High risk, high reward (hyperalloy assembly + RJ250 Compound)

by Tstis on 23/03/2025

Salutes 1

"Stubby" Voltaic SMG

"Stubby" Voltaic SMG icon
+3 Direct Damage
+25% Chance to Electrocute an enemy
+120 Max Ammo
+10 Magazine Size
x0.7 Recoil
+3 Rate of Fire
+3 Direct Damage
+120 Max Ammo
+25% Weakpoint Bonus
+25% Direct Damage dealt to enemies either being Electrocuted or affected by Scout's IFG grenade
+250% Armor Breaking
+20 Magazine Size
Every time the SMG applies its Electrocute DoT, there's a 25% chance that all enemies within a 2.75m radius of the primary target will be electrocuted as well.
x0.6 Base Spread, -25% Max Spread, and -13.33% Spread per Shot
Hyperalloy Assembly

Deepcore 40MM PGL

Deepcore 40MM PGL icon
+1m AoE Radius
+2 Max Ammo
+20 Area Damage
+2 Max Ammo
+20 Area Damage
Lose 50% of Direct, Area, and Armor Damage, and convert it to Heat that will ignite enemies
+500% Armor Breaking
+180% Projectile Velocity
Anywhere from x0.8 - x1.4 damage per shot, averaged to x1.1
+1m AoE Radius
Stuns creatures within the blast radius for 3 seconds
After 0.2 seconds of arming time, any grenade that passes within 2m of an enemy will detonate after a 0.1 second delay. After being armed, grenades will emit a green light. Grenades no longer explode upon impacting terrain, but instead automatically self-detonate 3.3 seconds after being fired or when they stop moving. Additionally, x1.1 AoE Radius.
+60 Direct Damage to any target directly impacted by a grenade.
Changes the PGL to add the player's current velocity to the grenades being fired, instead of using a flat velocity for every grenade.
RJ250 Compound

Platform Gun

Platform Gun icon

LMG Gun Platform

LMG Gun Platform icon

Engineering Suit

Engineering Suit icon

Pickaxe

Pickaxe icon
S.S.G
S.S.G icon

Loadout Guide

In general, it's skill dependence build, because it requires be good at controlling recoil from smg, and rocket jumping.


SMG (good against small groups of grunts or big targets)

  • Tier 1 – damage is more important for bonus damage to weak spots / electrified enemies, than bigger chance to electroduce.
  • Tier 2 – I could recommend use second upgrade to compensate recoil, but I don't like 20 bullets in magazine, so, I prefer to have 30 bullets and control stronger recoil, it's fun.
  • Tier 3 – Just ammo, balance.
  • Tier 4 – Interesting option would be to increase damage to weak spots (+25%), but increased damage to electrified enemies feels better, still same +25%.
  • Tier 5 – Gun already accurate, and magazine of 30 bullets is enough... So, second upgrade is the best option, in my opinion.

PGL (good against groups of bugs and gravity)

  • Tier 1 – More ammo. Bigger AoE could be nice, but I like more ammo.
  • Tier 2 – Even more ammo.
  • Tier 3 – This is what makes RJ250 Compound not just traversal tool, but still good option to deal with groups of medium bugs. And this help us to burn bugs to death. Very helpful to get out of tough situation and kill a lot of enemies in process.
  • Tier 4 – There are only two good options – bigger area or stun. I prefer stun, because I don't think it's really necessary to increase area of effect.
  • Tier 5 – This tier sucks for something useful. I don't think direct damage is really needed here, especially proximity trigger. But disabled inertia inhibitor will help us to avoid fall damage. Just shoot under yourself before landing (like 0.5s in advance), and instead of dying, you just will lose a bit of shield or a bit of hp. Sometimes useful.

Other stuff is pretty basic and it's main purpose to do some parallel damage without paying much attention to them (turrets and shedders) and help survive (platform gun and armor).