by Limpet Arch on 01/04/2025

"Hurricane" Guided Rocket System
Armskore Coil Gun
Zipline Launcher
Shield Generator
Reinforced Impact Suit
Pickaxe
Loadout Guide
I haven't touched modded difficulties yet, but by this point I messed with all the overclocks and there is only one milestone left to complete before I touch modded difficulties. So here goes my more serious loadouts, or personal favorites.
Hurricane Guided Rocket System Mods Breakdown
I am not gonna lie, as much as Gunner is my least favorite class, the Hurricane certainly is my favorite weapon in the entire game. How ironic. Maybe its because the idea of an automatic rocket launcher was for a long time the forbidden fruit until I started rocking & stoning. Maybe the reason is because the base gun is a strong alternative to the Minigun, retaining decent ignition but doesn't care about ignition. Or maybe it has to do with the fact Hurricane doesn't have any actively bad or outclassed overclocks. Even Salvo Module is fun at the very least. # Jet Fuel Homebrew is often described as a strong alternative to LSLS, but I would say it is better than LSLS, at least in my opinion and with 22212. All Tiers except Tier 2 need no explaination whatsoever and the reason why you would pick Armor over Velocity is for the same reason why people take Incendiary or worse Armor over Velocity on Hyper Propellant: it is genuinely uncomfortable.
Armskore Coil Gun Mods Breakdown
Jet Fuel Homebrew's efficiency is so great I regularly run it with Magic Bullets Bulldog or Electro Minelets BRT-7, but in the context of harsher difficulties, Hellfire Coil Gun is a no-brainer. Tier 1B compensates for the relatively harsh ammo penalty from Hellfire, Tier 2C comes very handy for scaring away the enemies when overwhelmed, the Coil Gun wouldn't earn its praises if it weren't for Tier 3B and Tier 4B/5B are centered around clearing squishy targets, especially Shockers and Shredders. These mods used to matter less when Thorns was working against Naedocyte shockers, but recently an update made it so that shockers no longer do melee damage but electric damage. This means the large trail radius of the Coil Gun is now more relevant because that's gonna be your most reliable way to clear shockers and the shockwave trail damage, which normally pairs well with Triple-Tech Chambers, will get handy on Hazard 5A or any difficulties with the Toughness modifier on. Yes, I am going to first train on Hazard 4A just to test the waters.
Equipment Breakdown
As usual, I run my universal gunner equipment loadout, but I am opting for Cluster Grenades. The idea is that since Jet Fuel Homebrew's single target damage is pretty good and Hellfire Coilgun is mostly used to leverage Tier 3B, Clusters are there for crowd clearing when I need to save ammo on both my primary and secondary.