I haven't used the BMG's or Infectors much, but I got a lot in my inventory. Anybody know which ones are the better ones and how they might be moded.
I haven't used the BMG's or Infectors much, but I got a lot in my inventory. Anybody know which ones are the better ones and how they might be moded.
INF-3 for damage.
INF-27 for distance.
Tele-Spanner for concentrated/targeted damage.
Stingray for healing.
[Many like the Stingray in general for it's multi-link.]
As always, look for the weapons in the niche you chose with the best stats.
These are just my opinions.
I have lots of opinions.
Some of them, on occasion, people have agreed with.
I do not trust those people.
NA/pc.
2013: Mid E-5XXX main, but I played 26+ 'toons from E400 to E5500. (Dormant)
2050: Lvl 499X main
The new Extra Life Blue BMG wreaks at Scrapper arkfalls. It's range and super long mag let you sit on the fringe and toast the conduits and omnivots/forges. The progenators arms are no real threat as your well out of their range from both slam attacks and shots.
I don't like 3 of the 4 you recommended. Here are mine:
Infector: VOT Infector for best all-around use. Experiment with the Canker for PvP, sieges, and general grinding (but no boss fights).
BMG: FRC Telespanner for damage, especially if you can get one with +1 Max Links. VOT Spanner for healing. (The Stingray runs out of juice too quickly, and the difference in spread speed between it and the Spanner is neglible.)
I think it depends on what kind of bonus rolls you find on a BMG as well. I use 2 VBI BM-4 Stingrays because one has several heal charge bonus stats and one has several damage charge bonus stats:
For the long haul you also have to take into consideration how things like difference in link time and distance magnify as you level your BMG skill. I get pretty effective results from mine and often take first on the Volge siege scoreboard.
I wish I understood the +Charge and -Charge stats, they look counter-productive at first glance.