I specifically carry an AR secondary for Chunga/Dogs. And yes, the key to the Sniper build is dialing in the WD/HS so that you're not leaving a sliver of healthOriginally Posted by CategoryTheory Go to original post
What I find most effective, is Punch Drunk [still Multiplicative I believe] + (2)Airaldi + Providence. Last two are dealers choice. Once I get enough WD/HS, the rest of the attributes can go elsewhere.
The best part about White Death, is it meets the Headhunter threshold on its own. I actually had a full Skill sniper build with the White Death + Headhunter at one point, that could handle Legendary Summit floors [right at launch, before they changed it]. Sawyer's + (2)R&K [for Hive & Explosive Resistance] + Airaldi + Punch Drunk [rolled Skill] + Alps + Technician. All of the non-Sawyer's had HS attributes. Rest were a mix of Explosive Resistance and WH I think. Used a Restorer Hive to keep me healed up, then either a Turret or Decoy depending on the layout. Hit hard enough to one shot a Red or light Purple, which then procc'd Headhunter for one shot deletion of all but Chunga/Dogs. Just had to watch for the flanking rushers that snuck around.
Take first. Kill all enemies. Take second. Kill next waves of enemies. Take third. If an enemy approaches a crate, prioritize their demise. This is also one of the few times I like using skills - an Assault Turret & Striker Drone make it much easier to handle the 360° defense.Originally Posted by Virtual-Chris Go to original post
Also, on your flash bang issue, those might have been Hyena Snipers - they have a green laser that will produce a flashbang effect.
Sound easy enoughOriginally Posted by LateNiteDelight Go to original post... my problem was that after I took the first crate, I hunkered down behind some good cover to protect the 2nd crate, and while I was doing that, they took the 3rd crate which I couldn't really see or cover. The crates seem spread out enough that it's hard to cover all three and enemies seem to come from multiple directions. Once I tried to get aggressive on the offence to clear the area without using cover and learned a lesson
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Originally Posted by Virtual-Chris Go to original post
Sounds like True Sons rushers. They sometimes huck a nade at you right before they attack. It's not a normal lob, they just kind of underhand it in your direction. Very hard to avoid.
Fortunately rushers always have super low armor and HP. It takes a bit of practice, but you can take them out quickly and hide behind cover to avoid their friends. Or just hang back and wait for them to come to you.
And as someone else said: You do get flashbangs eventually. But it requires using the Sharpshooter specialization that you get at level 30, World Tier 1. I'm not a fan of Sharpshooter, but a lot of people swear by it.
There's an option in the gameplay settings: "Allow movement to break cover" or something like that. Again, it takes a bit of practice to get used to, but I find that it's much better than sticky-cover settings. Side-to-side still just moves behind cover., but all I need to do to get out of cover is just move directly away from it.Originally Posted by Virtual-Chris Go to original post
Personal preference, but I think it gives me more control. You could dodge-roll out of cover, but I've seen a lot of people have problems with clicking too much, and immediately sticking back into cover. Making what should have been a fair escape turn into a death.
The sad truth is that range is your friend. Playing danger close is a good way to get killed fast, usually. It's one of the reasons that shotguns and SMGs are not very popular. Enemies do A LOT of damage up close.Originally Posted by Virtual-Chris Go to original post
There's a method that I use for that mission that always works for me. And it works even if you're using a skill build, which is usually where people have a hard time with that mission:Originally Posted by Virtual-Chris Go to original post
Kill the first EMP closest to you as you come out of the elevator. Immediately turn right and sprint to the second one in the circular area, behind the medical dividers. After that, you just run past all the enemies(maybe dodge-roll past), down the stairs and shoot the final EMP. Then set up the bottom of the stairs as your Alamo, killing guys as they come down towards you.
The key is to get all 3 EMPs before too many enemies spawn/get into position.
It works all the way through heroic, and is the fastest/best method I've been able to discover for that. Not only does it drop the EMPs faster so you can use your skills, but it beats the time-limit that phase of the mission has. This is on solo. For groups where there's hordes of enemies, it might be a bit harder to pull off. Especially if your teammates cower by the elevator.
However, an interesting thing to note about missions with EMPs like that. And trust me, this will come in handy to know later on. Say there are 3 EMPs. Their effects will overlap, making it impossible to use your skills. However, for each EMP that you break, there's an increasingly large gap for you to use skills between being disrupted.
More damage. Better build.Originally Posted by Virtual-Chris Go to original post
That's really all it is. You just have to kill the NPCs fast enough to give you enough time to loot between waves.
Alternatively, you could just sit back and defend all 3 boxes until they run out of bodies to throw at you, then open them when it's all clear. Might take awhile tho.
Takes some practice to get used to - I definitely had trouble capturing all three the first few times. You'll start to get a better feel for site lines and expected spawns over time [this is also where it's helpful to know weakpoints, in case you can hit an explosive bag/chest before their squad spreads out]. There are also some locations that are easier/harder to cover.Originally Posted by Virtual-Chris Go to original post
Tonight I purchased the turret skill. That thing is way over powered but pure gold against bosses - especially those with machine guns. I was surprised how much abuse the turret could take. It’s like an Energizer Bunny. It’s my new fav toy in this game. I now keep that equipped on interior missions and switch to seeker mines when roaming the streets.Originally Posted by CategoryTheory Go to original post
I don’t think I’ve thrown a single regular frag grenade in this game in 12 levels now. LOL. I guess I better try those out. Any suggestions on when it’s most helpful to use then (besides what you already mentioned above?)
I got another Super 90 tonight and went on a rampage on the streets. Man that thing is fun.
An M1A finally dropped tonight. But I haven’t had a chance to try it. I can see why it was on the nerfing block. It does 70% more damage than the MK17. Unfortunately, as I said before, I’m just not into playing with guns as old as me so it won’t be a regular part of my kit.![]()
A grenade is often a good way to start a battle if a group of enemies are closely clustered together; not only do the enemies usually get hit by it if they're not already fairly alert, but you can drop it and then have a couple of seconds to deploy a skill and switch back to a weapon before it goes off.Originally Posted by Virtual-Chris Go to original post
In battle, enemies will generally move out of range before the grenade goes off, but simply getting them to move, especially out of cover, can be useful. They can also be used to set off things such as the cloud from the firestarter chem launcher, as well as nearby environmental explosive items.
I don't use regular grenades a lot, but I do use them. As usual, they're one of the weapons that you should probably focus on for a bit at some point to learn their behaviour.
For what it's worth, I've been using the Mk17 quite a bit in the last few days as I level up a secondary character with a friend. UIC15 MOD2s have not been dropping all that frequently, and I have the blueprint for the Mk17, so I usually just construct one of those after every couple of level-ups. It's actually fairly pleasing, and I do like the higher fire rate, but I've found that it really needs the Omega 7.62 Rifle Suppressor (+20% Stability, -10% Optimal Range) on it to get the stability up to the point where it works at range, which is slightly annoying as otherwise I'd be able to add another 5% criticial hit chance to it with another mod. (And losing 10% of optimal range is slightly annoying, too, as I'm not using the ACOG scope but instead the 3.4x scope that provides +5% critical hit chance. That one has exactly the same zoom as the 4x ACOG, BTW, despite the spec ostensibly being different.
Good advice on the grenade. I'll make it a point tonight to ensure I get a good feel for it.Originally Posted by CategoryTheory Go to original post
Interesting on the MK17... I really do like the MK17 after trying most other guns, but I've been fortunate, as the Theater Settlement Vendor has been selling it the last week allowing me to keep it up to my level. I gather that might change now as the shops change their stuff every Tuesday?
Where do I find the MK17 blueprint?! That is a must have for me!
You will get it eventually.Originally Posted by Virtual-Chris Go to original post
At least I have custom police Mk17 blueprint at my 40 lvl bench