Salvage/Swarm Clear Scout

by Drexus-Workshop on 22/02/2025

Salutes 2

DRAK-25 Plasma Carbine

DRAK-25 Plasma Carbine icon
+4 Rate of Fire
x0.75 Heat per Shot
x2 Projectile Velocity
+200 Battery Capacity
+2 Direct Damage
-70% Horizontal and Vertical Spread
x1.5 Cooling Rate, x0.7 Cooldown Delay
Move 50% faster while the weapon is Overheated and for 2 seconds afterwards.
15% Chance per bullet to inflict an Electrocute DoT which does 22.5 Electric Damage per Second and slows enemies by 80% for 6 seconds.
-5 Direct Damage, +5 Area Damage in a 1m radius
+200% Armor Breaking
When the Heat Meter is greater than 50%, you can press the Reload button to manually activate the Overheat mode. When used in this way, Overheat's duration gets multiplied by x0.65, and also scales with the current Heat level (50% Heat Meter = x0.5 Overheat Duration).
When the Heat Meter is greater than 50%, the Rate of Fire is increased by +5 (up to a maximum of 20 RoF).
Conductive Thermals

Zhukov NUK17

Zhukov NUK17 icon
+100 Max Ammo
+1 Direct Damage
+10 Magazine Size
+8 Rate of Fire
-0.6 Reload Time
+1 Direct Damage
x0.4 Base Spread
+1 Penetration
+30% Weakpoint Bonus
+100 Max Ammo
+33% Direct Damage dealt to enemies either being Electrocuted or affected by Scout's IFG grenade
+50% Movement Speed for 2.5 seconds after reloading an empty magazine
Cryo Minelets

Grappling Hook

Grappling Hook icon

Flare Gun

Flare Gun icon

Light Scouting Suit

Light Scouting Suit icon

Pickaxe

Pickaxe icon
Pheromone Canister
Pheromone Canister icon

Loadout Guide

This loadout uses Cryo Minelets and Conductive Thermals for swarm clear. Ill advised on single target (solution in conclusion at the bottom.)

Drak: Best used after throwing down a clip or half from the zukhovs, as it increases the freeze (and thus damage) on larger, slow targets such as praetorians or oppressors.

Zukhovs: The "primary" of this loadout, you will be using them quite often. The blowthrough is perhaps the most important upgrade as it allows minimal lost damage. To explain: When using minelets w/out blowthrough, hitting a bug wastes the potential for minelets, meaning you have to choose between direct or AOE; but the blowthrough means you can hit the bugs in front of you-- aiming downwards at and angle to hit them in the faces works best, I reccomend being JUST out of reach for the swarms for optimal damage, hence great potential on Salvage. This is not to mention the fantastic freezing ability allows your teammates to have more breathing room on the uplink or fuel cells (or blackbox on DDs or EDDs (Deep Dives & Elite Deep Dives))!

Conclusion: This loadout is best used for Salvage or even as a general loadout for the sheer swarm clear potential; however it does lose out when dealing with Swarmageddon, Mactera Plague, or on random Dreadnought encounters. Due to conductive thermals it is a good idea to focus fire on targets your team's driller, a gunner with burning hell/incendiary grenade, or and engineer with breach cutter (on large targets) is also firing at, as this maximizes ammo efficiency and potential damage. Using this loadout on elimination while not impossible, is HIGHLY ILL ADVISED! It is a SWARM CLEAR loadout, and you will cripple yourself SEVERELY attempting high-health single target DPS. If brought on a DD or EDD with a dreadnought objective, it is best to either have brough cryo grenades or as stated earlier, focus down driller, burning hell gunner, or breach cutter'd dreads and ignoring your secondary on the dreadnoughts.

Final Note: There is potential to consider bringing Serrated Edge on your pickaxe to deal with frozen praetorians as it has mathematically higher total DPS. The pheromone canister is used to group up enemies for a mas freeze to maximize the freezing potential of the minelets, however you can bring the IFG and the first upgrade on the tier 5 Zukhovs as an alternative.