Haz 5 Comfy Scout Build

by [BOAS] Kpwn on 19/06/2024

Salutes 1

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
Electrocuting Focus Shots

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
Special Powder

Grappling Hook

Grappling Hook icon

Flare Gun

Flare Gun icon

Light Scouting Suit

Light Scouting Suit icon

Pickaxe

Pickaxe icon
Cryo Grenade
Cryo Grenade icon

Loadout Guide

M1000:

Teir 1: Makes your ammo economy much nicer and dmg isn't needed for breakpoints.

Teir 2: Armorbreak is essential for hitting nice bodyshot breakpoints as well as helping against shellbacks and pretorians.

Teir 3: Up to you. You get to take out slashers and mactera with bodyshots before they awake from stun with the increased focus shot dmg, but the magsize helps the gun feel a lot smoother and go between focus shots and the odd grunt much easier.

Teir 4: Blowthrough makes you more of a generalist and helps with swarm clear. Not bad at all for vanilla play. Weakspot dmg is good for chunky enemies like stingtails, pretorians, oppressors, menaces, and wardens, but I prefer the good-all-around feeling that blowthrough provides.

Teir 5: Stun is almost essential for EFS since we want to buy time for electric DoT to finish stuff off.

Overall, this gun does a lot with the ammo you get. You can one tap grunts to the face, 2 tap to the body, one tap webspitters, take out trijaws and acid spitters before they wake up from stun, and with mag size still eliminate slashers, mactera, and guards with DoT. If you take better focus shots, you can bodyshot slashers and mactera and finish them before they become unstunned. A very versatile primary.

Boomstick:

For secondary I like to take Jumbo Shells. This helps give me burst where my primary lacks. If I need to take care of an enemy quickly, then two blasts from the boomstick will do the job nicely. Hitting enemies with a focus shot, then following it up with boomstick can stun two times and apply 2 separate DoTs. Great for quickly taking out chunky targets. Combining this with blowthrough, firespread, and IFG's gives you surprisingly decent swarm clear too. The boomstick always seems to have more ammo than I expect, even with only 34 shots.

Equipment:

I like to build my grapple for range. some people prefer the move speed and cooldown. Go with your preference. I also don't mind reshooting flares and hate ever being in the dark, so I take maximum ammo for flares. Armor is standard as well as pickaxe.

Grenade:

I like IFGs because you can kite a bunch of bugs into them, and then get lots of value with blowthrough and fire spread. Pheromones can also be very good at getting a swarm to fight itself while you utilize blowthrough. The only one I would avoid is boomerang. it does the opposite of what you want by stunning everything while it’s far apart still. If you’re going to deal with swarms at all, do it efficiently. You don't have the deepest ammo reserves like other classes and you're better at taking out high value targets anyway. Scout's biggest advantage is his ability to choose his fights by utilizing mobility.