Doomguy's Redemption

by Mic. on 01/07/2023

Salutes 2

M1000 Classic

M1000 Classic icon
+40 Max Ammo
+10 Direct Damage
+25% Focus Speed
-30% Spread per Shot, x0.8 Max Bloom, x0.5 Recoil
+220% Armor Breaking
+25% Focused Shot Modifier
+6 Clip Size
+3 Penetrations
+20% Weakpoint Bonus
Focused shots Stun enemies for 3 seconds
Killing an enemy with a Focused Shot to a Weakpoint will inflict 2.5 Fear on enemies within 4m of the kill
Manually reloading within 1 second after a kill reduces reload time by 0.75 seconds
Active Stability System

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
Pheromone Canister
Pheromone Canister icon

Loadout Guide

Rip and tear, until you die of fall damage.

TL;DR

Double Barrel is really really good now. Absolutely shreds tanky targets and blasts through waves of bugs. M1000 Serves primarily as backup to clear fodder and long-range targets. Designed around un-modded Hazard 5.

M1000 Classic

My beloved. You could swap this slot for a number of other Scout primaries (AI Stability Engine GK2, Impact Deflection Plasma Carbine to name a few), but this gun still just hits the spot for me. Built mainly to clear waves with blowthrough and chip away at larger targets outside of broomstick range.

  • T1 - Ammo. Since this is designed to clear waves as opposed to focusing single targets, damage isn't super useful here.
  • T2 - Hardened Rounds. This mod is the sole reason why we don't need to take any other damage-increasing mods. Provides enough armor-punch through to 1-shot grunts with a focused shot.
  • T3 - Mag size. As explained above, damage isn't super needed here. But you can take it if you really want.
  • T4 - Blowthrough rounds. Weakpoint damage is super super good but since we're clearing fodder, blowthrough just makes us so much more effective.
  • T5 - Stun. I swap between this and Killing Machine quite a lot, but the stun is just too good not to recommend here. Makes follow-up shots on enemies like Wardens much easier and overall just adds so much more utilitily to our build.

OC - Active Stability System. You can really use any number of M1000 OCs here (Minimal Clips, Hoverclock) but this one just hits the spot for me. Allowing us to be super slippery while kiting through waves and just keeping blasting focused shots. (NOTE: This whole setup is very much interchangeable with Hipster running 23223. I just found Active Stability System to mesh a bit better with the playstyle)

Jury-Rigged Boomstick

The star of the show. My main tip for this setup is to just use it way more than you think you should. You have so much ammo that you can blast both tanky targets and swarms when needed.

  • T1 - Ammo. Since our OC provides damage through blast wave instead of just direct bullet damage, having more ammo really extends our total damage by miles.
  • T2 - Quickfire Ejector. Never did I think I would recommend this over Double Trigger. Season 4 really gave this mod the love it deserved, but we're running Double Barrel anyway so we don't have much choice here.
  • T3 - Ammo. Same argument as in T1. Even pellet count isn't worth taking just given how this whole setup works.
  • T4 - Improved Blast Wave. The whole reason this build works. Normally it only gives you +20 damage, but with double barrel this goes all the way up to +110 damage. Who in their right mind thought this was balanced lmao (pls don't nerf it's so much fun)
  • T5 - White Phosphorous. Even with the mongo damage we're putting out, white fire damage is still nice. Arguably not the best choice since Oppressors have fire damage resistance, but at 4-player scaling I wasn't able to kill them much faster when running something like Fear.

OC - Double Barrel. What a glow up this overclock got in Season 4. This thing now does such insane amounts of burst damage because of our T4 pick, you can kill almost anything with ease. I still absolutely use this setup to slash through grunts close-up because of how the blast wave works, and with how much ammo we have it's actually a viable playstyle. Think of the blastwave as short-ranged cone directly in front of you. If an enemy is in that cone, you can kill it.

Equipment

You can take cryo nades if you really feel like it, but my lord are pheremone canisters ever a sleeper pick right now. Seriously, these things are L.U.R.E.s on steroids. Coat a massive swarm (or single tanky target) with one of these and you can just cleave through hoards of bugs in an insanely short period of time. Not to mention our blowthrough M1000 build can take advantage of these aswell.