"Space Grunt"

by SDLightowler on 31/08/2024

Salutes 10

"Lead Storm" Powered Minigun

"Lead Storm" Powered Minigun icon
+1.5 Cooling Rate, -0.15 sec Cooling Delay
+4 Rate of Fire
x0.25 Base Spread
+600 Max Ammo
+2 Damage per Pellet
+200% Armor Breaking
+20% Stun Chance, +2 second Stun duration
+1 Penetration
+15% Damage per Pellet after reaching Base Spread
-0.4 seconds spinup time
Increases how long the Minigun stays at Max Stability from 0.5 sec to 1.25 sec, +1 second spindown time
After overheating, deal 60 Heat Damage and 100% chance to apply Fear to all enemies within a 10m radius. Additionally, reduces Overheat duration from 10 seconds to 5.
Every kill subtracts 0.6 Heat from the Heat Meter (maxes at 9.5 Heat) and thus increases the firing duration before overheating
After the Heat Meter turns red, 50% of the Damage per Pellet gets added as Heat which can ignite enemies.
A Little More Oomph!

"Bulldog" Heavy Revolver

"Bulldog" Heavy Revolver icon
-0.7 Reload Time
x0.3 Base Spread
+10 Direct Damage
-80% Spread per Shot, x0.75 Recoil
+12 Max Ammo
+3 Penetrations
+30 Area Damage in a 1.5m radius, x0.5 Direct Damage
+35% Weakpoint Bonus
+12 Max Ammo
+10 Direct Damage
No aim penalty while moving
50% chance to inflict Neurotoxin DoT on all enemies hit by the Revolver. Neurotoxin does an average of 12.0 Poison Damage per Second for 10 seconds
Magic Bullets

Zipline Launcher

Zipline Launcher icon

Shield Generator

Shield Generator icon

Reinforced Impact Suit

Reinforced Impact Suit icon

Pickaxe

Pickaxe icon
Sticky Grenade
Sticky Grenade icon

Loadout Guide

About "Space Grunt":

>>Screenshot! Click & See!<<

This is a straightforward loadout that fully utilizes the Gunner's starting weapons. It's great to use on just about any mission and is highly viable in Deep Dives. There's hardly any downsides to this loadout besides the expected limitations of the Gunner class's mobility and the common issue of going through Minigun ammo relatively fast.

Weapons:

Minigun: Modded for damage, accuracy, and an emergency AoE effect from the Tier 5A mod, which can help quite a bit on higher Hazard levels. While Tier 1B can bring the DPS up to 221 and tier 4B can make the weapon shoot nearly as soon as you pull the trigger, you can actually get the same DPS by going with Tier 4A and still deal a consistent DPS at long range with the Tier 1C mod, if you don't mind the half-second spin-up.

Revolver: Magic Bullets makes the Revolver VERY EASY to use on just about anything (except for Robots because you can't poison them with the Tier 5B mod). You can even shoot the walls and ceilings in tight hallways to dispatch Mactera easily. And with the maximum ammo possible, you can have the Revolver handy as a substitue primary weapon while the Minigun can be saved for higher value targets.

Sticky Grenade: Generic, but always dependable, Sticky Grenades can clear out bugs if you throw and make them stick at the right spot, or on the right enemy. They're much more stable and consistent than Clusters and better to use situationally on most enemies (including Dreadnaughts).

General Strategy:

  • Have the Revolver ready at first for shooting at oncoming swarms.
  • Throw Sticky Grenades to soften up tighter clusters if necessary.
  • Whip out the Minigun to quickly take down larger targets or a cluster of grunts that come toward you head-on so they can be shot in their mouths and die quickly in rapid succession.
  • ALWAYS remember to throw down the Shield Generator if.. 1.) There's too many enemies to deal with all at once. 2.) A teammate needs to be revived. 3.) You and your teammates have to use the Resupply Pod.

Perks:

  • Elemental Resistance
  • Thorns (Solo) / Vampire (Multiplayer)
  • Resupplier
  • HoverBoots (Solo) / Iron Will (Multiplayer)
  • Heightened Senses