(Mostly) Point Extraction Mobile Skirmisher

by Skull_Mush on 16/12/2022

Salutes 1

"Stubby" Voltaic SMG

"Stubby" Voltaic SMG icon
+3 Direct Damage
+25% Chance to Electrocute an enemy
+120 Max Ammo
+10 Magazine Size
x0.7 Recoil
+3 Rate of Fire
+3 Direct Damage
+120 Max Ammo
+25% Weakpoint Bonus
+25% Direct Damage dealt to enemies either being Electrocuted or affected by Scout's IFG grenade
+250% Armor Breaking
+20 Magazine Size
Every time the SMG applies its Electrocute DoT, there's a 25% chance that all enemies within a 2.75m radius of the primary target will be electrocuted as well.
x0.6 Base Spread, -25% Max Spread, and -13.33% Spread per Shot
EM Refire Booster

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

LMG Gun Platform

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

Loadout Guide

Stubby Voltaic SMG

my new go-to primary for RJ engi.

  • Tiers 1, 2, & 3: Damage & Hollow Points. EM Refire booster gives +2 electric DIRECT damage, which benefits from weakpoints and hollow points. Thus, it can hit 39 weakpoint damage (3-bullet grunt faceshot breakpoint). Even without RoF, it can kill 5 grunts / sec (same as 5 RoF cycle overload).
  • Tier 2: Mag Size. I take this T2 instead of T5, to synergize with electric AoE Procs. It's basically the only node worth taking for a hybrid setup, since 15 damage breakpoint wants 3-shot bursts and recoil seems to scale off of how long you hold down the trigger. Max RoF is a wonderful buzzsaw, but electricity procs and ammo management both like mag size better on this tier.
  • Tier 5: Electric AoE. This node surprisingly doesn't scale all that well with electicity procs. It's 25% when proccing or renewing an electric DoT, which is base 25%. 25% of 25% is 7% and some change per bullet (as opposed to 25% of 50% which is 12.5%--not that much better). 7% chance is really unreliable when killing 1-2 stray grunts (which will die too quickly for it to matter anyway), but surprisingly reliable when dealing with a large group of them. Electricity procs are also pretty reliable with the increased RoF from EM Refire OC. So, when you want to apply a slow to a group of grunts that surprise jump in your face, a mag dump will do the job (40 round mag is more reliable than 30, 2-3 procs). Slow them, then pop em with Fire PGl and move on with your life.

RJ 250 PGL

nothing to see here, carry on

Grenade: SSG

evens the playing field vs. Jellies between other primaries and Lok-1. on-demand AFK DPS in a circular AoE, that follows you around. forgot where I was going with this, but they're super good.