Stunnomatic

by Limpet Arch on 17/03/2025

Salutes 1

"Hurricane" Guided Rocket System

"Hurricane" Guided Rocket System icon
+72 Max Ammo
+4 Direct Damage
+0.8m AoE Radius
+7.5 m/sec Max Velocity, x2.25 Turn Rate
+100% Armor Breaking
x2 Magazine Size
+1 Rate of Fire
+50% Weakpoint Bonus
+4 Area Damage
Convert 33% of Direct Damage and Area Damage to Heat
Any enemy damaged by a rocket has a 25% Chance to be Stunned for 3 seconds
For every 0.75 seconds that a missile has flown through the air, it gains +1 Area Damage.
Rocket Barrage

BRT7 Burst Fire Gun

BRT7 Burst Fire Gun icon
+3 Direct Damage
x0.6 Spread per Shot, -30% Base Spread
+1 Penetration
x0.5 Recoil
-0.7 Reload Time
+2 Rate of Fire (translates to less time between bursts)
+12 Magazine Size
+3 Direct Damage
+200% Armor Breaking
+72 Max Ammo
+40% Weakpoint Bonus
Stun an enemy for 4 seconds if all 3 shots in a burst hit
+3 Bullets per Burst, -0.02 sec delay between bullets during burst
Experimental Rounds

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

We built this city on stun and sweet. Wait, you greenbeards haven't heard of Starship, but here is another semi-experimental build.

" Hurricane " Guided Rocket System Mods Breakdown

The Hurricane already leans into CC, but Rocket Barrage's damage penalty encourages ommiting Tier 4A in favor of Tier 4B. Tier 2A is obligatory given the lack of rocket guidance, Tier 3B is absolutely funny and Tier 5B really invites Micro Flechettes to consider canadian healthcare.

BRT-7 Burst Fire Gun Mods Breakdown

The philosophy of a good loadout is ensure a secondary does the complete opposite of the primary. While Rocket Barrage provides high ammo crowd clear with very quick stun capability, Experimental Rounds provides long range single target damage with limited ammo. BRT-7 builds are typically built uniformily, although here I take Tier 3A to compensate for the absence of Tier 4B, which is one of the rare cases where people would actually take ammo over weakpoint bonus.

Equipment breakdown

Aside from the universal armor/pickaxe loadout, the zipline takes 212 to mitigate the CPU occupancy from " ITS TOO STEEP " and the shield takes 213 in order to make the most out of each upgrade. Tier 2A cuts recharge time in half compared to Tier 1A, so it gets top priority since reviving teammates is not the only reason why you would use shields. Tier 3C is identical to Tier 2B, so it is best to take Tier 3C in order to allocate space for Tier 1B, which isn't all the lower of an increase compared to Tier 3A. # Finally, the grenade choice is Leadbursters. Rocket Barrage's large ammo pool mitigates the need for cluster grenades when paired with Tier 5B and since this build isn't centered around enabling volatile bullets, incendiary grenades aren't suitable either. Instead, the grenade choice is based on giving the Gunner another single target damage source should the BRT-7 run dry or if there is a bulk in the way.