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Autocannon with a Bulldog spec'd for single-target damage might be the way to go. Use AC to clear Sentinels/Armor, then unload with the Bulldog for massive damage.
Uh-h-h...
I mean, this is by far not the best combo, but I run Big Bertha autocannon (31111) and Six-Shooter revolver (13212, iirc - max ammo and explosive toxins).
Well, tbh, I run this 99% of the time I play gunner nowadays. But this is just universal and kinda works well for me. Shreds twins for sure, works against stock dreatnought well (time-tested) and I, preety much, can kill the Hive guard in solo. His sentiels don't stand a chance against raw power of BB, however, I have a feeling they have weakness to explosives? Not sure.
Just make sure to keep toxins on to slow 'em all down and don't forget to manage passive reloading with Born Ready. Oh, right, Born ready and Dash are the "must-have" perks, I'd say. Resupplier can do great too. Thorns are... Idk, thorns.
My current option is 33111, but I've also tried accuracy on tier 2 and it works too. That gives better ammo efficiency, but less damage bonus from Feedback Loop if the user had to relocate frequently to dodge attacks.
And speaking of the Hiveguard, yeah, its weakspots are often open in awkward angles. I like Ice Storm cryo driller for this reason. It works quite well with all 3(4) variants so far, at the cost of poor ammo sustainability.
You understand... Here, I made special pancakes, just for you.
Gunner: AC w BB (31311)/LS w LS (31312) + BRT7 w Lead Spray (13232) + Max range shield
Driller, is mostly speculation based off of all the changes: Cryo Cannon w Ice Storm (11111)
Scout: GK2 w AI Stability Engine (22211) + Zhukovs w Gas Recycling (11131)
Don't know which secondary will go great with Driller, as he's probably one of the weaker classes against dreads in my opinion so I haven't taken him as much. The new Dreads pretty much require having a lot of base damage for armor break where applicable (base dread) and a lot of weakspot damage for HP phases. Ammo economy isn't a big problem due to there being other people + not much in the way of swarms, so you shouldn't run out, especially since you can mine out 100% of the nitra in the cave prior to starting up any of the dreads, resulting in ability to maximize damage at virtually no downside.
Apart from Elimination setups, I'm also looking for EDD loadouts. In other words, not only good against possible dreads, but also somehow viable in other missions.
So that's why I'm a bit concerend with Ice Storm driller. Ammo is an issue, especially when compared to the mainstream cryo (+drills) or sticky flame builds.
I'm also looking for good driller secondary that could compensate this. The candidates so far: TCF EPC / Full-auto subata which I've been using, and Heavy Hitter EPC / Explosive Reload subata which I haven't really tried.
Engineer: Subata w Lightweight Mags (31211) or EM Refire Booster (11211) + PGL w Hyper Propellant (21212)
Gunner: Thunderhead w Composite Drums (33321) because 880 total ammo + BRT7 w Lead Spray (13232
Driller: Cryo w Ice Storm (11111) + Subata w Oversized Magazine (21322) alternatively replace with CRSPR w Lighter Tanks (11332)/Cryo w Perfectly Tuned Cooler (31132) + Subata w Automatic Fire (22111)
Scout: GK2 w Bullets of Mercy (22212)/M1000 w Minimal Clips (12212) + Boomstick w Compact Shells (11312)/Zhukov w Gas Recycling (11131) + IFG (because Zhukovs + BoM GK2, plus it being a good grenade in general. Otherwise Cryo if not running Zhukovs or BoM)
Been using most of these for quite a while now, and they've been serving me well, considering some of these end up having great damage potential, and I couldn't fit every mix of the builds (just take one of the Dread killer ones, and plug in with a good ammo balance one). Scout isn't quite combat useful so I like to go into max CC, especially with the M100 build + Boomsitick + pheromones. Works great for when you just REALLY need to control the wave, and since scout doesn't quite have as many good dread killer options, him dealing with the swarm + providing support is generally the best way to deal with dreads in the dives, at least from my own personal experience.
All of the builds I provide are mostly tested and come from my personal arsenal, but some are just theoretical bests on paper, and can work quite differently in gameplay. In either case I hope something of mine will be of use.
I use mini shells to have a substantial ammo to spare to compensate the low-end ammo count for PGL, and I have 15 rounds in a clip I can auto load into a dread and still deal with trash mobs that I can't waste a PGL shot on with ammo to spare.
I am experimenting with the PGL to use fire, because for any other enemies as big or bigger than a praetorian will either die from a one shot kill or will have fire damage while still taking a substantial amount of damage, especially dreads and can still act as a crowd control tool with 1.2 AoE, so after all dreads are dead, I can pop shots at anything chasing us when extracting.
For your Driller secondary, honestly for reliable damage against dreads, I would go with the Subata because realistically you can't go wrong with a decent pistol, but I like to have the EPC running Energy Rerouting and 22122 so I can still EPC mine if needed, plus I am trying to practice EPC mining too so I have it with me at all times.
It does take a bit of time to get used to, especially when my playstyle is built around stuns and CC, which this build is relatively bad at.
ER EPC 22122 is also currently used in my other builds. Been using he same build with Heat Pipe for a long time, and switched to ER quite recently because it allows faster response in combat, and it's also better as a ranged weapon in general. Shooting spitters and leeches is less of a pain now.