Greed's Bullet Hell Deep Scan Gunner

by TinkyWinky69 on 02/02/2025

Salutes 1

"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.
Bullet Hell

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%.
Hellfire

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

Bullet Hell

Tier 1 C

The base spread of Bullet Hell is absolutely shocking. So to combat the 6x spread, just chop it down to a quarter the size. When I was first making the build, I decided to take Bullet Hell, totally forgetting that it completely destroys accuracy. That game kinda sucked in that my hit rate was just so terrible because my effective range was in the dumps.

Tier 2 B

Honestly both mods in this tier are entirely viable. I prefer damage for before going deep; 2400 bullets is quite a few, and then they hit a second time too from Bullet Hell.

Tier 3 C

Contextually, there's only two options. Either Penetration for being able to shoot through enemies into the floor for the bounce, or Armour Pierce for just taking on a slightly more supportive dynamic. I have a feeling Penetration is the correct modification here..

Tier 4 B

Another mod slot that seems like it's largely up to preference. I keep flipflopping between Variable Chamber Pressure and Lighter Barrel Assembly, I think T4A is most likely the better one for the dig, while T4B is better for the prelude.

Tier 5 C

Hot Bullets. Definitely Best in Slot for Deep Scan. I have a feeling Hot Bullets is just the BiS for Bullet Hell in general.

Hellfire

Tier 1 B

Tier 2 C

Tier 3 A

Tier 4 A

Tier 5 A

Tactical Leadburster

Zipline Launcher

Shield Generator

Rig

Again, I don't take note of what the "meta" for the peripherals are, but this is just what I take. Stronger Shields and Stronger Charge because, once more I've mathed it and it works out to be the better option:

  • 30/6 + 7.5 = 12.5s
  • 30/3 + 4.5 = 14.5s

When regenerating any more than 18 points of shield health, the faster regen is the more efficient option, and that's a little over half the shield:

  1. n/6 + 7.5 = 2n/6 + 4.5 | (-4.5, -n/6)
  • n/6 - n/6 + 7.5 - 4.5 = 2n/6 - n/6 + 4.5 - 4.5
  1. 3 = n/6 | (x6)
  • 18 = n

Take Shockwave for Swarmers. Scout's truest bane, anything to mitigate swarmers reaving you on repeat. And yes, that's another reason to take Cryo Bolts over another OC.

Pickaxe

Very standard... I think, at least for me. Again, I don't pay attention to what's meta, I just really like the shorter power charge time compared with the other options.