My lazy gunner setup for playing with randos

by Imlazy on 06/12/2024

Salutes 2

"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.
Burning Hell

"Bulldog" Heavy Revolver

"Bulldog" Heavy Revolver icon
-0.7 Reload Time
x0.3 Base Spread
+10 Direct Damage
-80% Spread per Shot, x0.75 Recoil
+12 Max Ammo
+3 Penetrations
+30 Area Damage in a 1.5m radius, x0.5 Direct Damage
+35% Weakpoint Bonus
+12 Max Ammo
+10 Direct Damage
No aim penalty while moving
50% chance to inflict Neurotoxin DoT on all enemies hit by the Revolver. Neurotoxin does an average of 12.0 Poison Damage per Second for 10 seconds
Magic Bullets

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 is my base loadout for gunner.

Minigun: shoot everything, if not dead by the time you set it on fire pop a magic bullet to add toxin and let the rest of the team waste there ammo on big HP stuff as needed. I find when playing with randoms as soon as anything with alot of HP spawns everyone shoots it do theres no need to waste all your ammo on stuff when you have BOTH fire and toxin to deal dmg over time. Tier 1, I don't like wasting bullets waiting for my gun to start hitting stuff. Tier 2, more DPS and you need less to kill a target so why take ammo over dmg. Tier 3, anything works I run the armor breaking as I don't like wasting ammo on chipping away at nothing vs doing dmg. Tier 4, gun starts killing faster and I don't ammo dump into stuff so more dmg at max revs isn't my thing. same with keeping the barrel spinning. Tier 5, Set it all on fire for dmg over time means whatevers not dead by the time you set it on fire means that it's going to take dmg that you didn't need to use more ammo to do. Overclock If things got that close to you they are now on fire and soon won't be a problem. Builds theme song (https://www.youtube.com/watch?v=K4dDdhI1OsQ)

Bulldog: Standard magic bullet setup to kill things at long range with one shot or add toxin to take a bit of HP off the top till they get right infront of you. Also pop one or two shots into groups to add toxin as you clear with the mini.(why not volatile bullets? Almost never used them personaly, and when I did I could't take care of long range things as much and groups got more annoying to deal with vs magic bullets)

Grenade: Personaly I like incendiary better then leadburster, but it's too good at clearing the air of anything flying and adds a way to kill big HP sponges without using Volatile. So my laziness out weighed my compulsion to set everything on fire.

Perks: Ironwill, dash, vamp, born ready/thorn, resupply. You know the drill standard stuff.