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Thread: Infector Guide

  1. #1

    Infector Guide

    I know there's a guide witten by Santiak here. So why bother writing a new one? Well, I really love infectors. Also, I've seen people running around using them in a "pull the trigger and they will die" fashion, and while that style works for most guns, infectors can be tricky sometimes. Also, I know for fact that some people don't really know how they work but they love them anyway. Based on my observation some infectors are also completely overlooked. So, let me lift the curtains of mystery.

    I. How they work?

    Infector damage is very complex if you compare it to a pistol for example. When using a pistol you pull the trigger, a bullet will be fired and the bullet will do some damage. Rinse and repeat. Infectors however do damage in stages.

    Stage 1. Projectile damage (Listed as DAM)

    This is the damage listed as DAM on the properties page. When you pull the trigger, homing projectiles are released and do some direct damage to the target. I call it direct damage 'cos this is the only damage which can achieve critical hits on enemy weak spots. This damage is also very very low. (4 HP/projectile) Homing is an important part. You certainly noticed the larger reticle. As long as it's red when you pull the trigger the projectiles will always hit the target. Somewhere. If you are a crack shot you can still aim for head shots for slightly higher damage. And I do mean slightly.

    Note: Critical damage is a mess at the moment. It depends on the type of your infector, the type of the enemy and the weak spot you're aiming at. Sometimes the crit damage is validated by the damage color change (yellow instead of white) but the damage itself stays the same base damage. Sometimes a crit will affect both the projectile, the DoT and the hatch damage. Sometimes it's just the hatch damage. While you can easily score crits on a Scrapper Forge with an Outbreaker, it's very very difficult with an Immunizer. Like I said, a complete mess. Trion should really look at this issue in the future.

    Stage 2. Viral damage (DoT) (Erroneously listed as Bug DMG)

    For every five consecutive hits an infection will spread inside the target's body doing damage over time. Very misleading, this damage is listed as Bug DMG on the properties page. You can have 3 active infections on a single target indicated with notches above (inside) the reticle. A single infection will last 10 ticks, up to a total 340 damage. (Without weapon and skill level bonuses.)

    Stage 3. Hatch damage (Not listed. Afterthoughts about this damage at the end of the guide.)

    For every five consecutive hits (for every active infections if you like) a parasite will hatch from the target's body doing a large amount (609 HP) of damage. Think of a chestburster in Aliens.

    Stage 4. Parasitic (bug) damage (Not listed)

    This is NOT the bug damage listed on the properties page! The newly born parasite (bug) will attack the nearest enemy (the primary target if it's still alive) doing a massive ammount (538 HP) of damage. This is a small radius AoE (acid splash) damaging all nearby enemies! If no hostile targets in the vicinity the parasite will die after a short period of time. (5 sec)

    Quote Originally Posted by griefbot View Post
    I found out that a bug will spawn when you kill an infected drum of petrohol. I like to blow them up because the bugs will usually finish off the burning npc.
    Stage 5. Outbreak

    Upon the target's death a bug will hatch for every infection on him, up to a maximum of 3 bugs. These bugs will seek out the nearest hostile enemy dealing the already mentioned 538 damage / bug.

    Quote Originally Posted by Sylvae View Post
    If you use two different infectors that cause bugs to hatch on death, you will get the bugs to hatch for both guns.
    Damage summary / infections: 5x4(20) projectile + 10x34(340) DoT + 609 hatch + 538 bug bite = 1507

    Important note: While you can not have more than 3 active infections (DoT) on a single enemy, everything else still applies if you continue shooting. For every 5 shots you will get another bug, hatch damage then parasite bite. The DoT will rotate (first applied will be ditched), so just keep shooting. (Except with Cankers, more about that later.)

    As you can see this is not your average damage model. Also, not every stage works on every enemies. And not every infectors have all the five stages.


    II. List of infectors

    VOT Infector

    This is your basic Votan infector. Every other infectors are based on this one. It has the default 5-stage damage model described above. A solid choice for everyday use. Also the best choice to learn how infectors work.

    DoT: 34
    Hatch: 609
    Parasitic DMG: 538
    Bugs / infection: 1
    Bugs / infection (death): 1
    Firing mode: 5 shots burst
    Range: 20

    VOT Afflictor

    "Swarmer" edition of the basic type. It will hatch 2 bugs for every infections. (According to the description it hatches one for the infection and one for every five consecutive shots, but it's all the same.) The trade-off is that it will NOT hatch bugs on death. It means you will be able to kill single targets faster but the missing bugs on death are a serious nerf when dealing with large group of enemies.

    DoT: 34
    Hatch: 609
    Parasitic DMG: 538
    Bugs / infection: 2
    Bugs / infection (death): -
    Firing mode: 5 shots burst
    Range: 20

    Note: This weapon is currently bugged. Literally. It hatches only 1 bug instead of the 2, making it worse than even the basic one! Aviod this type until it gets fixed in the near future!

    VOT Outbreaker

    This type has a slightly increased DoT and hatch damage but it doesn't spawn parasites on infection, only on death. While it may sound weak this infector is actually very devastating. Let me explain why:
    Basic infector single target single infection damage: 20 + 609 + 538 + 34 (1x DoT) = 1201
    Outbreaker single target single infection damage: 20 + 870 + 52 = 942
    This example shows that the missing parasitic damage is a setback. But! Parasitic damage has a slight delay before it kicks in, 'cos the bugs are idle for a while. (They are looking around, trying to get used to this whole new world perhaps...) The Outbreaker is really good compared to the Infector when you are fighting tough enemies like 99ers. Constant shooting at high HP enemies makes the increased DoT and hatch damage really shine, negating the downside of the missing parasitic damage.
    And don't forget, it will still hatch bugs on death keeping the killing spree rolling!

    DoT: 52
    Hatch: 870
    Parasitic DMG: 538 (only after target death)
    Bugs / infection: -
    Bugs / infection (death): 1
    Firing mode: 5 shots burst
    Range: 20

    FRC Innoculator

    Frontier version jury rigged from salvaged Votan infectors. Works like the basic infector (5-stage damage model) with a slight difference: the five projectiles are released in a single shot. (Think about a shotgun.) The tradeoff is the reduced range and RoF. Close range and sinle shot mode makes hitting fast moving targets easier. If you don't mind the close range and if you want to deal some melee damage to make killings faster this is a solid choice. I found the reduced RoF a real annoyance so I'm using it mostly for skill training purposes.

    DoT: 34
    Hatch: 609
    Parasitic DMG: 538
    Bugs / infection: 1
    Bugs / infection (death): 1
    Firing mode: 1x5
    Range: 10

    FRC Incubator

    Another Frontier version, similar to the Afflictor. It will hatch 2 bugs for every infection. The tradeoff is the missing DoT and hatch damage. The opposite of the VOT Outbreaker, it uses the extra parasitic damage instead of viral damage. The missing DoT means you have to focus on a single targets until it dies. The bugs hatched on death will help killing the next one. I don't particulary like this one 'cos you are forced to kill group of enemies one by one, you aren't really allowed the freedom of infecting several opponents at once. Can be a valid choice when fighting off raiders. (The rioters - the guys with that big shield - are NOT affected by the viral damage while their shield is up, but the bugs do hurt 'em, making the Incubator very effective.)

    Note: Probably buggged or not working as intended. See afterthoughts at the end of the guide.

    DoT: -
    Hatch: -
    Parasitic DMG: 538
    Bugs / infection: x2
    Bugs / infection (death): 1
    Firing mode: 5 shots burst
    Range: 20

    VBI Invader

    Von Bach Industries infector developed from stolen (*cough* borrowed) Votan technology. Basic 5-stage damage model, very similar to the VOT Infector. The difference is the full auto firing mode and reduced range. Full auto mean you can infect tight group of enemies faster. The reduced range can be a problem if you lose your shield and need cover, but a plus if you want to do some melee damage. Very popular infector.

    DoT: 34
    Hatch: 609
    Parasitic DMG: 538
    Bugs / infection: 1
    Bugs / infection (death): 1
    Firing mode: full auto
    Range: 10

    VBI INF-27 Immunizer

    Another VBI version, basic 5-stage damage model. Increased range and decreased rate of fire. You can infect from a greater distance but a little slower. If you find one with the x1.03 RoF bonus and Veteran synergy (+10% RoF after reload) this is one of the most powerful infectors. It gives you the freedom to stay away from shotgun fire and pick any cover you see fit. Excellent for both PvP and solo PvE.

    DoT: 34
    Hatch: 609
    Parasitic DMG: 538
    Bugs / infection: 1
    Bugs / infection (death): 1
    Firing mode: 5 shots burst (reduced RoF)
    Range: 40

    VBI INF-3 Canker

    Probably one of the most popular versions thanks to Santiak's guide. While it's indeed very powerful it has weaknesses as well. It has greatly increased DoT but completely lacks hatch and parasitic (on infection) damage. In practice it means you can kill low hp targets in mere second and the bugs hatched on death will keep the killings spree on a decent roll. Its weakness will be obvious only if you try to kill something with relatively high hp. After the 3rd set of infection is up there's absolutely NO REASON to keep shooting. No bug will spawn and no hatch damage will occur, all you can do is keep the infections refreshed. Again, while this is probably the best infector to fight off some low hp stuff it has serious issues dealing with tough enemies. Backup weapon (a Wolfhound for example) is recommended.

    DoT: 174
    Hatch: -
    Parasitic DMG: 538
    Bugs / infection: -
    Bugs / infection (death): 1
    Firing mode: full auto
    Range: 10


    III. Perks

    Decoy

    Recommended. While the enemies are shooting at your decoy you're free to infect anything and everything you like. Works best for ranged solo PvE.

    Overcharge

    Not recommended. It doesn't affect the damage at all. The color changes to yellow indicating a critical hit (or the increased damage) but the damage remains the same.

    Cloak

    Not recommended. Gives not benefits at all except for the shield boost bonus.

    Blur

    Recommended. Freedom of movement, bonus melee damage. Very useful for short range infectors.


    IV. Modifications

    Barrel

    Strain Mitigator I
    Bug DMG x1.05
    DMG x0.95

    The info listed on this one is very misleading. It does exactly the opposite you might expect based on what we learned about infectors and their properties. The Bug DMG IS REALLY the bug damage this time, NOT the DoT. Increases parasitic damage and decreases viral damage (Both DoT and hatch). Recommended and useful only on Afflictors and Incubators or if you want to depend mostly on the parasites.

    Viral Accelerator I
    Bug DMG x0.95
    DMG x1.05

    Very misleading, again. Increases DoT and hatch damage, decreases parasitic damage. Recommended for everything except Afflictors and Incubators.

    Magazine

    Strain Expander I
    Mag x1.05

    For full auto infectors only. If you use it on burst mode infectors you will waste a lot of time reloading after a failed infection. Explanation: Mag 20 = 4x5 burst. With this mod the mag will be 22 = 4x5 burst + 1x2 burst then reload (no infection will occur after the last two rounds in the clip)

    Strain Reloader I
    Reload x0.95

    Recommended for everything, even for full auto infectors.

    Strain Reducer
    Burst +1

    This is a rare mod (blue). Useful only on burst mode infectors. However, makes no sense at all. You need a mag size of 24 to utilize it. Explanation: Mag 20 = 3x6 + 1x2 (two rounds wasted on a failed infection then reload). If anyone has ever found a infector with a natural 24 round clip let me know please.

    Quote Originally Posted by Revrain View Post
    I got a nice legendary VOT Outbreaker a bit back. It's the 5-shot burst one. When I attached the strain reducer (+1 burst) it turned it into a fully automatic gun. Idk if this is a bug (pun intended) but its awsome. Unloading all 20 shots in about 2 seconds in pvp rips people to shreds.
    Stock

    Bio-Stabilizer I
    Bloom x0.95
    Recoil x0.95

    Recommended for full auto infectors. Infectors have a large reticle, homing projectiles and already low recoil. This mod gives you little to no advantage depending on range but it's your only choice if you don't plan to deal melee damage.

    Eviscerator I
    Melee DMG x1.10

    Obviously, increases melee dmg. Recommended for any short range infectors.

    Scopes

    No scopes exists for infectors yet.


    V. Afterthoughts

    The magical 609 HP damage. I call it hatch damage throughout the guide. However, it should be or may be called "viral kick" or something. It happens after 5 consecutive shots, in the same time when a bug is hatched. But the Viral Accelerator also increases this damage leading us to connect it to the DoT. The fact that it's absent on the Incubator also connects it to the DoT. But it's also absent on the Canker and that is confusing. If it's a viral kick it should be on the Canker. If it's a hatch damage it should be on the Incubator. The case of Incubators could be a balance issue. I'm running in circles here. I tried my best to tell you WHEN it exactly happens. But why? I leave you to figure out for yourself. Or maybe Trion will fix the erroneously listed and missing properties and that will help us decide.



    ps1: Sorry for any (probably many) grammal mistakes. I'm no native. If you think something went terribly wrong PM me the corrections.

    ps2: If you think you have additional and useful info please PM me, I will include it in the guide and credit you.



    Watch out for arkfalls and happy hunting *cough* INFECTING!

  2. #2
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    A fantastic guide. Thank you for writing this. Didn't have a clue about much of this.

    Very well written!

    One question. Something you touched on... Once the three slots are filled, am I right in thinking that there is little point in continuing to fire at that enemy with the infector?

    Thanks

  3. #3
    Quote Originally Posted by Darkane View Post
    One question. Something you touched on... Once the three slots are filled, am I right in thinking that there is little point in continuing to fire at that enemy with the infector?

    Thanks
    You can spread the infection on multiple enemies once one is fully infected OR just keep shooting! Hatch damage will still occur and you get more parasites for every 5 shots! The only exception is the Canker with the missing hatch damage and bugs.

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    Extremely impressive

  5. #5
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    Amazing guide! I have been looking for infector guide/info for a good while now. Thanks a ton! Its very informative and helpful! Keep up the good work
    XBOX GT: Metanoiance

  6. #6
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    Fantastic Guide! I am almost lever 10 with my infectors for the Commando challenge, but I find them really fun. Great for getting loads of kills at ark falls. While the initial dmg is low, you still get the DoT and Viral Kick on Crystals if your infector has those phases. Then the bugs go off and hit other targets. I have no problem with ammo at ark falls anymore, LOLs

    I would like to add that if your hit is critical I believe that all other damage (maybe not the bugs, never really watched for it) but the DOT and VK also are crit damage. So it's worth aiming for the crits.

  7. #7
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    Nice guide, been conflicted wether is should get strain or viral mod for my immunizers, this cleared it up

  8. #8
    Senior Member Soobydoo's Avatar
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    Very nice guide. +1
    GT = Koremega012

    “Pain is inevitable. Suffering is optional.” -Murakami

  9. #9
    Member Tekrunner's Avatar
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    Thank you for this excellent guide. Now these weapons finally make sense to me. It's also very nice to see a thread that is not full of complaints about the game!

  10. #10
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    nice guide. great useful info!

    thanks

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