Battery Acid Gunnerboi (Slow/Fear/double-DOT)

by Antisyzygy on 17/03/2022

Salutes 2

"Thunderhead" Heavy Autocannon

"Thunderhead" Heavy Autocannon icon
+3 Direct Damage
x2 Magazine Size
+220 Max Ammo
x0.7 Base Spread
+0.3 Min Rate of Fire, +2 Max Rate of Fire
+0.6 Min Rate of Fire, x1.5 RoF Scaling Rate
+0.3 Min Rate of Fire, +2 Max Rate of Fire
+2 Area Damage
+4 Direct Damage
+400% Armor Breaking
+0.6m AoE Radius
x1.1 Direct and Area Damage when at Max Rate of Fire
Deal 50% Fear Factor to enemies within a 1m radius of bullet impact. The radius of the Fear gets the same increases as the Area Damage.
When at Max Rate of Fire, you take x0.5 damage from all sources (50% Damage Resistance).
Neurotoxin Payload

BRT7 Burst Fire Gun

BRT7 Burst Fire Gun icon
+3 Direct Damage
x0.6 Spread per Shot, -30% Base Spread
+1 Penetration
x0.5 Recoil
-0.7 Reload Time
+2 Rate of Fire (translates to less time between bursts)
+12 Magazine Size
+3 Direct Damage
+200% Armor Breaking
+72 Max Ammo
+40% Weakpoint Bonus
Stun an enemy for 4 seconds if all 3 shots in a burst hit
+3 Bullets per Burst, -0.02 sec delay between bullets during burst
Electro Minelets

Loadout Guide

This gunner build uses Neurotoxin Autocannon and the Electro-Mine/Stunner BRT7. You can stack slow/stun effects as well as stack neurotoxin/electricity DOT effects with this build.

I'd also recommend taking incendiary grenades since they synergize with this build and provide a third source of DOT. Your utility builds don't matter as much, you do you.

Autocannon Notes:

The autocannon is set up for DOT and suppressive fire. You're quick to reach a faster than normal fire rate, and your ordinance applies fear and neurotoxin to enemies. The faster fire-rate and larger explosion radius makes it more likely you will apply fear or neurotoxin to a group of bugs.

Neurotoxin slows and damages bugs over time. Meanwhile, fear causes those poisoned grunts, slashers and guards to run off and die somewhere from the DOT. Neurotoxin will wipe many of them out by the time they recover from fear and come around to attack.

Defensively, the autocannon fear effect and fire rate helps scare bugs away if they get too close to your position.

BRT7 Notes:

The BRT is set up as a utility weapon with both stun and electro-mines + blowthrough. Rounds will blowthrough enemies, doing damage to them, but also placing electro-mines on the ground or ceiling/wall underneath their body. These mines will either trigger on the enemy you shot at, or on some enemies following them, depending on the angle you shot the original enemy at.

The BRT stun effect lets you potentially shoot an enemy, stun lock them, and then by the time they recover they are still close enough to the spawned electro mines to trigger them. This does extra damage and potentially slows them after they were just stunned!

Defensively, you can pre-emptively lay down electro-mines and cover some other positions temporarily with incendiary grenades.

Synergies/Tactics Notes:

Stun "slows" enemies more-or-less for a few seconds. However, neurotoxin and electricity ALSO slow enemies. Hence, you can potentially stack slow/stun effects here. This is why incendiary grenades are a good idea as you can take advantage of your stun + slow effects to keep bugs in the flames for longer. That tactic works best on praetorians or guards.

One final note, the stun effect on the BRT is great for ensuring a Mactera doesn't knock you off a zipline or so a Praetorian can't vomit on you. Don't worry about the electro-mines in this case. As I mentioned, the BRT is a utility weapon with this build. It gets you out of some tight spots, it lays down defensive perimeters, it cancels bug attacks, it stuns and/or slows bugs, and your mines will often wipe out some grunts.

Another option is to use the BRT electro-mines to cover a retreat. If you're changing position or running to the drop pod or something, shoot some electro-mines in front of you and kite the bugs chasing you into them. This slows them and gets them out of your hair. It may even kill some of them.