Rabid_Leadstorm

by Anonymous on 2022-12-20

EDIT
Salutes 0

"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

Zipline Launcher

Zipline Launcher icon

Shield Generator

Shield Generator icon

Reinforced Impact Suit

Reinforced Impact Suit icon
Sticky Grenade
Sticky Grenade icon

Loadout Guide

this will feel like An odd playstyle for some

the lead storm overclock prevents you from moving while firing, but can still remain versatile through some re-training. jumping becomes an extremely important tool for using this bad boy as your primary long range/single target weapon. jump to dodge incoming fire, or when kiting backwards. to achieve, just Let go of the trigger when you're ready to move, then after starting the jump, hold the trigger down again. with a little practice the added damage from the overclock can really go a long way. not to mention it feels fun to play. (utilizing the dash active perk helps with this playstyle as well)

The bulldog is rigged to primarily take out groups of grunts and swarmers in this build. you can hit the bugs directly, or shoot the ground near them (in a pinch) to get the aoe effect. if you need to be on the move more than the lead storm will allow, you can effectively clear swarms of grunts by aiming for the weakspot first so that the ricochet will apply neurotoxin to multiple enemies, as well as the explosion. as an additional note: this style of bulldog negates the need to take incendiary grenades with you. freeing up a slot for either the fear-inducing sticky grenade, to turn those praetorians around, or the much larger (and more dangerous) cluster grenade. with that being said, the single-target damage for the bulldog is enough to take out most of the smaller ranged targets you'll have to deal with. but you'll have to rely on the neurotoxin to do some of that work for you. (neurotoxin only has a chance to apply. but does so often enough that it's pretty reliable) generally 2 shots + neurotoxin is enough to take down acid spitters and mactera spawn.

i currently use this shield generator setup on all my gunner builds. for tier 1 i prefer the smaller shield, as the bugs don't retreat quite as far away from you and they're easier to see through the shield's effect. i would say that tier 2 is preference and for tier 3 i prefer to be able to leave and re-enter the shield during the duration, as well as retain it's shield regeneration effects for a few moments after the shield has faded.

come join the awesome fun that is deep rock galactic with me over at: https://www.twitch.tv/rabid_scotsman