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 :)
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.
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.