PLG grenade launcher. But i would prefer shotgun, so you can kill tentacles that spawn near you almost instantly. Primary does not matter much, since they all are less than perfect for dealing with the mission. ![]() Either Engineer or Gunner would be your best choice.Įngineer with double turrets can realy help you to create a ''save'' location to fight from, shooting down swarmers and dealing with the tentacle arms.
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