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The gun is pretty good in haz 5.
(Not that the leadstorm is weak, far from it)
Aoe clean let you abuse the explosion and stun.
(To OP, thunderhead has a lot of ammo but it can't kill as fast as this, ntp is more efficient but force your teamates in a weird position where they have to adapt to feared and poisoned bugs, also its a funkiller)
Its good for ranged ignition if you build it around volatile bullet
Just need to take clusters to compensate for the lack of holding power.
RoF clean is good for a generalist option.
Plasma burster has insane single target while also being great to trigger stun.
(And is also great for escort, bugs won't do much to doretta if they are stun or dead, the second and last phase of the heartstone are a joke with it)
Minelayer has ridiculous damage and radius, you simply have to get good at predicting enemies movement and boom
You end up with one of the most deadliest weapons in the game.
Jfh is also a strong option for single target, really good in sabotage.
Salvo, you need to learn "how many missiles for X enemy".
Since you can still use the regular shot, you use the shotgun for crowds and single target, the regular for range.
21112/32122/32121 overtuned feed mechanism
11212 plasma burster missiles
32222 minelayer system
22212 jet fuel homebrew
32222/22212 salvo module
armour breaking can be swapped out for missile speed in tier 2 for all builds that take it, however missile speed should not be swapped for armour break if it's taken in a build.
never run rocket barrage and never run nitroglycerin compound.
If in doubt, shoot it downwards. Literally at your own feet. Something is bound to find it.
On missions with permanent pressure, like Aquarqs or swarmageddon threat (or mentioned escort), it's usually enough to empty your clip in general direction of incoming wave or even all over the place.
The real problems with Hurricane are:
1. Impossibility to disable missile guidance as necessary without resorting to weapon swaps or whatever other tricks might help.
Cave plundering demands mobility.
Mobility demands either looking at where you're going (at least from time to time) or completely inhumane level of spatial awareness.
Lack of either results in untimely death from either unforgiving gravity or exceptionally huggy bug.
In the end I personally decided to stay with Minelayer.
Barrage is underperforming and is too demanding for +ammo OC - and other non-guided OCs are either performing worse or demanding even more.
2. Really crappy anti-air capabilities. Which is, fortunately, fixable by adequate teammates.
Missile guidance helps a little - but if you've ended up in a situation where you DO need splash damage (or ANY damage) vs air, it's better to drop the shield and put your sidearm to good use.
Do note that Hurricane offers:
1. Convenient access to weakspot cracking
AND armor cracking
AND area damage
AND mildly decent universal damage boost from T5 Nitroglycerin payload
AND either ridiculous bursts of damage or relatively consistent damage output, depending on your overclock.
2. Accuracy potentially exceeding 100% due to missile guidance.
Which needs completely unhinged skill heights to boot - but in the end it might be worth it. Skill should be rewarded.
3. Lower chance of team hits without necessity to stop firing.
Unless you've mispositioned yourself in such a manner so teammates CAN'T avoid your missiles, they usually see your chonky bois flying.
Which makes not getting untimely HE sponsored facial your teammates' responsibility, not yours.
Of course it should be lacking in some department - everyone would use it otherwise!
Thankfully game is easy enough you can play any gun.