Scout for Modded Difficulty (Haz6+, Haz5 x1.5+, etc..)

by MountAndDewMe on 14/01/2022

Salutes 7

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

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
Compact Shells

Grappling Hook

Grappling Hook icon

Flare Gun

Flare Gun icon

Light Scouting Suit

Light Scouting Suit icon

Loadout Guide

Introduction

This is the Scout build I use for modded difficulties (Haz6, Haz6x2, Haz5p4, Haz5p4 x2, Haz5 x1.5, Haz5 x2) and for regular solo missions.

For the M1k OC, it's pretty flexible. The Base M1k is already very powerful so you can either go with Minimal Clips, Hoverclock, or Active Stability System. I like all three, it's just a matter of switching my playstyle slightly between them. For T4, I use Blowthrough on solo missions and random public teams. Otherwise, I use weakpoint on co-op when doing modded difficulty with a competent team. For T5, I use Fear on solo missons and random public teams. Otherwise, I use stun on co-op when doing modded difficulty with a fuill competent team.

My playstyle revolves around the fire spread mechanic, which is that when an enemy on fire comes in close contact with another enemy that enemy also catches on fire. So if you manage to get a bunch of enemies clumped together, you have this chain reaction of burn ignition on enemies that potentially spreads to an infinite number of enemies for as long as the fire keeps spreading. The fire ignition from this build is proc'd via White Phosphorous Shells from the Boomstick. You kite enemies together and preferably in a nice chokepoint you then use IFGs to slow them down. Guards and big enemies like praetorians are good candidates for spreading the fire as they won't die easily to the burn so they can spread the fire a lot more effectively. You then use focus weakpoint hit kills on smaller enemies like regular grunts to proc the fear so that enemies stay inside the IFG longer. This playstyle allows you to easily deal with massive swarms. See video to see a demo of this (timestamp 10:57 to 11:37): https://youtu.be/Sd5qo0hUmk0?t=664

The boomstick build is pretty flexible, the one that is posted in this build is what I just currently use. Other boomstick builds I've done are 21213 Jumbo Shells, 11313 Jumbo Shells, and 11213 Jumbo Shells. I switch between this Compact Shell build and the 11213 Jumbo Shell build regularly. The most important part of the boomstick build is taking T5 White Phosphorous shells and also taking IFG nades, rest is up to your preference and what you want to accomplish with the boomstick.

Videos

True Solo, Haz5p4, x2 enemieshttps://youtu.be/Sd5qo0hUmk0

Perks

Passive: Vampire, Born Ready, Thorns Active: Iron Will, Dash I use Vampire exclusively for Iron Will but the health benefit is also nice too outside of IW. In modded difficulties, most of the time you do not have the luxury to have red sugar or a resupply pod to take health back from so having vampire increases the guarantee of staying alive after IW ends. And in modded difficulties, it is a lot more important to be able to use Iron Will at any time you want because getting revived becomes extremely hard and you being down'd waiting for a revive could mean the end of the mission especially if you die in the middle of a swarm since the team can easily get overwhelmed without your help. You always want to make sure you actually stay alive after the IW duration ends and you shouldn't rely on reviving someone then relying on them reviving you after the IW ends.

Dash might seem redundant on Scout even with 2.5 second cooldown grapple, but at these higher difficulties it will still save you. You can substitute it for Berzerker in solo play. Or even keep Dash but substitute IW for Berzerker.

Equipment

Pickaxe Mod: More Damage Grenades: IFG For the pickaxe, both more damage or increased AoE radius mods are good. More damage is good in general and helps with big enemies like oppressors. Increased radius is good too, especially if you play on Dense Biozone or Glacial where there's jelly shockers.