Goodalf the Gooey

by That Goddamn Scout™ on 17/02/2025

Salutes 22

Corrosive Sludge Pump

Corrosive Sludge Pump icon
x2 Magazine Size
+40% Projectile Velocity
x1.25 Sludge Puddle width, x1.1 Sludge Puddle height
+24 Charged Shot Area Damage
+4 Charged Shot Fragments
+8 Regular Shot Area Damage
x1.5 Corrosive DoT duration, x1.5 Sludge Puddle duration
+40 Max Ammo
-1 Ammo per Charged Shot
x0.4 Charge Time
Increases Corrosive DoT's Slow from 35% to 51.25%, and increases the Sludge Puddle's Slow from 45% to 72.5%
Increases the Corrosive DoT's average DPS by +8.8, and increases Sludge Puddle's average DPS by +4
Disperser Compound

Experimental Plasma Charger

Experimental Plasma Charger icon
+5 Regular Shot Direct Damage
+24 Battery Size
+15 Charged Shot Direct Damage, +15 Charged Shot Area Damage
x0.4 Heat per Second when fully charged
+25% Regular Shot Velocity
-2 Ammo per Charged Shot
x2.5 Charge Speed
+50% Cooling Rate
+1m Charged Shot AoE Radius
+24 Battery Size
+15 Charged Shot Direct Damage, +15 Charged Shot Area Damage
Charged Shots now deal their Direct Damage to enemies hit by the projectile while in-flight, but it no longer explodes upon impact (functionally removing Area Damage). Deals x3 damage vs Frozen targets. Additionally: x0.3 AoE Radius. Regular Shots do [5 plus 25% of their Direct Damage] Heat per shot which can ignite enemies, and 70% of the Charged Shot's damage is converted to Fire-element + Heat.
Shoot the Charged Shot with a Regular Shot before it impacts anything to make it detonate for 240 Damage and carve terrain within a 3m radius. Additionally: x0.8 Heat per Regular Shot and x0.8 Heat per Charged Shot.
Regular Shots now do 10 Fire-element Area Damage in a 1.5m Radius in exchange for -10 Direct Damage.
Persistent Plasma
Neurotoxin Grenade
Neurotoxin Grenade icon

Loadout Guide

This build can be summarized in one sentence: You shall not pass!

Ideal in objective defense situations, or simply against large groups of enemies, the Disperser Compound Overclock greatly increases the number and power of fragments generated during a charged shot, covering a larger area. The idea is to use your shots as gooey fragmentation grenades, decimating insects unfortunate enough to be in your way. The selected mods follow this logic: more fragments (T2B) and slow (T5A). Since you will mainly be using charged shots, you might as well make the most of it with more ammo (T1A and T3B)

But what if that wasn't enough? What if you had to add even more damage over time (DOT)? That's where your "magic wand" comes into play: the Experimental Plasma Charger. Its power can be summed up in 3 words: Thin Containment Field (T5B). Therefore, the build aims to make the most of this mod, which creates a plasma implosion when you shoot a charged projectile in midair. Ammo (T1B and T4B) and Charge Speed (T3B) are essential for good economy and responsiveness in combat, while Heat Shield (T2A) makes it easier to chain together multiple TCF shots. Finally, the Persistent Plasma Overclock adds the final touch to this build, producing a continuous field of plasma at the point of implosion, which harms and slows enemies within it.

Add Neurotoxin Grenades and some Satchel Charges to the mix, to finish off the bigger bugs caught in your slimy trap, and you'll be like an impenetrable wall to glyphids.

(You may switch to Impact Axes if you feel the need for more direct damage).