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翻訳の問題を報告
I have a setup for extra ammo and faster reload that works pretty well.
I don't know if explosive damage is affected by base damage or wekspot hits, but for me they seem to do around 15 damage per hit.
So after damaging a bug for half health a reload will kill it on my setup.
For one thing, it's fully automatic, which is awesome. That said, the extra recoil really hurts the gun's sniping abilities and the fire rate boost isn't all that much. I feel like it should have a rate of fire that's significantly higher than what can be achieved through spamclicking.
FWIW I use cryo as well. Obviously on higher difficulties the freeze is invaluable.
Tend to use Subata as a "finisher" on praet/dread weakspots, but only occasionally as a "sniper". If I was trying to kill trash I would see this mod as less useful. But of course both driller primaries are pretty good at trash, so ... using Subata vs. trash is going to be pretty rare.
(And part of that may change due to what I read in another tip thread: that it's actually better for driller to keep freezing dread even when its shield breaks, instead of going to DPS mode.)
Also FWIW I should probably just unlock the plasma gun.
--
Others, I have not used, but, comments...
Chain hit: sounds potentially useful. I have decent-or-better aim. Would at least try it. (Getting back to "math": situationally, this seems by far the greatest potential DPS increase vs. the other OCs.)
Extended mag: Not super exciting, but I could see using this situationally, e.g. if an EDD was really ammo-challenged.
Auto-fire: definite maybe. Depends on how +100% spread feels.
Explosive reload: not a fan of it in Borderlands and, though I've never actually tried it, I'm not excited about it in DRG. Not that this means anything in DRG, but in BL the dmg seems puny and I consider it more of a "stunt" mod. (BL players who experience differently, plz feel free to correct me if I'm wrong. I guess it depends on your char spec but I've never bothered trying to optimize for it.)
Tranq: doubt I'd use it w/ cryo; seems redundant.
Good Pre-Info though- the 1st Four Look good, the 2 Unbalanced Ones seem Iffy - especially that reduced ROF
Extended clip: Simple enough, no downsides, kind of boring; but more bullets in the clip never hurts.
Full auto: More of a QOL improvement than a buff, not having to spam click sure saves on a tired trigger finger. Personally I prefer a full accuracy build plus firing it in 2-3 round bursts.
Chain hit: Not terrible..but not exactly blowing anyone's skirt up. Works well against Mactera, some of the time.
Tranq: Neat, provides utility, but severely reduces DPS. The stun is super long, and if your team capitilizes on it, can be rather effective against certain targets.
It lowers DPS but increases the ease of aiming at small target weakspots. You can actually deal with grunts very easily but I think the best part is how easily it handles menaces which are one of the harder enemies with drillers short range weapons.
The slower rate of fire means you dont even need the stability mod anymore, so you're free to take the extra ammo or damage mod instead, so it becomes a bit more ammo efficient.
Best part is that it tightens the gap between its effectiveness with cryo or flamethrower against small-medium enemies. I no longer feel like I'm losing as much by combining it with cryo instead of the EPC. The EPC with single fire now seems like a balanced alternative.
50% stun chance, plus a very long stun time, gives the Subata a lot more utility in exchange for a lot of DPS. You can stun Praetorians to interrupt their ranged attacks and to assist in flanking, you can stun lone grunts for easy melee kills, spitters to pin them down for an easy kill, and you can stun mactera spawn to hold them in place and interrupt their attacks. Very useful.
Plus, I figured out how to effectively use autofire: equip volatile rounds, equip a flamer built for heat, and use it to burst-damage ignited Praetorians.