This build is also the build I take for Industrial Sabotage missions, since heat is a robots worst enemy. The only time I don't take this build is on dread missions, since dreads are highly resistant to fire damage. This build is great for taking out spitballers at distance too, as you can light it up with hot bullets and then finish with the bulldog. Volatile Bullets adds 300% damage to burning targets, so you can light a pret on fire while stunning it with the minigun, dash around behind it and dump a couple of volatile bullets in its weakpoint to finish it off. ![]() ![]() With this build, you light everything on fire: everything within 5 meter of your gun (which is why stun is necessary over armor break for this build, you want to be close and stun gives you 3 seconds of protection while you're lighting bugs on fire in front of you), everything at long distance once your gun gets halfway up the heat meter, and everything you throw your incendiary at. My hands down favorite build for Gunner is the Burning Hell Minigun, Volatile Bullets Bulldog and Incendiary grenade. Hurricane: Jet Fuel (22211) for single target or Fragmentation Missiles (31122) for CCīulldog: Volatile Bullets (22321) (only when pairing with Burning Hell Minigun or Jet Fuel Hurricane)īRT: Micro Flechettes (13231) or Compact Mags (13231) or Lead Spray (23231) Minigun: Burning Hell (21223) or Lead Storm (22111)Īutocannon: Combat Mobility (22222) or Big Bertha (22312) or Neurotoxin Payload (11322) Too many times I've thrown a grenade perfectly into the middle of a swarm, only to see the bug with the grenade attached run off and explode without doing the maximum swarm damage I was going for. Outside of that, however, I don't like that the grenade fears bugs when it hits them. If you land the grenade directly on them, they will turn around in fear exposing their weakpoint for you to blast away. Sticky grenades can be fun, mostly for pretorians. Maybe someone can help me out, but I just find incendiary to be the better choice. It rarely outright kills even a pack of grunts and the bouncing clusters behave unpredictably unless you're on large, open, flat terrain. I probably need more practice, but I find the cluster grenade way too inconsistent for me. It also pairs really well with volatile bullets on the Bulldog (incendiary grenade a bulk then kill it with one mag of Bulldog, the best feeling). It's more predictable than the cluster grenade, kills grunts and slashers, and is the best grenade for swarmers. So the extra large radius just seems like the most helpful to me. I found when I took the extra 2 seconds of time over the radius increase, dwarves, myself included, were frequently leaving the shield before the time ran up. It still lasts 7.5 seconds, which is more than long enough for a res or resupply. That way it's big enough to protect the dozer completely, and it provides enough space for all 4 dwarves. ![]() I like the two area increases for the shield. This is the third in my series of build guides, this time for Gunner.Ģ21.
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