Mobile Sniper II

by Skull_Mush on 25/11/2022

Salutes 1

"Warthog" Auto 210

"Warthog" Auto 210 icon
+1 Rate of Fire
+2 Magazine Size
+42 Max Ammo
+2 Pellets per Shot
x0.5 Base Spread
x0.4 Recoil
-0.5 Reload Time
+2 Magazine Size
+400% Armor Breaking
+1 Damage per Pellet
Shoot a Turret with the Shotgun to consume 5 turret ammo and fire a projectile in the direction currently being aimed at by the turret, with a 3 second cooldown between projectiles. Each projectile travels at 75 m/sec, does 160 Explosive element Area Damage in a 2m radius, has a 100% chance to stun for 1.5 seconds, inflicts 1.0 Fear, does 50% Friendly Fire damage, and has 200% Armor Breaking.
Changes the Shotgun from semi-automatic to fully automatic, +0.5 Rate of Fire
Magnetic Pellet Alignment

Deepcore 40MM PGL

Deepcore 40MM PGL icon
+1m AoE Radius
+2 Max Ammo
+20 Area Damage
+2 Max Ammo
+20 Area Damage
Lose 50% of Direct, Area, and Armor Damage, and convert it to Heat that will ignite enemies
+500% Armor Breaking
+180% Projectile Velocity
Anywhere from x0.8 - x1.4 damage per shot, averaged to x1.1
+1m AoE Radius
Stuns creatures within the blast radius for 3 seconds
After 0.2 seconds of arming time, any grenade that passes within 2m of an enemy will detonate after a 0.1 second delay. After being armed, grenades will emit a green light. Grenades no longer explode upon impacting terrain, but instead automatically self-detonate 3.3 seconds after being fired or when they stop moving. Additionally, x1.1 AoE Radius.
+60 Direct Damage to any target directly impacted by a grenade.
Changes the PGL to add the player's current velocity to the grenades being fired, instead of using a flat velocity for every grenade.
RJ250 Compound

Platform Gun

Platform Gun icon

LMG Gun Platform

LMG Gun Platform icon
S.S.G
S.S.G icon

Loadout Guide

Warthog: Single Target / Disruptive Killer

Tier 1: RoF. 2 grunts per second honestly doesn't feel bad with stun / oneshotting slashers in the face.

Tier 2: Pellets. +14 base damage, plus the spread is already reduced + the weakpoint damage bonus boosts pellet damage to 9 (6 pellets for 54 damage before weakpoint multiplier). Reduced Spread + Fewer pellets for kill threshold on grunts = reliable faceshotting, so we want more pellets for damage + reliability.

Tier 3: Mag Size or Reload Speed. Reload speed is better sustained DPS, but mag size is what I go with since this build hops around a lot.

Tier 4: Armor Breaking. Not required since Turret Whip has armor break baked in, but helps immensely with on-demand roller removal. Also allows you to oneshot webspitters in the body with 7/10 pellets (surprisingly long range).

Tier 5: Turret Whip allows you to turtle when needed as well as helping out waveclear / mactera removal. Helps you lean on RJ less for AoE.

RJ250 PGL: Mobility, Fear, Waveclear

Mostly standard ignite build with double AoE. 5m full damage AoE means the ignite threshold radius gets pretty huge. Ammo efficiency vs. grunt waves gets better (oddly) over ammo, and you still have plenty left over to jump around.

Perks:

Dash, Flex, Resupplier, Veteran Depositer, Born Ready

Pickaxe:

Serrated Edge > AoE > Cooldown