"Going Hambone"

by SDLightowler on 21/02/2025

Salutes 15

DRAK-25 Plasma Carbine

DRAK-25 Plasma Carbine icon
+4 Rate of Fire
x0.75 Heat per Shot
x2 Projectile Velocity
+200 Battery Capacity
+2 Direct Damage
-70% Horizontal and Vertical Spread
x1.5 Cooling Rate, x0.7 Cooldown Delay
Move 50% faster while the weapon is Overheated and for 2 seconds afterwards.
15% Chance per bullet to inflict an Electrocute DoT which does 22.5 Electric Damage per Second and slows enemies by 80% for 6 seconds.
-5 Direct Damage, +5 Area Damage in a 1m radius
+200% Armor Breaking
When the Heat Meter is greater than 50%, you can press the Reload button to manually activate the Overheat mode. When used in this way, Overheat's duration gets multiplied by x0.65, and also scales with the current Heat level (50% Heat Meter = x0.5 Overheat Duration).
When the Heat Meter is greater than 50%, the Rate of Fire is increased by +5 (up to a maximum of 20 RoF).
Impact Deflection

Jury-Rigged Boomstick

Jury-Rigged Boomstick icon
+8 Max Ammo
+3 Damage per Pellet
+7.5 Rate of Fire
-0.7 Reload Time
+20% Stun Chance per Pellet, +3.5 seconds Stun duration
+12 Max Ammo
+3 Pellets per Shot
+3 Penetrations
+300% Armor Breaking
+20 Blastwave Damage to any enemies in the area extending 4m infront of you.
Reloads automatically when unequipped for more than 5 seconds
Deal 0.5 Fear Factor to all enemies within 5m of you every time you pull the trigger
Convert 50% of Pellet damage to Fire element and add 50% of the Damage per Pellet as Heat which can ignite enemies
Double Barrel

Grappling Hook

Grappling Hook icon

Flare Gun

Flare Gun icon

Light Scouting Suit

Light Scouting Suit icon

Pickaxe

Pickaxe icon
Inhibitor-Field Generator
Inhibitor-Field Generator icon

Loadout Guide

About "Going Hambone":

>>Screenshot! Click & See!<<

This loadout is focused on one thing: high raw damage and quick wave clearing potential. This is the kind of loadout for those who like to play aggressively as the Scout.

As you'd imagine, this loadout is great to use on just about any mission; including Eliminations and Industrial Sabotages. It is also viable for Deep Dives since you won't have to rely on status effects.

Weapons:

Plasma Carbine: This weapon offers a lot of wave clearing potential. The Impact Deflection overclock, combined with the Tier 4B mod Plasma Splash, not only makes it easy to spread damage on several enemies at once, but also potentially deal a higher DPS. The latter benefit mainly depends on the effect of firing at the terrain close to an enemy's weakpoint, so any shot that deflects from there also hits the target. Takes a little getting used to, but the DPS potential is worth the practice.

Boomstick: I used to use the Jumbo Shells overclock with this, but after the Double Barrel overclock got changed into an unstable one, I tried this out on a few missions. To be honest, I was impressed with how much easier (if not stronger) the Boomstick turned out to be with this. The enhanced shockwave effect damage really makes a difference in clearing immediate enemies in range as well as dealing massive damage upclose to single targets.

Here's a link to a more detailed summary of how I mod the Boomstick with the new Double Barrel OC: https://karl.gg/preview/29158#/

Inhibitor Field Generator: This is the one throwable I'll ever commit to a raw damage-focused loadout like this. Being able to deal 30% more damage on anything caught in the IFG's AoE is a real rewarding lifesaver. Of course, this is always viable to use in Multiplayer, so be sure to make good use of it for your teammates!

Perks:

  • Born Ready
  • Thorns
  • Resupplier
  • Hover Boots (Solo) / Field Medic (Multiplayer)
  • Beast Master*

*I like to use Beast Master for the Scout because if the Scout can light up the ceiling with his flare gun and make it easier to spot cave leeches (which is the main incentive why I use Heightened Senses on a lot of my loadouts), then Beast Master is a more fitting choice.