Loadout Guide
Our second build is an outlier for the CSP. While the weapon normally relies on damage over time and lingering puddles to deal with enemies, this version focuses on direct damage to melt armor and make their hp sizzle away rapidly. The mods Ive chosen are 2 3 2 1 3 with the Volatile Impact Mixture Overclock. This thing turns the CSP into a heavy hitting single target weapon that is still capable of damage over time and slowdown. This makes it a powerful suppression tool, very similar to the previous build only we’re trading in slowdown and fast melting for sheer direct hit damage plus some armor stripping. You’ll notice two major changes here, namely tier 1 and tier 5. Tier one is using Better Air Pressurizer to deliver your normal shots faster to the chosen target and tier 5 is now using Ingredient X to melt armor off anything unlucky enough to be hit. Cool fact about the armor dissolving here, it actually applies to the entire creature when the Corrosive Damage effect is placed on them from a direct hit. It then chooses a random unbroken armor plate to deal the break damage too, meaning you can hit them anywhere on their body to achieve the same effect. So fire away no matter what angle you have on armored bugs.
To accompany this gun, Ive actually opted to bring something a little different. While any EPC variant would be perfectly acceptable, Ive decided to bring an Explosive reload Subata instead. Ahhhhhh nooooo not Subata! Anything but Subata SHH SHHHHH… SHH. Ok. Anyway, I spec the pistol out to 3 2 3 1 2 with the Explosive Reload Overclock. Normally this variant would suffer from ammo drought quickly but with your primary already capable of dealing with trash efficiently, your Subata is freed up to be quick damage against problem targets. The two guns compliment each other. The Goo dissolving armor and exposing weak points while the Subata gets shots in, followed by unavoidable reload damage. Watch for the red marker on an enemies health bar, It’ll tell you when a reload is a guaranteed kill.
The tactics with this build boil down to pumping damage into targets with speed, using the punchy damage to kill quickly. It actually benefits a lot from the Born Ready perk, letting you bank multiple mags of explosive reload rounds in a larger target so long as you dont initiate the reload animation and let it reload in your pocket until you see the kill indicator. The damage over time from your primary will let you see the exact moment the hp drops to the right point for a clean internal explosive kill, very satisfying. The Impact Mixture Sludge Pump wants to be played in a very similar manner to the first builds version, albeit with less charge shots being thrown out since youll lose ammo far too quickly. Your regular shots are 50 and your charge shots are 70, so the only real reason you want to charge shot is on tightly grouped enemies and maybe if you have a lot of swarmers on the way. Also, bring grenades that can do some area damage to help round out your option. Neurotoxin grenades and yes, even High Explosives can be a huge help and save you some ammo on clumped enemies. Otherwise, have fun using what is essentially a weaponized handheld, pressurized cement mixer.