Covering Salvo (A Usable Salvo Module Build)

by Imlazy on 06/04/2025

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.
Salvo Module

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%.
Ultra-Magnetic Coils

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

This has always probably been one of if not my favorite overclock for the hurricane, but it lacks playability due to constant reload and ammo economy with most builds. To fix this I am happy to present the Covering Salvo! aka the just keep spamming boom boxes even if you not do not have a fully charged salvo build, half charge full charge it don't matter just keep firing. Hurr tier 1 its much better to pick B or C if you plan on going with either burst dmg or swarm deletion, but when you never have the ammo pool you want A is the better option for me, for comfort I do think it needs to be picked if your going to play gunner as a sustain vs burst. If you consistently have more then a 1/3 of your ammo every time to resupply then please take C over A. Tier 2 B is picked for your team not you, what do I mean by this? The job of this build is to salvo groups and singles for anything you can do, this means I don’t really care about the speed of my boom boxes (also you don’t get any benefit from turn speed which is half of what you take that upgrade for anyways). Tier 3A is the compliment to tier 1A, providing you with a constant amount of munitions to cover your teammates and really changes the way I personally play this gun. Tier 4 is the tier where probably it doesn’t matter what you take here, I think AOE for swarmers and other cleanup is better with what this build is meant to do as I will explain in my conclusion. Tier 5 is the butter on top of this toast. Stun is meant to stop the swarm for your team to move and get things done just like tier2B is helping your scout and engi by taking off armor of a lot of bugs at once.


The idea here is to stun and strip bugs all while killing the small guys for a more manageable swarm. The problem is in longer fights the ammo and mag size just hit to hard. This build is meant to give a new life to probably the least used overclock of the Hurricane. if you are not using as much ammo as I do then switch tier1A for 1C for more dmg overlap at longer range. Big bugs the real problem for you? Change tier 1 to B and tier 4 to A and remove the tanks from the game without trying. ------------------------------------------------------------------------

The secondary is really up to you. I picked something that can charge fast to hit one bug at any range or charge her up to clear a swarm. The build also does good against bigger guys do to it’s fear mod (does not work vs Ops).------------------------------------------------------------------------

Everything else in this build is up to you the rest is just what I run.