Minigun Gunner (Rotary Overdrive LS + Triple-Tech Chamber Coil Gun)

by Goodboyyoshi on 14/11/2024

Salutes 3

"Lead Storm" Powered Minigun

"Lead Storm" Powered Minigun icon
+1.5 Cooling Rate, -0.15 sec Cooling Delay
+4 Rate of Fire
x0.25 Base Spread
+600 Max Ammo
+2 Damage per Pellet
+200% Armor Breaking
+20% Stun Chance, +2 second Stun duration
+1 Penetration
+15% Damage per Pellet after reaching Base Spread
-0.4 seconds spinup time
Increases how long the Minigun stays at Max Stability from 0.5 sec to 1.25 sec, +1 second spindown time
After overheating, deal 60 Heat Damage and 100% chance to apply Fear to all enemies within a 10m radius. Additionally, reduces Overheat duration from 10 seconds to 5.
Every kill subtracts 0.6 Heat from the Heat Meter (maxes at 9.5 Heat) and thus increases the firing duration before overheating
After the Heat Meter turns red, 50% of the Damage per Pellet gets added as Heat which can ignite enemies.
Rotary Overdrive

Armskore Coil Gun

Armskore Coil Gun icon
+40 Damage
+280 Ammo
+2 sec Trail Duration
After fully charging a shot, every additional 0.25 seconds that you hold the shot will add +12.5 Kinetic-element Direct Damage to the shot (up to a maximum of 100 extra damage at 2 seconds past full charge)
Lowers the amount of charge required to fire a Charged Shot from 100% to 25%. The Damage and Ammo consumption of the shot is reduced proportional to the percentage charged (intervals of 25%, 50%, 75%, and the default 100%).
+150% Charge Speed
Adds a 50% chance to Stun enemies within 1.5m of the shot's trajectory for 3 seconds
Applies a 250% Base Fear Chance to enemies within 5m of the shot's trajectory
While charging up or holding a Charged Shot, you take x0.5 damage from all sources (50% Damage Resistance).
Deal 20 Kinetic-element Area Damage to enemies within 3m of the Coil Gun's muzzle when you release a Charged Shot
The primary Damage Component gains a bonus +30% damage as Fire-element + Heat when damaging Burning enemies. Additionally, killing a Burning enemy will cause an explosion that does 80 Fire-element + Heat Radial Damage in a 6m radius.
+1m Trail Radius
Adds an Electric Trail to each of your shots. Any enemy in contact with the Electric Trail takes 8 Electric Damage per Second and has their movespeed slowed by 80%.
Triple-Tech Chambers

Zipline Launcher

Zipline Launcher icon

Shield Generator

Shield Generator icon

Reinforced Impact Suit

Reinforced Impact Suit icon

Pickaxe

Pickaxe icon
Tactical Leadburster
Tactical Leadburster icon

Loadout Guide

This build is my go to for a well-rounded Gunner loadout. It excells at enabling Gunners to do what they're best at: holding W + M1. Rotary Overdrive is an overclock that completely negates the minigun's overheat mechanic and has absolutely 0 downsides; so much so that this build's only weakness is that, eventually, you run out of minigun ammo. You can fire, overheat to blast all nearby bugs with an Aggressive Vent, and just keep firing. Triple-tech MCG uses Nectro-Thermal Catalyst to synergize with this strategy, dealing bonus damage to burning bugs and causing chain-explosions that can delete entire crowds. I've experemented with using Hot Bullets over T5A as well, and it works just fine (you'll make your cryo driller really sad if you choose T5C tho). Leadbursters are overall the best grenade for killing wall-crawlers, mactera, and the occasional Bulk. This is probably my favorite generalst build of all time, though there are certainly other loadouts that carve out solid, if a bit more specialized niches.