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New Loadouts for new challenges

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  • 04-16-2014, 01:29 AM
    drackiller
    New Loadouts for new challenges
    Yes, the title says it all.
    What i would like is that people with good insight with the new game mechanics tries to explain the best they can/could how to face these new days ahead.

    I know tha BIO nano is of the essence but what after BIO ?

    Per example fighting VOLGE :
    1- combo BIO/.....?
    2- Hellbugs combo ..../....

    I think that would help new and old players, i myself know that i have to adapt but help is and will be much apreciated.

    Feel free to input your thoughts about this matter.



    Or else my new motto will be : NERF the NERF NERFERS :)
  • 04-16-2014, 01:34 AM
    Teddymouse
    One for All perk is a must for PvE groups. Was using my bio assault carbine on armor, ele typhoon for shields, and fire typhoon on regular health and worked great. Am loving my Ironclad shield with how much damage the enemies do now.
  • 04-16-2014, 02:59 AM
    Tekrunner
    For anything but 99ers and Volge a bio + fire combination does quite well. First use the bio weapon to destroy the armor. Once that's done, any shield the enemy may have had is probably down, or close to being down. You can then switch to the fire weapon and inflict massive HP damage.

    For 99ers just use a good electric weapon, don't even bother with destroying armors. They have fairly big shields but very little HP.

    Good AoE weapons (big boomers, ground pounders, precise chaos...) do fairly well in indoor expert coops, what with the large number of enemies swarming you. But for maximum efficiency you want at least a couple of your group mates spraying everything with a bio weapon to destroy armors.

    When playing solo, a strong radiation weapon will kill most things relatively easily. Just make sure to have a bio weapon ready in case you have to face a 7+ plate enemy.
  • 04-16-2014, 06:00 AM
    drackiller
    Quote:

    Originally Posted by Tekrunner View Post
    For anything but 99ers and Volge a bio + fire combination does quite well. First use the bio weapon to destroy the armor. Once that's done, any shield the enemy may have had is probably down, or close to being down. You can then switch to the fire weapon and inflict massive HP damage.

    For 99ers just use a good electric weapon, don't even bother with destroying armors. They have fairly big shields but very little HP.

    Good AoE weapons (big boomers, ground pounders, precise chaos...) do fairly well in indoor expert coops, what with the large number of enemies swarming you. But for maximum efficiency you want at least a couple of your group mates spraying everything with a bio weapon to destroy armors.

    When playing solo, a strong radiation weapon will kill most things relatively easily. Just make sure to have a bio weapon ready in case you have to face a 7+ plate enemy.

    Thanks Tek.

    Come on people, start sharing the knowledge :)
  • 04-16-2014, 06:09 AM
    SxB_xPUDDYTATx
    i have a vbi assault in every nano, and ive tried em all in a lot of situations. so far i have found that a radiation assault rifle works very well as a primary, with a syphon smg for backup if i need a quick health boost. that is for running solo with threat levels below 6. if im in an area with lots of people and the threat level is over 7, i run with a bio semi-auto sniper primary, and a radiation/fire gun second with high fire rate. so far for me these two loadouts seem to be working pretty good, but im still experimenting.

    oh, and im using a rhino grenadier ark with a hatchling or cluster grenade. when my shield breaks, the grenades are amazingly useful for getting out of tight spots.
  • 04-16-2014, 06:09 AM
    rydda
    Thank you guys nice to know
  • 04-16-2014, 06:12 AM
    rydda
    the 99ers little tank guys
    Pop there yellow tanks it doesn't matter how strong the health is lite them up done deal for them.
  • 04-16-2014, 07:30 AM
    Nightaven Arcana Vis
    My primary loadout to share
    Here is my general loadout so far.

    My main weapon is an OJ Bio VBI TACC Autopistol. Here was it's highlight stats before the DLC:

    Cannoneer
    Bio Nano
    15% Damage from Behind Mastery (might reroll this to passive 1.10 crit or 1.05 damage)
    .95 Reload
    +4 Mag
    1.05 DMG
    Forgot purple roll, but wish it was the EGO recharge. I think it was 15% grenade damage after a kill.
    1.10 DMG

    660 base damage
    5.6 fire rate (I think)
    14 Mag
    2.5 crit

    Since every single mob pretty much has armor, my pistol has been my most favorite weapon since the DLC, and has been far more useful (valuable) than my double crit, assassin wolfhound. There is no comparison. If I could run this pistol alone with 500 or 1000 bullets, I probably would because it is that good against armor, shields, and health.

    My secondary is an OJ Electric VOT Fragger. Very nice against Raiders, but subpar against everything else. I chose these two weapons because they were very ammo efficient, and elite mobs are bullet sponges. I really want to give the Syphon Chimera VOT Fragger shot or just have a very good OJ slugger. My OJ VOT Pulsars and Tachmag Pulsars (previously my favorite weapons) may now be too inefficient. Any high fire rate weapons seems to be an inconvenience at this point. I have to upgrade and test these out a bit more.

    Shield: Regeneration Hurricane IV EX
    75% Health Regeneration
    Bio Resistance
    3 Ablative Armor Points (%30 percent damage reduction)
    90% Shield Regeneration
    6 second delay

    EGO Perk: Cloak <--- drop aggro, get shield back up and running, then re-position my attack
    1) Fortitude <- 15% more health is good
    2) Regeneration <- 3% x 1.75 = %5.25 constant health regen
    3) Pumped Up <- I dropped the two Cloak duration perks and grabbed 15% Ego recharge to get my Cloak back up much quicker when using my pistol. Definitely a must have.
    4) Corrosion: Increases damage to armor from your bio attacks. I think it is 30%.
    5) Virulent: Increases armor penetration from your bio attacks. I think this one is 15%.
    6) Live Wire: Increases damage to shields from your electric attacks. I think this is 15%.
    7) Gunslinger <- 12% crit from hip.
    8) Preparedness <-- Reload my stowed weapons, because I am switching a lot between my bio pistol and my electric VOT Fragger, but I am not seeing the return on my shield killer, especially on Volge for some reason.
    9) Sucker Punch <-- 15% more damage from behind only because my pistol is 15% more damage from behind as a mastery bonus. Trying to maximize my damage output as much as possible.

    I am more curious about people using Decoy as their main EGO perk among elite mobs. Does the Decoy survive long enough to be useful? I could get more bang for my buck with Sucker Punch and my pistol. Maybe increase my survivability.

    So far, this setup has been doing me wonders, but elite Volge can still kick my *** if I stay too close with my VOT Fragger and don't keep moving/flanking. I may have run the Blast Shield and Kinetic Transfer perks on a different loadout while keeping my distance with a high damage AR or the FRC Sub-Carbine. I am also tempted on putting a +11 fallout damage barrel on my pistol because I am seeing a huge damage drop-off when using my pistol. Seeing the damage numbers in thousands seems to have opened my eyes a bit.
  • 04-16-2014, 08:00 AM
    Bonehead
    Quote:

    Originally Posted by rydda View Post
    Pop there yellow tanks it doesn't matter how strong the health is lite them up done deal for them.

    And it's comedy gold hearing them run around yelling "lemme out!"
  • 04-16-2014, 10:40 AM
    drackiller
    Keep`em coming. This will be good for people who doesn`t have a clue.
    If you happen to notice we are having an increese of day 1 posters in the forum, not necessarily new players but never the less clueless about this new stuff.
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