[w/ Guide] Stability and Boom

by ML-Z on 25/03/2025

Salutes 3

Deepcore GK2

Deepcore GK2 icon
x0 Base Spread
+1 Rate of Fire
x0.73 Reload Time
+3 Direct Damage
+120 Max Ammo
-44.12% Spread per Shot and x0.5 Recoil
+10 Magazine Size
+20% Weakpoint Bonus
+500% Armor Breaking
After killing an enemy, gain +50% Movement Speed and increase Spread Recovery Speed by x12.5 for 2.5 seconds
+2 Rate of Fire
+35% chance to Stun on Weakpoint hit
AI Stability Engine

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

Pickaxe

Pickaxe icon
Voltaic Stun Sweeper
Voltaic Stun Sweeper icon

Loadout Guide

Preface:

Short(er) Version:

Weapon Upgrades Overclock
Deepcore GK2 2-X-2-1-2 AI Stability Engine
Jury-Rigged Boomstick 1-2-2-3-2 Double Barrel
Weapon Notes
Deepcore GK2 Upgrades are set to have increased Fire Rate to compensate for the Overclock's penalties. Ammo or damage is up to personal taste.
Jury-Rigged Boomstick Upgrades set to have ammo and increased the shockwave damage. It kills groups of Grunts up to Guards (vanilla Haz 5 with 4 people) or deals heavy damage, but you need to be VERY close to enemies. White Phosphorous Shells HAS NOT effect in the shockwave.
Tool Upgrades Notes
Grappling Hook X-1-X-X It's a matter of personal taste. I prefer longer reach with the Grappling Hook.
Flare Gun X-X-X Again-- personal taste.
Throwable None No wrong choice here. Voltaic Stun Sweeper is my preference due to its higher ammo count and versatility.
Light Scouting Suit X-X-1-3 Breathing Room is always a safe choice.

Detailed Explanation:

Deepcore GK2

  • Upgrades are set to compensate for the lowered Fire Rate caused by the AI Stability Engine.
  • GK2 is used for small groups of Grunts and targets that are far away (Spreaders, Spitters, Menaces, etc.).
  • Make sure to aim for weakpoints to get the most of the gun-- aim at the mouth of Grunts, sacs of Spreaders, glowing bits for other enemies.

Jury-Rigged Boomstick

  • Upgrades are set to have 22+1 shots. This is the main crowd control gun you have. Save the ammo for larger groups or fire close to Praetorians for heavy damage as the shockwave (not the pellets) ignores armor.
  • Be mindful of the low ammo. Don't waste shots on small groups of Grunts, ones you can reliably deal with with the GK2.
  • Fear upgrade has 50% Fear factor-- 25% of chance of scaring any Grunts that aren't killed by the shotgun.
  • [Vanilla Haz 5, 4-people party] Speaking of Grunts, normal and Slashers will be killed in one shockwave. Guards will survive but just barely, keep this in mind as if the Stun/Burn/Fear does not proc they can sneak in a hit before you finish them off.
  • Video demonstration by Twosliceofbread

Throwables

  • Voltaic Stun Sweeper is usually my choice since, while it’s not the best at one aspect, it does a bit of everything and you carry 8 of them. You can stun a medium group of Grunts, kill a group of Exploders/Shredders, trim down some Swarmers harassing you, stun a group of Macteras, stun Wardens and Spreaders and everything around them. It's also one of the few things that stops a Bulk Detonator on its tracks for a few seconds.
  • IFG has many good effects: higher than normal ammo count (6 instead of 4), 75% slowdown – meaning enemies move at 25% of their normal speed – and 30% decrease in enemy defense. It’s very good if you’re in a well coordinated group and it’s understandably the choice of many Scouts.
  • Cryo Grenade is amazing. The sheer stopping power and ability to freeze large groups of Grunts, insta-kill a pack of Macteras, freeze Praetorians, Spitball Infectors in one grenade makes it a solid choice for any Scout regardless of the build.
  • Pheromones Canister makes any size of Grunts swarms not be a problem, but it requires good timing and some kiting as you can waste the grenade if you hit only a few targets. The video demonstration shows how powerful the canister can be when paired with Double Barrel overclock.