Turbokiller HAZ5 SBB

by Deg4mp4 on 31/03/2023

Salutes 1

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).
Shield Battery Booster

Nishanka Boltshark X-80

Nishanka Boltshark X-80 icon
Special Bolt: 15 Direct Damage, 10 Area Damage, 9 bolts, 10 sec effect duration. If you hit an enemy, it will have its movespeed slowed by 30% and be hostile to other enemies for the duration of the effect.
Special Bolt: 15 Direct Damage, 12 Area Damage, 9 bolts, 14 sec effect duration. If you hit an enemy, it will take 10 Poison Damage per Second for the duration of the effect. If it dies while it still has that status effect active (or is killed by the status effect), then after a 1 sec delay it will explode for 165 Explosive Area Damage in a 4m radius. The explosion also Stuns for 1 second and inflicts 100% Base Fear Chance.
Special Bolt: 15 Direct Damage, 10 Area Damage, 12 bolts, 12 sec effect duration. If you hit an enemy, it will have its movespeed slowed by 50% and take an average of 16 Electric Damage per Second. If you shoot a second Taser bolt within 6m of the first one, an electric beam will arc between the two bolts that slows enemies by 80% and does 30 Electric DPS. Taser Bolts are not retrievable.
+25 Direct Damage, +15 Area Damage
+7 Max Ammo
x1.4 Special Ammo
-0.4 Reload Time, -0.4 Ammo Swap Time
x1.5 Projectile Velocity
After killing an enemy, gain +50% Movement Speed for 2.5 seconds
Hovering your crosshair over a retrievable arrow will pull it back into your inventory.
x1.25 Special Effect Duration
Bolts are magnetically pulled towards enemies that are affected by IFG or Electrocuted. Additionally, they do a bonus 25% Direct and Area Damage to those enemies.
When normal arrows impact terrain, they apply 50% Base Fear Chance to enemies within a 3m radius, pulsing once per second for 5 seconds.
Bodkin Points

Grappling Hook

Grappling Hook icon

Flare Gun

Flare Gun icon

Light Scouting Suit

Light Scouting Suit icon
Pheromone Canister
Pheromone Canister icon

Loadout Guide

Solo haz5 escort or how to get used to not taking any damage

Skip to Gameplay Basics, you don't want to see that

As a solo player who likes to feel engaged in the gameplay by switching weapons and tools like a madlad, I couldn't help but notice the fact that scout and gunner are completely boring to play for me. It's just the thing that literally more than a half of a scout's arsenal are casual bang-bang-recovery kind of guns, even with overclocks, which you hardly ever switch for a reason. This build might not be the most effective one, but it definitely makes me happy playing scout like never before.

This builds is capable of doing 4 things I couldn't do before playing solo haz5 scout. 1 - escort. 2 - no bosco 3 - maximum 1 ammo pod per mission 4 - being able to kill a TOO big horde instead of running from it like a b for the whole game. It has crowd control, yet good single target damage which isn't overpowering all other abilities of scout like some people like to do. It's still pretty good in multiplayer with the help of nishanka and pheromones even though SBB doesn't normally work well in that scenario.

Main philosophy

"If you are taking any damage on a movement-inclined class, you are making it worthless." This is the thing I was always thinking about the scout's third weapon compared to all 3 other classes. Drills, a shield, and a platform gun are just much easier to realize in the mission. (Just being faster in terms of cave exploration doesn't seem like a real utility for me.) And it's not just about bugs; it's everything. You are the hardest one to kill no matter what the conditions, and you surely can go even further and become impossible to kill. Yet while playing Driller, I was always asking myself, "Why flee if you can just kill 'em all?" Indeed, this is the great downside of scouting in the face of crowd control, or, should I say, ammo- and time-efficient crowd control. Why be impossible to kill if your enemy is now also unkillable? Not killing a thing on Haz 5 and completing the mission are possible, but this way of doing things doesn't empathize with me. What DOES empathize with me is being able to not only have great mobility but also realize it with good crowd damage output, and this is where SBB come into play. SBB is not just an overclock; it's a trainer to make you better at playing flawlessly. It's good if you are doing things right and bad if not, and this dude really knows his job of punishing you for stupid moves, let me tell you. Its single target damage by itself is so good that it almost becomes an AoE considering how fast things die. And let me say, extra battery capacity only makes it better.

Gameplay Basics

Don't take any damage, try not to overheat, shoot things in minds. You can make a bind for singleshots to kill small targets more efficiently or maybe even get a macro with 2450 ms of shooting burst to get everything out of your drak in a moment without overheating. Small group - drak, solo praetorian - drak, warden group - just kill warden drak, trippleass, glueballs macteras - drak. Drak wasn't enough? You took damage like some greenbeard? Situation seems to be too intense to just carry it out with grappling hook and dash? Magnetic shaft on your ricochet nishanka with battle frenzy confirmed should do the trick. (+Security +Good ammo distribution +Synergy +Style) This isn't woking out still? Maybe its because where are 100+ bugs after you, dumbhead? Get your pheromones into action with chemical explosions ( +breathing room +crowd DESTRUCTION +target protection +extrastyle if you switch for bodkins to finish some remainings)

Important thing here is to know where and when using pheromones and Nishanka is appropriate.

With grenade it's kinda obvious - more than one heavy target and/or a big horde (If you have 3 grenades and you feel like restocking soon you can surely use it for something else)

With Crossbow its a bit harder because you have to find a line when you should go for battle frenzy to conserve you shields and not overuse it very much. Another thing is that you are better to use your bolts proportionally and keep their numbers in a relative equillibrium. Remember that chemical explosion can be used without pheromones! - Use it to wipe out small groups if you feel like you can do it (usually its when bugs walk in a queue or one of them is too ahead of them) without taking any damage.

Arrows switching is also really important, you should switch back to bodkins once you shoot chemicals imidiately because you expect it to reload with born ready a give you a speed boost later. These things come with experience.

Drak Damage is so great you can kill both crowds and heavy targets fast enough as long as you don't take any damage.

T1 B x0,75 heat per shot. It just appeared to be more rewarding and managable than A. Also you do want to use Drak for longer to give your Nishanka a chance to reload. RoF might go well in multiplayer since you will be only using drak to kill heavy targets because of the friendly fire

T2 B +2 damage. Even though you still can kill swarmers in one shot and grunts in 3 shots without it, it just feels nice for killing heavies and sabotage, dreadnoughts missions. Also, extra ammo in A haven't proved itself worth since Nishanka rates of consumption don't match really well in that case.

T3 B faster cooling rates. C is not working well for us since we don't want to overheat and A is just kinda useless (I feel like the accuracy is okay)

T4 A +chance to electrify. Works well with Nishanka magnetic shaft and in case you want to slow down the target. B is just for another kind of build. C which stands for armor shredding seems less effective than nishanka piercing with x1,25 multiplier

T5 B +RoF when passing 50% overheat. A just doesn't work anymore

Nishanka A weapon to support your drak when it doesn't work. Has a function of crowd mass murder.

T1 B Chemical explosions. Works as the only actual AoE for this build when bugs are in one place. Doesn't rely on duration of effect. Kills all the grunts leaving some easy-to-kill-with-bodkin targets afterwards

T2 A more damage. One shooting grunts is mandatory for bodkin as you can guess

T3 A. Who takes B wtf?

T4 A battle frenzy for kills. Super easy to perform and gives you space to regenerate your shields or preserve them, makes cave exploring even more efficient and fast

T5 B +25% to electrocuted targets. Great stuff this is... Especially when you know that you only have to shoot one electrocuted target to get multiplier for all 3 hits. A is useless with chemical explosion special. C is kinda overkill when you have battle frenzy.

Equipment Grappling hook 2113

Note: I feel like T1 A is too much and doesn't help you at all. Welcome to the gang long range GH cool kids

Flaregun 213

Note: Who cares anyway

Suit 2212

Note: T1B appears to be better at shield regeneration when you are careful even with SBB, yet C might be the actual best. T2B is good if you take sugar passive perk - you don't need shields anyway.

Grenade - Pis canister, a.k.a Pheromone canister

Note: A great tool to get the tension down and get some multikills with berzerker and chemical explosions. Obviously, it helps you to take no damage

Perks Recomended:

Berzerker - even more crowd control, fast mining, fast mactera kills, big rock spider bonkbonk

Dash - I don't like this one but I have to use it because of my skill issue

Born ready - Easy acceleration anytime you feel in danger Optional:

Sugar passive - this is really hard to use at times but sometimes it's worth it.

Resupplier - good for escort since you'll need to use pheromones as much as you can