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Minelets for fun. Leadspray if i want to DPS. Fletchettes if I want sustain.
I personally recommend Compact Mags for prolonged use. It has enough ammo to spend on grunts when waiting for Born Ready or cool downs, but still does decent damage against tougher targets.
I tried Lead Spray, it can do insane DPS like there's no tomorrow, but it doesn't seem to be what I'm looking for as a secondary weapon.
Lead spray 6rb is god tier for elimination
Experimental Rounds + ammo mod gives you a great ammo boost, and the damage bonus is about the equivalent to the hollow points mod, but on all body parts
Compact Mags, Composite Casings, EXP rounds and lead spray are the popular picks
On tier 4 take the ammo upgrade if you want higher total damage or take the weak point upgrade if you want higher dps.
Ammo is usually better imo.
It got decent sustain for a sidearm and is accurate on longer range. Stun allows you to pin down an enemy if you don't want a stunner LS.
If you want a high dps sidearm for dreadnoughts and the like, you can run Lead spray with both damage mods and HP rounds and you'll have unmatched DPS when hitting the weak points of big enemies 11232
As a more "general sidearm" to handle the loan grunt and not waste primary ammo I use composite casing, you can customize it anyway you want from there. Other damage or ammo related OCs don't easily reach any break points without huge sacrifices so I don't bother with them tbh. 22223
Electric OC (forgot the name) is also alright at some psuedo CC, not great but it can do the job, blow through rounds are recommended 32221
Micro flechettes are horrible avoid at all costs.
From my point of view it is the only OC that fully supports the only reason to use the BRT7 instead of the Bulldog: 4s Burst Stun (for everything else the Bully is way better).
With MF and BCABA you have 450 bullets total, a huge 66 bullet mag and can stun for 600s (10 minutes!!!) and it is the second most accurate weapon there is. It stops anything besides bulks, oppressors and dreads infinitely if you want to. Plenty of time for your team to kill it or for you to switch to the AC (the Berts best friend) or throw a sticky (best against preds if no mates are around to support) and kill it yourself.
And because CC is trump I favor this gun and setup in Haz5 and EDDs. Especially with its whooping 4500 total damage (and for me the low DPS does not really matter as my main gun is the killer).
(and as side note: Lead Spray BRT7 against Dread can not compete with a Neurotoxin-Bulldog, especially against super agile haz5 dreads.)
You can't 1 burst lone grunts, mactera and the like unless you take the 6 burst upgrade (in which case why take this OC to begin with) which just leads to further ammo loss with the AC, and if you want better CC/single target stun potential you should just roll with the electric OC, which is still pretty horrid to begin with but at least it can actually slow most of the enemies the stun mod alone on the BRT can't, plus it can take out swarmers easily and save you AC/minigun ammo
The stun mod alone is no where near close enough to hold off enemies as a psuedo CC sidearm, and the bigger kinda enemies you'd want to keep still would be better off being lit up with lead spray with the stun upgrade anyways, same stun time but triple the damage, you'd kill them faster when swapping back to the AC, all with way better ammo economy
If you or anyone else desperately needs to stun with the BRT but are scared of lead spray, just use compact mags and you'd still get way better value out of it (only 36 less shots for total ammo stock, but double the damage VS micro flechettes). Let borne ready handle the longer reload time if that might be a problem (this is what I used before swapping to lead spray)
I was gonna make a point further about how over kill 600 seconds of potential stun is with most AC builds that'll prob run out of ammo (the AC) before you'll have a chance to utilize it all (BRT), but post is nearing TLDR
Just was bored and wanted to blow 5-6 minutes before bed so forgive the reply length, I enjoy discussing builds a lot
As a side note: lead spray has a total of about 5600 damage with HP rounds not counting the multiplier, or 8400 with the extra ammo. Not sure how 4500 total damage is mind blowing with MF's
Tfw the OC is worse than having no OC.
It desperately needs a buff. It is practically a downgrade from stock in its current state. Very low DPS for a tiny upgrade in total damage.
Compact mags is a much better choice for the build you are using.
And idk how you are unable to hit a dread with Lead Spray. That's got to be the gunner's fastest way to kill a dreadnaught.
Anything small should die by the time the stun wears off and anything big has a duration of stun resistance after the first stun. The only exception being menaces and wardens, which are the only ones that will stun indefinitely and take more than 0.5 seconds to kill with a clean setup. But you're going to do what there with micro flechettes? Stun it, then finish it off with your primary since your BRT DPS is now less than a pitiful 50%? So what are you going to do with all that extra ammo? What's the point of it? You won't use all that just with stuns, you might as well take an OC with less of an ammo bonus that retains more of it's DPS/low TTK.
Wardens and menaces can be stunned with the bulldog's shorter stun repeatedly while actually killing it with high weakpoint damage and accuracy in just a fraction of the time. Same for a clean BRT7 setup. The only way to actually restore micro flechettes DPS to an acceptable speed is to take 6-shot bursts, which sacrifices the stun and counteracts the recoil and spread bonuses by taking twice the shots.
Aside from that you are also sacrificing mag size, since you'll need twice the shots but micro flechettes only raises your mag size by 30 (while with hi-cap mag your mag size is 36), it's not even doubled to account for needing twice the shots.
The only way to use micro flechettes is to sacrifice extra clip size and burst mods and go for extra damage. Combined with hollow-points that brings it up to 109.2 damage - just enough to kill a grunt which raises it's ammo efficiency incredibly since grunts are the majority of enemies. You'll also still kill mactera in one (the second average breakpoint you want to acheive) and you can even afford to waste ammo on swarmers if you wish. It'll even be efficient against acid spitters since it usually takes 2 shots with a BRT7 to take them down anyway, but now you have the x0.5 recoil and spread bonuses to help.
That makes you very mobile while fighting as you don't suffer the primary weapon's slowdown.
Not something I'd really sacrifice my secondary for though. I'd much rather take something with a high burst DPS to go alongside the primary's sustain.
- Lead Spray is generally the way I go for a burst DPS focus.
- Experimental Rounds if I really wish to retain some long range accuracy with burst DPS.
- Composite Casings if I plan to use the BRT7 a lot against trash as well as tanky enemies.
- Compact Mags if I ever wanted a focus on stuns or trash killing.
The 2 main reasons to take the BRT7 over the bulldog are: stunning/breaking guard stances while retaining high burst and ammo efficiency (when you use the AC) or for dealing high burst DPS to dreadnoughts - each having a different setup for the desired result.
Not really hating on MF as I've never spent enough time with it to begin with, but it really bothers me with the slow damage output. On one hand, stun "buys" you more time in combat, but on the other hand, you'd spend more time dealing the same amount of damage.
In my opinion, the value in MF is mostly trash clearing. Real trash like jellyfish or swarmers. Some might find it handy paired with low sustain minigun builds such as ones with Lead Storm OC, but it's not quite my cup of tea.
I fully agree with your analyzes and it makes sense if you play solo. But consider that my main stance is Bulldog>BRT7 in the first place. So I just said: if I want to use the BRT7 in a 4 dwarves coop I deam MF the only proper OC. And I personally actually only use it for EDDs and haz5 salvage missions for the maximum control. With my BRT7 setup I can control any mob on any range precise like a M1k focus shot.
6 mega hard lead spray shots sound amazing... but outside close range you`ll hit ♥♥♥♥ with it (especially with lag in multi). And why it is bad against haz5 dread you ask? Haz5 dread is pretty quick and considering the often ♥♥♥♥♥♥ latencies of coop games the dread is often not where you think it is, often "zooming" around. Making it pretty hard to stay close enough that you hit the 6 lead spray shots. Easier to hit 1 Bulldog shell and slow the monster with neurotoxin, helping all of your team mates. For you solo players that may not matter, for me it does. ( And I may add that this is even more true if you are not the host but just a client)
And Syncourt I love your content on YT but I actually often do not agree because your builds make sense in solo play but often not that much in 4-player coop. (But man was I happy when you released that Ice Storm dreadkiller build that I also use since a couple months and it as valid in multi as in solo and outperforms any flamer build for that purpose. Wish more Drillers would use the team friendly cryo in coop.) Keep on teachin da boys!
Only problem to me is (since the buffs) every damn engie spamming breach cutters at dreads these days and causing massive friendly fire to other players that are using close range setups. They do a lot of damage themselves, but I dont think it works out as much when it prevents other players from using their best burst setups.
I fiddled around with an AC anti-dread build as well but never really was that happy with it. Benefit of the AC is beeing able to shred the dreads armor from any side like driller but the AoE DPS is way to low (an Neuro OC costs a looot of dmg that is not compensated by the neuro dmg in any way, because that is max 12 DPS). And pumping up the direct dmg of the AC infringes on that concept.
And if you constantly running to be close enough to the dreads abdomen when the armor comes of to hit all 6 LS shots means less shooting. And as you stated yourself beeing close to the dread often enough comes with lots and lots of friendly fire. Especially since many players still use lots of explosives on the dread while I find that not very effective. What mod loadout do your use for the Bert for that purpose? (and btw. do you know if feedback loop on the AC increases only direct or the AoE dmg as well?)
My Gunner anti dread now looks like this:
Mini: OOMph OC BB(A)BB to shred the armor
Bull: BACBB (sadly I only have homebrew OC so far...) for weakpoint phase
Still not as happy about it as the simple ice storm driller build thou.
Striktly looking at raw number that is correct. But than you have 400% spread and max kick. So you can only use it like the Boomstick on super close range. Something a Gunner does not need as a sidearm since his primaries can do that better. (And you have no or virtually no stun since you either do not take it or you probably miss one of the shots due range or lag in coop.) And I use stickies as well for close-mid range (since the other grenades are ♥♥♥♥ in coop) to compensate any dmg lacks on that range.