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Since the melee weapon, The Tenderizer, deals Explosive Damage upon striking an enemy successfully, can't the "Bomb Squad" card inadvertently buff the damage even further??
I think I can help with that....
I know that "Improvised Explosives" definitely works, because of the 75% Explosive Damage it dishes out, but at the cost of "-25% Swap Speed". And this is specifically the reason why I offset that negative with the "Grenade Pouch" card, along with the added benefit of a 5% discount on Offensive Accessories.
"Demolitions Expert" also works wonders here for the 50% Explosive Damage, but at the cost of 15% less ammo capacity. But because i'm testing this build on Hoffman, and his passive "15% Team Ammo Capacity" alone offsets that, but boosted that further with the "Ammo Belt" card for 50% more ammo and 15% Reload Speed (also paired "Cold Brew Coffee" with this for more Reload/Weapon Swap/Use Speed). And this why I save my AR/Sniper/Shotgun/SMG/LMG fire for hordes of trash enemies, and save the explosives for the bigger guys and Bosses.
you could use "Grenade Training" as part of the actual Deck, but because that only offers a flat 25% increase in explosive damage, and I use "Bomb Squad" for the 25% Team Explosive Damage and 25% Team Explosive Resistance instead, I would pick up the former card while in the field.
So with that said, since Hoffman already carries +1 Offensive Accessory as a passive, but when paired with both "Grenade Pouch" and "Double Grenade Pouch", you'll start off 5 Offensive Accessory carrying capacity right off the bat, more when purchasing "Team Offensive Slots" from the vendor while in the safehouse.
or one-shotting it with a LAW rocket, once obtained from a Warped Chest
as much as I like the "Fire In The Hole" card, which i've used quite a few times when purchased in the field, I find "Run Like Hell" to be a much better card!!! I say this, is because the effect says active no matter what, and that's until you start taking damage from enemies. while the effect from the former card only lasts for 5-seconds, giving you just barely enough time to toss out some Firecrackers or a Pipe Bomb (if equipped beforehand).
EDIT (as of 12:25pm EST): I also already have "Glass Cannon" in my Demolitionist Deck Build, but might swap-out "Cold Brew Coffee" for either "Confident Killer" or "Pyro" on the next go-around.
1) Weakspot damage only works on direct hits, and since in most situations your goal is just to hit the target and not miss, it's better to take cards for general damage and accessory damage, One "Hyper-focused" for weakspot damage is quite enough.
2) Swap speed cards also affect the speed of using grenades. The higher your swap speed, the faster you switch to a grenade and back to a weapon. "Grenade Pouch" and "Coffee" are very good for every grenadier.
3) In the game settings enable "Quick Use Offensive Item" to instantly throw a grenade without equipping it. It will take time and a few fails to realize how useful it is. :)
fair point in keeping "Cold Brew Coffee"!!! plus, I forgot to mention in my above response about why I specifically chosen "Double Grenade Pouch" on top of "Grenade Pouch", because if i'm not mistaken, isn't enemy health increased on Nightmare and No-Hope? If so, this is specifically the reason why, especially if you have a good amount of "Offensive Upgrade" cards to upgrade the rarity from white to purple.
And because the "Bomb Squad" card is equipped in my Deck Build and is Team-Based, more likely it has the same stacking effects if ALL 4 players are also equipped with it (similar to "On Your Mark" and "Amped Up") whether part of an actual build, or purchased in the field.
it also helps to fully max-out the Offensive Items by using the Offensive Upgrade Burn Cards from the Skull Totem Store ASAP, so when fighting a random roaming Boss enemy on Nightmare and No Hope, you'll be somewhat prepared for it when it does pop up.