Deep Rock Galactic

Deep Rock Galactic

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Hurricane Build guide (UPDATE in progress. Might be a while till version 3.0 is finsihed)
Av Torres, The Devourer
This guide will go over the base stats, strats, builds, and more! I've put in several hours and promotions with the Hurricane and have used several different builds. Before making the guide I asked the DRG forums for some help, and I would like to thank you all.
Without further-ado, lets get started!
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This is taking longer than I thought.
hiiiiiii. To like the 5 people reading this, sorry I'm taking so long. I'm trying my best to finish things up, but it is proving to be more difficult than anticipated. I think I started June 21st? No, 22nd! And two days later (likely three by the time you are reading this) I'm still here! Today, the 24th typing away. Man, I got no sleep last night and I've just been feeling a little funky. Anyways, thanks for sticking around. I hope you like this guide as much as I do. I'm really proud of it.
Terminology.
You probably know what these mean but just in case you don't here are some terminology for you too know.
DPS: Damage Per Second
AoE: Area of Effect
AB: Armor Break
RoF: Rate of Fire
T: Tier. As in Tier of weapon modifications.
1/A: first option in a weapon tier .
2/B: second option in a tier.
3/C: third damage in a tier.
x: Anything in a tier
Weapon Builds: How the weapon is upgraded.
OC: Original Character Overclock
Introduction.
The hurricane is an interesting weapon.

Pros: Does both decent single target and AoE, very accurate, and the missiles are manually guided, and has a faster reload than the auto cannon, and can still damage enemies while running (if you shoot, stop shooting, then start moving), and it is ammo efficient once you learn to use it correctly.

Cons: It has less sustain then the other guns, it is not hit scan, the missile guidance can not be toggled on and off, and without OCs and upgrades its a "Jack of all trades master of none"

If you find yourself confused with this weapon; don't worry! I'm here to help! After several hours and promotions with the weapon, as well as tips from some very patient steam forum members (I especially thank Chibbity and Frisky :D). I am confident this guide will serve you all well.

Oh! If you want that stats that I got than I reccomend the use of these websites:
https://deeprockgalactic.wiki.gg/wiki/%22Hurricane%22_Guided_Rocket_System
https://karl.gg/#/
Base stats and weapon mods.

So we got some respectable stats.
16 direct damage.
20 AoE damage.
1.4 AoE radius.
36 magazine size.
288 ammo
3 RoF
3.5 Reload time (made even shorter with reload canceling. After the mag is in the weapon and when your HUD says your weapon mag has been reloaded quickly press right mouse button or ctrl).

Pretty good, I'd say, but what about the weapon modifications?

T1: Missile belt gives 72 extra ammo. Pressurized Gas Cylinders adds a plus 4 direct damage. Increased Blast Radius adds a 0.8 AoE radius.

T2: Bigger Jet Engine adds +60% Projectile Velocity and +125% Turn Rate. Anti-tank missiles adds +%100 armor break.

I was notified in the comments by Athos42 that armor break doesn't work properly. it still breaks armor, but it is supposed to do full damage when the armor breaks. This is not the case as it will not deal the full damage on armor break. I'll talk about this more in depth in the next section.

T3: Nano missiles add 36 extra mag size (72 in total) while Improved feed mechanism adds +1 RoF, but that +1 RoF increases DPS by %33! I will talk about these next section.

T4: Shrapnel load adds %50 weak point damage. Very good when combined with the T1 damage upgrade. Zip fuel adds +4 area damage. Great when paired with T1 AoE radius.

T5: Napalm rounds converts %33 of both direct AND area damage and converts it into heat. Uncontrolled Decompression adds a %25 chance of stunning an enemy with a 3 second stun. Nitroglycerin Rounds adds +1 area damage every 0.75 seconds your missile is in the air. I'll talk about this tier later as well.

That took longer than I thought... Let's move on!
Comparing the Mod Tiers.
The Hurricane has less gear mods than the Auto cannon and minigun, but don't worry! The hurricane has a pretty well rounded mod tree. I'll explain by starting with T1.

T1 depends on build and preference. All options are good here.

T2 at first glance seems pretty well balanced. HOWEVER, armor break is bugged and only direct damage will break armor plates while AoE damage will do nothing. Even worse is that when an armor plate is broken, it will not deal full damage when broken. (thanks for Athos42 in the comment section for telling me this!) This hurts armor break. because of this I believe that the rocket speed mod is superior. In most builds I will be using rocket speed in my builds. That's not to say armor break isn't entirely useless. Some people don't like the extra rocket speed, or like armor break in general. Although, if you don't like the armor speed; why? I don't see why you wouldn't like it, especially with the added maneuverability that the mod gives you.
TL;DR use rocket speed in most cases as it is usually better, but if you like armor break, than go ahead and use it!

In T3 we have mag size vs RoF. Mag size helps a lot because the hurricane only has 36 rockets in the base weapon, so it makes the weapon have more sustained firing. Mag size is a really solid pick, BUT RoF is king in this tier. If my memory serves me correctly, it gives you a plus %33 DPS boost and helps a lot with weapon feel as the base weapon could have more RoF. So if you have no OCs, then RoF is the way to go. In some builds, mag size does help a lot, and we will talk about that later.
TL;DR RoF is better in most cases but mag size can be useful in several builds.

In T4 we have Weakpoint damage and AoE damage. Depending on who you are, you might prefer one over the other. You might like the weakpoint damage for its hefty +50% weakpoint damage boost. On the other hand you might prefer the AoE damage because you like the simple damage up and or you dislike aiming for weak points on a non-hit scan weapon. Both options are very good.
TL;DR just like in T1, this tier depends on your build and preference.

Tier 5 Is an easy choice. Stun all the way. Funnily enough, the napalm rockets were number 1 before they got nerfed. In their nerfed state I wouldn't bother with them. There is, however, one build that does work well with napalm rounds. We'll get into that later. Nitroglycerin compound is a meme, and not a very funny one. Don't ever use it over the vastly superior stun.
TL;DR use stun for every single build. Napalm can be useful for one OC, and nitro sucks.

That took longer than I expected. Now let's talk strategies!
Mix and matching T1 and T4
Something that has bugged me for a long time is the simple question of: are mixing and matching the T1 and T4 mods viable?
What I mean by that is combining damage with AoE damage or Radius with weakpoint. Ammo doesn't count as you can take either of the T4 mods and do well.

So what is the answer to this age old question? Yes, you can! Although, I don't think it would be better than just combining them by their role (AoE with AoE and Direct damage with Direct damage).

So boom, we're done here, right? Not quiet yet, as there are some points I'd like to bring up.

Number 1: taking both damage ups are better than taking Weakpoint with radius. On paper (and by paper I mean good 'ol Karl.gg) we can see the OCs (OFM, frag missiles, Salvo, and rocket barrage) that you would probably consider taking these "hybrid" options, you'd get higher DPS by taking both damage upgrades (AoE and direct).

Number 2: Some people might like to take T1 damage, but they might not like taking weakpoint damage on a projectile weapon, so they opt for the AoE damage. You'd would get less weakpoint DPS but you'd get more ideal DPS.

So what is the take away from this? I do not recommend taking T1 C with T4 A, but T1 B and T4 B should work perfectly.

Alright, on to the next- OH WAIT!

I totally forgot something. Different enemies will have different weakspot modifiers. Here is a handy dandy example from Karl.gg,
Ursprungligen skrivet av Karl.gg:
Important, 1x damage is applied to praetorians and oppressors. 2x damage is applied to all grunts and most enemies. 3x is applied to bulks, breeders, mactera, etc.
If you want more specific examples; click here![deeprockgalactic.wiki.gg]

By taking weakpoint damage against these enemies you will be doing much more damage with the weakpoint damage mod equipped. So I'd say T1 B + T4 A beats out the hybrid option.

For my final conclusion of this very messy segment:
Taking T1 C and T4 A together is not recommended.
Take both T1 B and T4 B if you want T1 damage but don't want to take T4 A.
For most builds, just take damage with damage, and AoE with AoE.
Ammo is good too :)

Ok. Whew! Hopefully that conclusion to this section made things more clear. Now let's move on!
Hurricane Strategies.
I'd argue that learning how many rockets kill certain enemies and estimate how many rockets it will take to kill swarms/groups of enemies is one of, if not the most important skill to have with the hurricane. By doing this you are able to conserve ammunition while also not over killing your target, Lets pretend You are in a mission. You see a group of grunts near you, and a praetorian and some mactera are coming for you. You think "Ok. I will shoot 8 rockets at the grunts, switch my attention to the mactera and shoot 8 more, then keep firing at the praetorian until it dies or I need to reload" That's what I love about the hurricane.

Many people find gunner to be point and shoot kinda guy, and even though he is my favorite, you do a lot of point and shooting with my boy gunner. Then the hurricane comes in and is like "what if you add some thinking to that point and shooting?" and I love that. Also if you don't want to guide your rockets then equip your secondary weapon. That will do the trick.

However, there seem to be some people who can't quite get used to the missile guidance. I'll explain using it in more detail in our next section.
Using Missile guidence.
It seems that many people can't wrap their heads around the missile guidance. Yes, using it is harder than just pointing and shooting, but it isn't all too difficult to use. In most situations, you'll be pointing and shooting just as you would with any other primary but with the added benefit of the increased precision and accuracy gained from the guidance. The guidance is there to give you extra precision and accuracy when you need it. You can also switch between targets on a dime if need be. Say, you kill a praetorian, but you still got some rockets in the air. Simply switch your target by pointing your cross hair somewhere else. It really is that simple. The guidance can get iffy if there is terrain blocking your target or if there is some foliage obstructing your vision. I can't really think of too many things to say about the missiles guidance, most of the tips I can give you are just simple obvious things that you can learn from experience. The best way to learn how to aim in any game while using any weapon is from experience. So go out there and make me proud!

Oh! This isn't a hurricane exclusive tip but a general gunner tip: if you ever feel as if you are being overwhelmed; use your shield. Do not be afraid to use it. You'll be safer and your teammates will thank you.
Builds! (Finally)
Without any more waiting, lets get onto the builds!
Yaaaaay :>
Overtuned Feed Mechanism, my beloved.


OC stats:
Pos: x1.2 Max Velocity
Pos: +1 Rate of Fire
(from here on out; stats are taken from the official DRG wiki)

The build is: X1XX2
Anything, rocket speed, anything, anything, and stun


Ahhhh Overtuned feed mechanism. This is unironically one of my favorite OCs in the game. The added rocket speed is nice, but what is even nicer is that beautiful plus one RoF. That plus one RoF goes a long way on the hurricane. It also allows you to take the magazine mod without giving up +1 RoF! Alternatively, you can choose the RoF mod to have a fast firing hurricane.

The best part is, you can do anything with this OC. I chose rocket speed and stun because I think that they are the best in their respective tiers, but you can choose whatever you like and it will work!

Try the OC yourself. It's a simple yet fantastic Overclock!
Mini PGL missiles!


OC stats:
Pos: +2 Area Damage
Pos: +0.5m AoE Radius

The build is: 31222
AoE radius, Rocket speed, RoF, Area damage,and Stun


Here is another good one for ya; Fragmentation missiles! The other clean for the hurricane, and it's another good one!

Similarly to OFM (overtuned feed mechanism) it is a very simple and effective OC. On the flip side, OFM isn't biased toward any sort of build, while frag missiles is biased to AoE. We will be building it as such; turning your micro missiles into mini PGL shots!

In T1 we will be taking AoE radius. You could take damage, but by taking the AoE radius you get a hefty 2.7 AoE radius. That's bigger then some and auto cannon builds!

In T2 we take armor speed. The extra speed and maneuverability meshes well with the AoE nature of this OC while AB is bugged with AoE damage.

In T3 we take RoF. The magazine mod may seem like a good choice for the extra sustainability, BUT RoF will give you a lot more DPS. Plus, you wanna carpet bomb those bugs not slowly fire at them dammit! Trust me you'll want to take RoF.

In T4 we will take Area damage, obviously.

In T5 we take stun. Stun on an AoE weapon is very effective. Especially when your AoE radius is 2.7 meters!

I don't think I need to go in depth how to use this OC. You shoot bugs and they die. If they are in groups, even better! However, if you want a deeper understanding on how damage fall off works on AoE then I recommend reading this WikI page[deeprockgalactic.wiki.gg]

Overall, this build is simple, effective, and versatile! This is perfect for any AoE lover.
The Almighty Minelayer!


OC stats:
Pos: +Minelayer System
Neg: Missiles are now unguided
Neg: -36 Max Ammo

The build is: 31X2 1 or 2
Radius, missile speed, RoF, area damage, and either napalm or stun.


Mine layer is a funky OC that works in funky ways.
Ursprungligen skrivet av DRG wiki:
Mine stats:
When missiles impact terrain, they transform into mines that will detonate when enemies get too close.
*Mines will stop getting the Nitroglycerin Rounds Bonus after impacting Terrain.

Lifetime: 15s
Area Damage : x2.75
Radius: x1.5
Trigger Range: 2m

When I first got this OC I was kinda confused. It's certainly different to what I was used too, so getting used to this OC took a while. Now with several hours with this OC under my belt, I can confidently say that this OC rocks! Just like frag missiles, this OC is AoE focused. Thus, we will be building it s such as well.

In T1 we will be taking AoE radius to increase the power of our mines. The ammo penalty is insignificant so taking the ammo mod is unnecessary.

In T2 we will be taking rocket speed. This may sound confusing at first so let me explain why we take it over AoE.
1. AB is bugged with AoE.
2. We are not looking to strip the armor off the bugs as we are not directly shooting at them.
3. And most importantly, the increased speed means we will be able to plant mines in the ground faster.
Rocket speed is the way to go!

In T3 anything works. Personally I am partial to RoF, but mag size works too. The mag mod gives you an extra 36 starting ammo while also increasing sustained firing. However, RoF has the advantage of planting more mines in the ground in a shorter amount of time. So the mage mod gives you some extra ammo and sustain, while the RoF mod allows you to be more aggressive. I prefer RoF personally but the mag mod is an excellent choice too. If you ask me, I think RoF is slightly better, but that could also just be my RoF loving self :P

In T4 we will be taking area damage, obviously.

In T5 there are two options that work well. Stun is always a good choice and can save your life! However, napalm rounds actually works here. If you don't mind giving up some damage, you can use napalm rounds to great effect to enhance your AoE abilities! Sadly, this is the only build in which I can recommend the use of napalm rounds over stun.
But wait! thanks to my friend Aimee I now have more accurate numbers on how napalm interacts with minelayer
Ursprungligen skrivet av Aimee:
Minelayer has a maximum AoE damage of 66, and because of the mines being easly spaced out and creatures never walking exactly where you want them. Its quite rare that they die instantly. The firemod makes it so that any grunt and slasher hit by 2 or more mines are set on fire.
Dealing another 50 or more firedamage over 3-4 seconds.
Thats the reason why it works so well, since it almost always means the most common enemies die after walking over 2-3 mines.
3 mines will deal a minimum of 182 damage if you include fire damage, thats enough to kill slashers.
It's certainly a good choice if you want to give up stun. With all this being said, don't take this as napalm is better than stun. Stun can save you from many hairy situations and helps a lot if you want to play, or find yourself in a situation in which you have to play defensively. Though if you askl me using napalm is a lot of fun :>

You might not like minelayer due to its unique play style. If you do like it, you will be greeted to an extremely effective killing machine! Don't underestimate the AoE potential of mine layer.
This OC is also very versatile. I do not recommend taking it on elimination or mactera plague missions, however. It works great in any other mission though!

Using minelayer is like a combination of the sticky fuel OC combined with cryo or electro minelets. You want to plant mines into the ground like the other mine OCs, but you want to plant them in front of the bugs like a carpet of sticky flames. Plus if you ever find yourself in hot water you can always plant mines at your feet and run away and let the bug come to YOU while running through a minefield of your own making!
Just remember to have a dedicated single target primary, as you will not be using your rockets for direct damage. Remember, you want to shoot at the ground to create mines, not directly onto the bugs themselves.

Alright, that should be it for minelayer! Onto another funky OC...
PLASMA BEES! (Plasma Burster missles)
(i made a slight mistake with this image. I will change it soon)



OC stats:
Pos: +Plasma Burster Missiles
Pos: x1.3 Turn Rate
Neg: x0.5 Direct Damage
Neg: x0.5 Area Damage
Neg: x0.5 AoE Radius
Neg: x0.75 Max Velocity
Neg: -108 Max Ammo

The build is: 1 or 2, 1XX2
Ammo or Damage, rocket speed, anything, anything, stun


Because PBM is complicated in how it works, I recommend you go onto the wiki page and read it yourself as to not bloat this section. https://deeprockgalactic.wiki.gg/wiki/%22Hurricane%22_Guided_Rocket_System

Anyways, this OC has quite the history. In experimental it was busted. Or so I hear. I never got to use it myself but it was apparently really good. Unfortunately, it got nerfed, and for the longest time it was quite bad. Mediocre at best. However, The devs finally gave PBM (plasma burster missiles) some much needed love in season 3 by doing the following:
  • Guidance system update prevents missiles from hitting the ground while swarming around a target
  • Increased the number of hits a single missile can deliver before expiring
These two simple changes have made PBM really good!

With that short history lesson aside, lets look at it's stats. It looks pretty rough with all of its downsides. Halved damage, halved area damage, halved radius, reduced ammo, and a lower rocket speed. Thankfully, this OC in practice makes up for these short comings, as a skilled user can deal a lot of damage with a handful of missiles. Now I will tell you how to build it and use it.

In T1 we take
Grandpa's recipie! (Jetfuel Homebrew build)

1 or 2 XX12 Jet fuel Homebrew
This is another one of my favorite OCs and I think you'll like it too. It SIGNIFICANTLY increases direct damage and projectile speed and rockets start at max speed when fired. Plus the upsides feel great! Though the rockets are much stiffer to control, so for Karl's sake, I hope you have good aim. It comes with some downsides: Less AoE damage and radius. Ok, fair. Less ammo. Not a big problem (if you can aim properly, that is). Less mag size, so only 27 rockets in one mag. That one kinda hurts. That brings down the sustain of the gun, but you can build around it or embrace it in T3. Alright, let's get into weapon mods!

In T1 we take damage. Something worth mentioning is that if you take damage, it doesn't increase by 4, but it instead increases by 10! Nice! Alternatively, you could take ammo if you would like to counter one of the downsides of this OC. I usually take damage.

In T2 we can take either option. I prefer armor-breaking, but with the rocket speed mod, your rockets can go comically fast. Both are good picks

In T3 you can take either one. RoF increases DPS, but with all that damage with jet fuel your DPS is already pretty good and you might want to take mag size for extra sustain. Keep in mind that if you choose to take mag size you don't get a mag size of 72, but instead, you get a mag size of 54. Mag size if you want to fire longer, RoF to kill stuff faster with more frequent reloads.

In T4 we take weak point damage. This boosts up your damage significantly when hitting weak points.

In T5 we take stun. The other options are pointless when running jet fuel. Do not take them over stun unless you want to lose the very useful stun upgrade. I've seen people take napalm with jet fuel, but why? Just go all in with the damage and take stun. I find it to be much more effective.

Jet fuel is cracked at taking down bugs of all sizes, and shines during elimination missions. You can even take them on regular missions as long as you have an AoE secondary to back it up. I also find it to be useful on mactera plague missions because the mactera have easy-to-hit highly damaging weak points. Enjoy one-shotting grunts in their sexy stupid faces.
Fricken Rocket shotgun! (Salvo Build)

XX2X2 Salvo Module
Here we have another fan favorite; the Salvo module. You may be wondering how these salvo rockets work. According to the DRG wiki they work like this;
Ursprungligen skrivet av DRG wiki:
Hold down the trigger to load up to 9 missiles into a single, unguided shot. Salvo Missiles have their Starting Velocity and Max Velocity increased to 20 m/sec by default. For each additional missile added to the salvo all missiles deal bonus area and direct damage up to +4 Area Damage and +4 Direct Damage. The minimum damage bonus is +1 Area Damage and +1 Direct damage for only one missile launched.
Bonus Damage Formula: 0.625 + (0.375 * Missiles Loaded)
In simpler words, the more rockets that are charged up the more damage they do. To charge rockets simply hold down the left mouse button. You may think that this is the only way to use this gun, but if you tap fire you can still fire singular guided missiles, albeit at a slower fire rate.

In T1 you could take anything. More ammo if you find yourself running out of ammo too quickly, more damage for taking on bigger threats, or a bigger AoE radius for taking on those crowds. You can't go wrong here.

In T2 we can take either one. I've found both to be useful.

In T3 I used to run the mag mod, but now I believe that the RoF mod is much more useful. It allows you to charge up salvo blasts faster and allows you to tap fire easier. If I were you I would take RoF.

In T4 it depends on what you wanna do with the weapon. More single-target damage? Go for the weak point bonus. More AoE? Go for increased AoE damage.

In T5 we have stun. Blast those bugs so hard that they get stunned right in their tracks! It is possible if you build salvo for napalm rounds, but I find the stun to be more fun (and quite frankly more useful).

Using Salvo really makes you feel like a badass, and It's no wonder why so many people like this. I found it to be very flexible when choosing base mods, which is great! You can use this on tons of different missions. Sure, you might find yourself wanting more primary ammo, but that's what your secondary is for! So make sure you bring a secondary with plenty of ammo to make up for your primary. Other than that, blast away wherever and whenever you feel like it!

Also, don't forget to tap fire. By doing this you can still have guided rockets. This also helps to kill singular enemies and not overkill them.
About Manual guidance cut-off and Plasma burster missiles...
These are the only OCs I haven’t covered on this guide. Mainly because they kinda suck. Manual guidance cutoff takes up your OC slot for something you could already do by switching weapons.

Plasma Burster Missiles nerfs your AoE damage, AoE radius, Direct Damage, Ammo Count, and rocket speed, AND puts a cap on how many missiles you can have in the air at once (18 at once). For what? Extra turn rate and the ability to hit targets 5 times. BULL CRAP!

I got a little emotional there for *some* reason. Lets move on!
But I want to see a build for those weapons!
Alright, Fair enough. I'll try and make this quick.
Manual guidance cutoff (Warning: boring)

zzzzzzzzz... HUH? Oh wait, my bad. Sorry I feel asleep because of how boring this one is. Why is this an OC? I know the devs wanted to give something to the people that might not want guided missiles... But why this way? It takes up a whole OC slot, it still fires guided missiles Until you release the trigger so it's not totally unguided for the people who want it, and it should be in the base weapon. The half life rocket launcher has the option, why shouldn't the hurricane? As long as it doesn't get rid of the S tier r animation like the how the T4 colette mods do. Enough of that, lets move on.

Just use whatever you want. Builds over. Let's move on before I fall Asleep again.
What about secondary weapons?
Alright! I got some Extra builds for you! These are secondaries I recommend while running the hurricane

231x3 Hellfire
For use with generalist builds and High damage low AoE builds


221x3 Triple Tech Chambers
For generalist builds. While not as good as hellfire, it is very fun.


23231 Compact Mags
For use with generalist builds.


13222 Lead Spray
For use with High AoE builds. Even though they do good damage as is you might want some extra damage. This has got you covered. Hell, you could even use this with generalist builds. Also wanted to mention that blow through is very very useful on lead spray. It allows you to mop up clumped up enemies easily.


13212 Magic Bullets
For use with high damage low AoE builds.


2332x Volatile bullets
For use with Napalm rounds.

I personally like Hellfire the best. Because it can penetrate multiple bugs and inflict fire damage and electric damage. Triple tech is fun but I think I like my lead spray build a little bit better than it.
And what about Grenades and perks?
I'll make this one short. Any perk can work well, but Born ready does help a lot. Any grenade can work too. I like incendiary and cluster grenades the best.

But hold the phone! The leadburster was added in season 3, and I think it's pretty good. Clusters will probably be the best for most situations, but leadbursters can shred bugs both big and small when used correctly. Just mind the friendly fire.
Conclusions.
RoF in T3 is usually better. Though Mag size has its place in many different uses and builds.
Napalm rounds can work decently in AoE builds. But poorly in most other builds due to that lowered damage.
Nitroglycerin Compound, Manual Guidance cutoff, and Plasma burster missiles are just bad.
Hurricane is good and fun :)
Without an OC you can use a build of 21212 or 31222
When taking T1 damage you might as well take T4 weakpoint damage, and if you take T1 AoE radius you might as well take the T4 AoE damage.
Don't let anyone persuade you not to use a weapon you like because they think its bad.

While it isn't perfect, the hurricane has many awesome OCs that cater to a whole slew of play styles. Dare I say it has way more variety than the minigun and autocannon in terms of build choice. If you haven't tried the hurricane or even if you think it is bad, try it! It's a real blast!
Closing thoughts.
WOW! That took a long time! I really hope you guys enjoyed this guide as I enjoyed making it! If there are any mistakes what so ever please tell me. I also have some balancing ideas, like making Napalm rounds for AoE focused builds, Stun Single target focused builds, and nitroglycerin a middle of the road option. Manual guidance cutoff should be part of the base weapon. In Half life you can toggle whether you want guided rockets or not. Also I don't think they should be guidable period because when they are first fired they are guided and some people don't want guided missles at all.The hurricane should be that way I think. I'm not sure how to balance Plasma burster missles as they are my least used OC for the weapon. Anyways, tell me what you think in the comments. Feedback is welcomed!
Change log.
6/5/2022- guide was released and cleaned it up a bit to make it easier to read.

6/6/2022- Added change log as well as two new builds and minor changes.

6/7/2022- very minor changes.

6/17/2022- Grammar corrections and some small changes.

6/19/2022- Small edits, a new build, and a new section.

6/20/2022- Very minor edits.

6/21/2022- Small edit.

6/24/2022- Small changes.

7/26/2022- Changed Lead spray build, edited grenade section, and fixed mistake in the salvo build.

7/29/2022- Switched the position of funny meme lol and the Change log and fixed some spelling mistakes.

8/21/2022- Updated to version 2.0

12/21/2022- A bunch of grammar fixes and changes and mentioned the new leadburster in the guide.
73 kommentarer
Torres, The Devourer  [skapare] 1 mar, 2024 @ 15:35 
oh yeah they're sweet! Plasma Bee's got a huge glow up since thier official release. Unlike my guide that desperately needs updating lol.
Revalopod 1 mar, 2024 @ 10:46 
Plasma Bees is the best :D
Torres, The Devourer  [skapare] 23 jun, 2023 @ 20:30 
version 3.0 should be out tomorrow for anyone wondering
Torres, The Devourer  [skapare] 23 jun, 2023 @ 19:15 
thanks bro!
kestrel 23 jun, 2023 @ 19:15 
looking forward 2 it : - )
Torres, The Devourer  [skapare] 23 jun, 2023 @ 19:12 
Ha! Thanks. The update is finished yet, and I am working on it as we speak
kestrel 23 jun, 2023 @ 19:11 
"plasma bees" is kinda funny
True Winger 12 feb, 2023 @ 22:56 
You have convinced me of the versatility of the Hurricane. I run Rocket Salvo and will never look back!
Torres, The Devourer  [skapare] 3 dec, 2022 @ 22:29 
Thanks! I plan on updating this guide as well as creating more, but I have issues with procrastination :P
WholeWheat 3 dec, 2022 @ 18:59 
nice guide. hope you make more in the future.