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Also have Turret EM discharge but it's pretty situational, if setup properly it can destroy but that's pretty difficult to pull off, especially with rando's.
I currently use Super-Slim Rounds because it lets you fire longer bursts and more of them before you need to reload. Solid upgrade.
The other one I have that I wish was better is Turret EM Discharge. Don't get me wrong, when it works it's amazing. If you set this thing up in a choke point you can do some real damage. But there is no indication to the cooldown time of the ability. You can unload a whole clip to no effect because the thing is not ready for another burst. The thing needs first a listed recharge time in its description. A better solution though is for the turret to give off a visible queue that it is currently in cooldown. My recommendation is that it glows with heat and smokes. Once it stops glowing and smoking you can shoot it again.
I'm torn between that and well "oiled machine."
I find the increased fire rate really helps apply the debuff in short order.
Not especially, it still fires in nice controlled bursts.
Plus you have the option of DPSing faster on tough targets.
Its decent, giving you a lot of ammo as trade off for dps and a bit direct dmg.
Over all you deal more dmg if you can electrolute the bugs right.
Well Oiled Machine; Clean overclocks are clean overclocks.
Turret Arc; Never used it. I don't run Gemini so it's utterly useless to me.
Light-Weight rounds; The one I'm currently using. It's basically taking an additional ammo upgrade with some drawbacks. I built it CCBAB, for a nice little 890 ammo spray n' pray monster.
There is no cooldown on the explosion, it's based on your guns electrocution chance. When you shoot a bullet that would have electrocuted and it hits the turret, explosion happens. This is why I don't like this oc, it's inconsistent and if you build for max electrocution chance, your primary gun now does crap damage. The explosions themselves are very nice; good damage and aoe, inflicts electric and fear but I don't think that's worth giving up your primary weapon for when your secondary is typically made for aoe already. The -3 damage is too steep of a disadvantage when you already have to give up a lot of dps just to get a high electrocute chance to take full advantage of the OC. There's also the issue of the sentry getting "buried" in enemies making it hard to shoot and you can't stand near the turret because the explosions cause friendly fire damage as well.
Well Oiled Machine which is fine.
Turret Arc which can be pretty good if you build for Electrocution Chance as it can severely slow enemies including Dreadnought + with positioning can be pretty good. Definitely want to be shooting at the turret + enemy behind it to set up the electric arc.
Best use I found for it was trolling teammates at the end by making a slowdown fence on the way into the pod.
I absolutely love this overclock. Using it I've decided to fully max out the firerate (18 RPS) and electrocution chance (30%). Sure, you can't hit anything very reliably beyond boomstick range, but the DPS output is insane and the extra electric damage is a great bonus. Gotta bring extra ammo instead of damage at T2, though, and you gotta fire it in bursts or you'll run out very quickly.
Then you have to waste ammo proccing the turrets, waste ammo to do some decent damage output from your weapon and deal with the 120 ammo loss from the OC on top. Ammo runs dry very quickly.
The only way it can be efficient to take right now is if your team lets the enemies reach the arc and kills everything as soon as it leaves the arc. Basically, its a bunker OC, because that almost never happens in general play.
The turrets should just proc 100% of the time, removing the reliance on your shock chance, removing the restrictive mod setup and removing the low reliability and waste of time trying to proc your turrets from over 5ft away.
If the intention is to encourage taking shock builds, at least make the mod provide a +20% shock chance to make it more reliable.
One last little thing, you should be able to see when the arc is wearing off, then re-proc it (resetting it's duration) and be able to tell that it's been recharged.