Jet Fuel + Inferno

by Daigarun on 16/05/2022

Salutes 1

"Hurricane" Guided Rocket System

"Hurricane" Guided Rocket System icon
+72 Max Ammo
+4 Direct Damage
+0.8m AoE Radius
+7.5 m/sec Max Velocity, x2.25 Turn Rate
+100% Armor Breaking
x2 Magazine Size
+1 Rate of Fire
+50% Weakpoint Bonus
+4 Area Damage
Convert 33% of Direct Damage and Area Damage to Heat
Any enemy damaged by a rocket has a 25% Chance to be Stunned for 3 seconds
For every 0.75 seconds that a missile has flown through the air, it gains +1 Area Damage.
Jet Fuel Homebrew

Armskore Coil Gun

Armskore Coil Gun icon
+40 Damage
+280 Ammo
+2 sec Trail Duration
After fully charging a shot, every additional 0.25 seconds that you hold the shot will add +12.5 Kinetic-element Direct Damage to the shot (up to a maximum of 100 extra damage at 2 seconds past full charge)
Lowers the amount of charge required to fire a Charged Shot from 100% to 25%. The Damage and Ammo consumption of the shot is reduced proportional to the percentage charged (intervals of 25%, 50%, 75%, and the default 100%).
+150% Charge Speed
Adds a 50% chance to Stun enemies within 1.5m of the shot's trajectory for 3 seconds
Applies a 250% Base Fear Chance to enemies within 5m of the shot's trajectory
While charging up or holding a Charged Shot, you take x0.5 damage from all sources (50% Damage Resistance).
Deal 20 Kinetic-element Area Damage to enemies within 3m of the Coil Gun's muzzle when you release a Charged Shot
The primary Damage Component gains a bonus +30% damage as Fire-element + Heat when damaging Burning enemies. Additionally, killing a Burning enemy will cause an explosion that does 80 Fire-element + Heat Radial Damage in a 6m radius.
+1m Trail Radius
Adds an Electric Trail to each of your shots. Any enemy in contact with the Electric Trail takes 8 Electric Damage per Second and has their movespeed slowed by 80%.
Hellfire

Zipline Launcher

Zipline Launcher icon

Loadout Guide

Hurricane:

  • The damage upgrade in T1 makes one-tapping grunt heads possible, though its hard to aim - so ammo can be substituted.

  • Armor Break in T2 to help with Grunt Guards, who are resistant to explosive damage, and because JFH already has a velocity boost.

  • I prefer clip size over fire rate in T3, especially if running damage so as to boost the ammo a bit.

  • Weakspot damage in T4 to lean further into the strengths of the OC.

  • Stun in Tier 5 is the only real choice. Nitro only adds about 1 damage and the fire conversion isn't worth it (especially since we have our coil gun for area denial).

Armskore:

  • Ammo in T1. You can swap in Charge Speed, but I actually like the slower charge to abuse the partial charge upgrade in T2.

  • The partial charge is great for quickly bursting the 20 damage from T4 to instantly delete clouds of swarmers. You can use damage resist, which is bugged and semi-permanent, but I find such mods to be crutches and don't like abusing bugs.

  • The stun in Tier 3 and electrocution in T5 ensure that our targets stay in the trail for as long as possible. The electric and fire DoTs also stack. Note that the electric will proc in a partial charge, but not the stun or the fire. You can use this for a value slow against big targets in emergencies.