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yes
Tbh I rather have more discussions about the game mechanics than threads complaining about DCs and how bad other players are. His threads made me look at the less popular weapons and builds again I've been having quite a bit of fun with them.
Though I do want to say for the record that this thread is NOT about my plasma carbine build, and I don’t find it bad in the slightest.
Anyways, if you use the scout boltgun, what do you use it for? I tried it when it first came out and it wasn't my cup of tea. I only had 2 OC's at the time, the trifork volley and quick fire so tried to make more damage based builds but it wasn't effective. The retrieving mechanic felt a bit to stiff and I wished the detection box was bigger, or there was button to auto collect them as it slowed me down too much to care to get them back. I had never used pheromones before and learned the hard way it's not really effective against swarmers. Now that I have more mods for it, I want to try it again.
Is it more effective as a CC weapon? I'm thinking of using the Taser with the mods and Specialist OC for duration for a generalist kind of build. Is there some crazy Cryo bolt build effective in eliminations? I just don't use it so I would like to hear from people that do.
11111 quickfire or bodkin
31112 trifork volley is my favorite
Pheromone bolts are great for CC
Tasers for direct damage and slow
i cant really answer that because it varies strongly on the gun and what role it serves
stuff like minigun, flamethrower, engi primaries benefit more from extra ammo because these guns are going to be used constantly against waves of enemies
conversely spike damage weapons like the M1K, boomstick, bulldog benefit from extra damage mods so they can hit breakpoints and be more efficient
there are some exceptions; GK2 needs max damage, autocannon should always take T1C because of the immense boost, cryo varies depending on how much you use radiance, but its usually best to mod a weapon to increase its strengths rather than cover its weaknesses