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You feel cluster nades are better than incendiary nades?
"Lead Storm" Powered Minigun
-A Little More Oomph!
mods: improved accuracy, higher damage, reduced spinup, armor breaking, cool on kill
"Bulldog" Heavy Revolver
-Magic Bullets
mods: faster reload, 2x expande ammo, Explosive, Neurotoxin
Incendiary Grenade
Depends. The minigun isn't exactly a wave clearing monster, so cluster grenades help in this regard. Without the splash damage bulldog (which I use primarily to deal with swarmers and web spitters) I would run incendiary, but as I have a very effective way to deal with swarmers I take the extra wave clearing potential in form of cluster nades instead.
Both grenades are great at what they do.
I personally prefer cluster - if you're swamped deploy a shield and nuke the area for example.
In terms of the 3 best Minigun builds, Lead Storm / Exhaust Vectoring / A little more Oomph - all up the damage in return for less mobility (LS), greater spread (EV) or without any penalty at all (ALMO) - with the latter if you go for faster spin up time (I recommend this anyway) you can basically fire instantly and within a second you can headshot enemies across the map. All three OC's are about the same in my experience but I now generally go for Lead Storm just because I enjoy ripping harder enemies to shreds before they cause problems - most especially macterras.
With all mini builds I'd suggest the following:
Accuracy (Essential)
Increased Caliber Rounds (I'd always err on the side of killing things quicker)
Faster Spin Up
Armor Breaking (essential imo)
As cold as the grave, nerfed a bit but hey ho.
With Minigun just ALWAYS aim for the head and you'll be amazed how satisfying the above builds are.
However - for gunner I'd also recommend the following perks
Dash - you need this to be able to put distance between you and enemies when you get swamped - gives you enough space to wipe out whatever you have.
Hover Boots - once you're good at these you don't need to worry about falls - my favorite thing in the whole game.
Strong Arm - not many people use this but as gunner it means you end up throwing flares way way further which means you aren't reliant on scouts for lighting.
One note about minigun is that a lot of people go for the +15% damage mod rather than my preference (faster spin-up) - in practise faster spin up is much better for survival + you shouldn't be firing for long continuous periods because your ammo is limited - try to ease off when tracking between enemies and then focus on the heads always - you'll be amazed the difference it makes as you pick the bastards off the walls from hundreds of meters away.
Minigun builds are my goto for missions like Escort since the team generally defends the area and I can prioritize the rocks, beamers, and big enemies during the swarm waves. For AC builds I found mixing Carpet Bomber /w armour breaking makes for one heck of a nice sweet spot combined with the bulldog with either Elephant Rounds or since .34, Homebrew Powder. Carpet Bomber can shred the fodder, while the armour breaking can quickly strip down the armored shells from praets etc. to expose squishy bits for the bulldog.
At the end of the day, don't expect to judge a Gunner's effectiveness by the stat screen at the end of the mission. The Engineer and Driller excel at sweeping fodder bugs. You can excel at killing the big meanies which count for as much on the stat screen as a swarmer. As the gunner, you're role is establishing a control point with your shield and mid to long range area denial with high volume suppressive fire. (Think the flak barrage from the Galactica.)
All 3 of the gunner's grenades are effective. Cluster is situational and can often get you into trouble it tight spots with allies moving around so you really have to use it carefully. Don't bother with it on low gravity modifiers as it spreads out way too far. (use fire or spiky) Fire grenades are well suited for area denial to soften up bugs over time. Great for defensive-type missions. Spiky grenades are great when dealing with things like Elimination where you're trying to impart damage at times where there *isn't* explosive resistances and without spraying teammates with bomblets. The fear effect is also quite nice for getting bugs turning away from you, and potentially towards other bugs before the boom.
I do have the revolver magic bullets mods, though what I have been using so far is the burst fire pistol with increased ammo and damage mod, which I think is really good for dealing with stronger targets/weakpoints that carpet bomber build cant deal with.
I have been looking up builds on the internet for gunner builds, but most of them seems pretty dated, which is why I asked you guys. So thanks all :)
Sokaku: I use big bertha on dreadnaught mission, and carpet bomber on the other ones. It is working alright, but I still feel slightly better off with my engineer or driller build.
Though minigun is probably a better pick than autocannon on dreadnaight missions?
Any precision ? I got, like, 6 builds for my gunner.
The problem is that it isn't much fun to play (at least in my opinion) as you're basically just going for AOE kills - Splintering Shells is an OC that is a good middle ground (direct damage still being relevant) and Big Bertha while it can't do nearly the same total damage factoring for AOE is almost as fun as Lead Storm on single targets.
I do feel at least based on my personal experience that if you want to be a useful gunner then the Minigun is the better bet as the rest of the team will struggle with macteras, spitball infectors, rollers, etc etc... or will at least spend most of their ammo in the process. Common Grunts really aren't the problem in DRG - teams tend to die when they come up against high hp enemies that they can't deal with quickly enough.
If you do decide to go AC build I'd suggest adding the auto-reload perk because then you are able to switch to secondary, wait 5 seconds and be back with a fresh 220 rounds and vice versa.
Something that just feels right I guess. I feel like I with all the other classes can find builds that are really good, but not for gunner. My carpet bomber is decent, but it is just not up there with the rest of the classes I feel are just a bit more easy for me to master.
It might be the slowdown when firing that is the problem for me. The drawback for spinning up your gun and being slow. The guns firepower doesnt seem to compensate enough for that in my builds. I feel a bit vulnerable a gunner. Even with the shields.
But I have seen gunners being really good and just melt everything, so it must be my builds, or lack of top tier mods.
I agree. The best build for supporting your team is minigun. I just got tired of the minigun, and dont have many interesting mods with it.
And I do run the born ready perk with AC. It feels mandatory :)
Have you tried an instant spin up build, with "A Little More Oomph" OC? Here's mine:
https://steamcommunity.com/sharedfiles/filedetails/?id=2477201637
then I guess I have at least one build for you. Since everybody is probably going to be talking about the same builds, I'll share some that are a bit more original. Obviously, things can be tweaked around, especially for the AC.
https://steamcommunity.com/sharedfiles/filedetails/?id=2477223456
I'd recommand not getting the RoF upgrade as if will make you dump your amo really fast. You can still go for radius and aoe damage if you prefer to play it that way. It still works.
Either the mag size of the ammo are good pick. I don't mind reloading so I always pick the ammo but that's up to you. But remember that a bullet that hit two enemies is just going to be 100% more damage compared to the base one.
https://steamcommunity.com/sharedfiles/filedetails/?id=2477223482
Since the buff on bullet hell, this OC, while still not being "top tiers" is now pretty good for trash clearing. You can skip AB and go for the stun if you want more CC instead. The T5 can be changed as well for Aggressive Venting if you want a more defensive option.
You kinda need all the damage upgrade though in order to match the base minigun in damage.