"Zipline Rider"

by SDLightowler on 31/08/2024

Salutes 6

"Thunderhead" Heavy Autocannon

"Thunderhead" Heavy Autocannon icon
+3 Direct Damage
x2 Magazine Size
+220 Max Ammo
x0.7 Base Spread
+0.3 Min Rate of Fire, +2 Max Rate of Fire
+0.6 Min Rate of Fire, x1.5 RoF Scaling Rate
+0.3 Min Rate of Fire, +2 Max Rate of Fire
+2 Area Damage
+4 Direct Damage
+400% Armor Breaking
+0.6m AoE Radius
x1.1 Direct and Area Damage when at Max Rate of Fire
Deal 50% Fear Factor to enemies within a 1m radius of bullet impact. The radius of the Fear gets the same increases as the Area Damage.
When at Max Rate of Fire, you take x0.5 damage from all sources (50% Damage Resistance).
Neurotoxin Payload

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%.
Triple-Tech Chambers

Zipline Launcher

Zipline Launcher icon

Shield Generator

Shield Generator icon

Reinforced Impact Suit

Reinforced Impact Suit icon

Pickaxe

Pickaxe icon
Incendiary Grenade
Incendiary Grenade icon

Loadout Guide

About "Zipline Rider":

>>Screenshot! Click & See!<<

This is the opposite of my "Space Grunt" loadout in which the primary weapon spreads damage and the secondary focuses on large single targets. Here's a Pro/Con breakdown:

Pros:

  • Great for swarm clearing and crowd control; especially when you can safely shoot from high up on a zipline.
  • The Coil Gun's Triple Tech Chambers makes for easy burst damage on high value/heavily armored targets without having to aim for weakpoints.
  • This loadout works great on Point Extraction and On-site Refinery Missions since you can set up ziplines from the stationary deposit point.
  • Incendiary Grenade helps complete this loadout's role for crowd control because of the lingering effect of the fire.

Cons:

  • Better for Multiplayer than Solo in higher hazard difficulties, or even on Deep Dives.
  • You can get knocked off the zipline and fall hard if you're not careful; this is especially in the case of enemies that can hit you at range like Mactera, Acid Spitters, etc.
  • Not a good choice for Eliminations or Industrial Sabotages because of the low DPS of the Auto Cannon and the slow charge of the Coil Gun.

Weapons:

Autocannon: The Neurotoxin Payload overclock makes this weapon an excellent crowd control weapon. The Fear effect from the Tier 5B mod helps complete this weapon's role for keeping most enemies from attacking you and your teammates. You're not necessarily going for a high DPS with this weapon, you just want to be able to hit and infect as many enemies as efficiently as possible.

Coil Gun: The Triple Tech Chambers overclock makes this sidearm very potent for taking out high value targets quickly and without having to aim for their weakspots. You could use this on an Oppressor and it will still deal a high amount of damage no matter where you hit it. The Tier 2A mod can give you the most value out of your shots, if you hold the charge long enough.

UPDATE: Since the Tier 5A mod, Necro-Therm Catalyst has been buffed, I'm utilizing the effect for when I toss out an Incendiary Grenade and need to spread another burst of damage to kill off a swarm faster.

Incendiary Grenade: You could go with any grenade for this loadout, but you may find that this one best suits this loadout's central purpose of crowd control (and for the aforementioned effect of the Necro-Thermal Catalyst).

Zipline Launcher: Technically not a weapon in this case, but it is the key tool used for staying out of reach of most enemies and safely shooting down on them, or at them from a safe distance. Going with both Reach mods is mandatory, and the Tier 3A mod is better to have because you don't want to move too fast on the zipline in either direction (that's more time to kill while riding and less time to mind how far up or down you ride).

Perks:

  • Born Ready
  • Thorns (Solo) / Vampire (Multiplayer)
  • Resupplier
  • Hover Boots (Solo) / Iron Will (Multiplayer)
  • Heightened Senses