No Freeze? [Ver. 2]

by PadreDa on 12/01/2022

Salutes 0

Cryo Cannon

Cryo Cannon icon
x0.33 Pressure Drop Rate
-0.4 sec Chargeup Time
+1 Cold per Particle
+75 Tank Size
+5m Cold Stream Reach
-1 sec Repressurization Delay
x1.75 Pressure Gain Rate
+1.6 Flow Rate
+3 Damage per Particle
+1 Cold per Particle
+150 Tank Size
When a particle from Cryo Cannon damages a Frozen enemy and brings its health below 100 "true" hp, it has a (1 - hp/100) probability to deal the remaining hp as Kinetic Damage.
Cool down enemies within 4m of you at a rate of 60 Cold/sec. This stacks with the direct stream and Ice Path's cold sources as well.
Ice Storm

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.
Energy Rerouting

Loadout Guide

This is Version 1 of this potentially fun build... Scroll down for updated info

Notes: IS - No freezing, rely on Cold Radiance. Damage for max ammo efficiency ER - 20 charged shots, basically has all T3 upgrades (it's what the OC provides). Charge shots are great for swarm clear, and it's a flat 240 damage (nothing can increase that value)

Considering... T4.C on Cryo (Damage should be better?) Persistent Plasma (no downside, flat 240 damage)

I'll update this later... -PadreDa


Edit 1: Finally playtested a few games (1 Haz 4, 1 Haz 5)

Opening thoughts: so far so good, surprisingly. I moved a few upgrades around to make the build slightly stronger. The flat 240 damage on the EPC oneshots mactera spawn, and it's so satisfying. Ice Storm is an interesting primary because of the lack of freezing. The only things I froze were Praetorians, Oppressors, and occasionally guards. Usually the cryo cannon kills whatever it freezes, so just skip the freezing part and go full damage. It feels very efficient, but you have to be careful not to waste ammo.

I felt like the EPC had plenty of ammo, so T3.A doesn't seem like a necessary pick. If you miss a lot/use EPC a lot, go for it, but there's where I made my first change...

Changes : T3.B on Cryo and T3.B on EPC

Cryo : I found that you don't really need the pressure gain rate. T1.A does it for you, and I never had to repressurize so far. Just take the extra DPS. EPC : I really like the fast charge rate, so I went with the 325% charge speed. This comes in clutch on Haz 5, especially on Mactera. T3.C never felt useful because I never overheated. Highly recommend T3.B.

I finally put out a somewhat detailed guide, I think my manual guidance cutoff guide was overboard, but it was fun to mess with it...

I'm also thinking about Persistent Plasma/Heat Pipe (still not exactly sure how it plays after the rework). Will update this later...

PS use axes, duh... -PadreDa 1/11

Rock & Stone!