I wish I could give you advice man, but I can't. Hey good thing he has shields to help revive enemies safely, good thing they haven't added any new I dont know lets say grenades that distract enemies on scout and engineer and make that replaceable to. Gunner hard specialises in single target damage. Not to mention, as you go up the hazards AoE becomes more effective and single target damage drops off. Gunner also just scales badly on hazard 5, since your primary weapons slow you down and the enemies are faster, the rate they close ground on you is insanely fast, so you can't fire your weapons for long before needing to reposition. Key among them being engineer, with options for both single target and horde clear. I'm not going to lie I think gunner is just meh right now no matter what you do.īuffs to the other classes have meant they can just shred through hordes without much issue. I've heard in other translations he's called a "Soldier" which I think might actually be a better name. We can't judge the Gunner entirely on his guns.although I realize how odd that sounds lol. Shields are a must have now, especially on Salvage, and zip lines are a god send on PE. Overall I think the Gunner is still a very strong team member to have, although he certainly has some competition for "Best combat class" in the Driller and now the Engi after the turret buff. Four shields total is nice to have (so you get two per resupply), and the new cluster grenades are pretty good. I like full AOE+Fear on the Autocannon when I use it. Other than that I like the burst pistol myself, as it's very handy as a side arm and usable against most enemies at decent range. With it's very high ROF + the talent you take that improves ROF, the Stun proc is pretty near constant, meaning whatever you are currently shooting is not making any headway towards you, if you're quick and accurate you can kill a wave as it approaches one by one in this fashion. A lure grenade keeps enemies away for far longer than that and it has no cooldown.įaster tightening of the spread, reduced spin up time, +stun and cool on kill.Įven after the nerf, I still like stun for slowing them down as they approach, because as you mentioned the Gunner isn't too quick when firing the Minigun himself. Shields are nice but they don't work against Mactera and they don't really last all that long. Only I cannot remember the last time I ran out of ammo on the other classes but they at least bring the area damage and anti boss / special tools necessary to handle haz5. The strength of gunner used to be his huge ammo pool and constant dps in boss fights. As a scout with AR I can slow them down at least. How many revolver crits does it take to kill a menace when taking ALL damage upgrades available? Must be at least 10.Īnd the most annoying part is how many swarmers there are nowadays and gunner seems to completely lack the necessary crowd control for them. At least not in the way breach cutter or M1000 is. On the other hand, none of his 4 weapon choices seems to be good against the new special enemies. I just don't know how to hold that ground anymore. However, these as gunner I just know that main gun isn't going to clear them away before they reach me and that constant slowdown and weapon wind-down means I'm no good for kiting either. Actually even when using the flamethrower which I used to hate and couldn't handle at all it's no big deal now. When there is a group of 20+ glyphid warriors/slashers charging at me I feel overly confident as a Driller or Engineer that I can take them on fast and without a fuzz and without using grenades or tools (anything that's expensive). The Autocannon has tons of ammo but dishes out even less damage because of it's bad accuracy (and as a result low amount of weak point hits). Damagewise, the gatling seems to be about on par with an MKII turret, except it overheats and I can't do anything else while shooting it. Suddenly I cannot keep up with the amount of enemies that spawn on haz5. I used to be a decent gunner but recently it feels like.
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