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Minigun mods; 3 2 3 2 2
The accuracy at Tier 1 is a must since you mostly fire in bursts, so you wont spin up as much for stabilization.
T4.2 faster spinup is needed since you want to burn targets the moment they come into the weapons ''cone'' of heat.
Because the overclock heats the weapon up faster, having the Tier 5.2 Cold as the Grave helps with keeping the weapon fireing in higher hazards and bigger waves. You already gain a bit of damage from the fire ticks, but sometimes a target needs to die since its in your face or there are too many others. Having this cool your weapon realy helps with sustained fire.
I combine this minigun build with the Buldog Volatile Bullets OC.
Getting that +300% damage on burning targets is great for quickly killing armored targets when you dont have time to let them burn. As well as kill Praetorians and Oppressors in a few shots. Ofcourse having an accurate weapon as backup for ranged targets helps as well.
For this build i got with mods; 2 2 3 2 2
I like having the accuracy at Tier 1 & 2, so i can hit far away weakspots. This is extra useful when you burn targets or a teammate does but have some distance to them. Its accurate enough where you can hit Preatorian and Oppressor weakspots at medium-long range.
Neurotoxin is great for withering down big targets, like Dreadnaughts. As well as hitting far away targets and letting it tick away while they are no threat yet.
I combine this with Incendiary Grenade so i can trigger the Bulldog extra damage more easly, have a ranged option to burn targets in bigger caves... and have some extra waveclear. This is mostly a hazard 5 build where you need the waveclear. But you can certainly switch it out for sticky grenades to make praetorians run away from you.
Shooting down some minelets in front of a wave so you can both burn and slow them works pretty decent. The electric dot slows grunts to a crawl, so they bunch up together so you can burn more targets at the same time.
And it also gives another DoT and slow on big targets as you burn them.
Ofcourse you do give up your long ranged option with choosing this secondairy.
Also its pretty good with Goo Bomber Special, since you can set the puddles on fire.
i've always prefered hot bullets so i can light up distant targets like spitballers for a volatile bullet bulldog follow up
Same. Like, I've heard a lot of people use Aggressive Venting, and Burning Hell would be the build to use it on, but Hot Bullets heating targets from far away is just too precious. I don't want to get within 4 meters of a Praet to start heating it up, let alone shoot it until I fully overheat, I want to do it from 15 meters away, and then shoot its face with Volatile Bullets.
Aggressive Venting is real handy if you're expecting swarms to be on top of you, and where the 4 meter flamethrower isn't killing bugs before they can swing at you, but Hot Bullets lets you get the fire going from so far away that it denies them the chance to get to you in the first place.
it also simply feels good to click on the weakspots of spitballers, bulks, wardens, and menaces from long range with the bulldog. Love the reactions of greenbeards not knowing what deleted those big boys quickly.