by Dutchdere™ on 03/04/2025

"Thunderhead" Heavy Autocannon
BRT7 Burst Fire Gun
Zipline Launcher
Shield Generator
Reinforced Impact Suit
Pickaxe
Loadout Guide
The autocannon. I personally think this thing is insanely underwhelming at base. Low accuracy, mediocre dps, mediocre crowd-clear and a lack of stun. It's carried by two overclocks: NTP (duh), Big Bertha (it actually feels decent here). But with S5, a new Overclock has arrived to carry this paperweight: Mortar rounds. Mortar Rounds is a pretty simple overclock. You lose all direct damage, your mag size is multiplied by 0.318, your starting RoF is multiplied by 0.4, and your max RoF is multiplied by 0.5, and your bullets become slow, arching projectiles (Think PGL). Lots of downsides, but what do you get? 1.25x AOE size, and x7 area damage. Congrats! Your Autocannon is now a full-auto PGL. In regards to building this OC, My choices are as follows:
- T1 takes either High Capactiy Magazine (T1B) or Expanded Ammo Bags (T1C). The rule of thumb is mag size for solos, Ammo in teams.
- T2 takes Lighter Barrel Assembly (T2C). Faster RoF scaling is just better here, as you reach your top RoF in less than a second with it. You don't need a higher top RoF, as this thing tears through it's target pool fast anyways. That aside, reaching top RoF lets us activate T5A/C faster.
- T3 takes Loaded Rounds (T3B). More AOE damage thats applied before the x7 bonus?? On an OC that loves AOE dmg?? There's no real competion here. Take this.
- T4. Hmmm, what will I take here? Shrapnel Rounds, an AOE size up that is applied before the 1.25x bonus? or Hardened Rounds for armor break? :Clueless: This takes Shrapnel Rounds (T4B). No debate.
- T5 takes Damage Resist at Full RoF. You reach it in less than a second, which means you don't get a piece of your flesh removed every time the massive AOE of Mortar Rounds hits you (The entire AOE does Friendly Fire, so be careful!). It also lets you do some silly stuff with facetanking damage you have no right to be tanking. Fear isn't good here as it makes it harder to get the most out of your huge AOE damage, and Feedback Loop hits some useless breakpoints. Take Damage Resist at Full Rof (T5C).
For secondary, I like to take Experimental Rounds BRT7. It's good at removing stuff like Spitters, Septic Spreaders, lone Mactera, all of which it can do very ammo efficiently if you know how to cancel your burst (just pickaxe/swap weapons when whatever you're shooting dies). It also does good damage to tankier targets that have explosive resistance (think Opressors). Build for this needs much less explanation:
- T1 takes Floating Barrel (T1B) to cope with BRT's crappy spread.
- T2 takes Disabled Safety (T2C) for better magdumping. Feel free to take FLoating Barrel if you dislike the BRT's recoil.
- T3 takes Increased Caliber Rounds (T3B). Damage gud. Oogabooga decision making.
- T4 takes Expanded Ammo Bags (T4B) as the BRT eats ammo. Armor break isn't good anyways, and Weakpoint bonus is fine, but I only really take this with Compact Mags BRT.
- T5 takes Longer Burst (T5B). More bullets = more damage faster. Once again, oogabooga decision making. Dmg gud.
For grenades, Leadbursters are king. Throw one (or more) into a large cave, and watch as stationaries get deleted and a random leech in a corner gets caught in the crossfire. That's literally their only use. Deleting stationaries and clearing unexplored caves. It also melts bulks. That was the build. Have fun blowing up bugs with your fully automatic PGL!