Hip Fire |
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Overview[ | ]
- Increases damage done by 40%.
- Disables weakspot hits.
- Unlocked at rank 6.
- This perk affects character-specific damage bonuses such as Sweet's Burn.
Notes & tactics[ | ]
- This perk stacks multiplicatively with Tactical juxtaposition, e.g. using both perks on a Voltaic Handcanon would cause the secondary fire to deal 60% x 1000 x (100+40%) = 600 x 1.4 = 840 damage per hit.
- Technically this means that with Tactical Juxtaposition this perk can lead to a superior damage boost if used correctly.
- Weapons' usage
- The perk is mostly fine if used with any of the 7 weapons that have low (20-30%) weakspot damage bonus: Voltaic handcannon, Drone launcher, Sub Mini-gun, Shotgun, Rex, Gatling laser & Grenade launcher.
- It is dual-edged if using this perk with any of the 5 weapons, that deal average (50%) weakspot damage bonus in one fire mode: Battle rifle, ETK-Tesla prototype, Assault rifle, Circle saw & Smatter band.
- It is not recommended to use this perk with any of the four high-crit weapons (those with 75-200% weakspot dmg bonus in one/both fire modes): Sniper rifle, Plasma rifle, Nailgun & Ballista.
- Hip fire might be situationally unwanted if there is a high need of weakspot damage, like in the maps The Depths, The End, Laser Bridge & The Slums, although the low-crit weapons are still mostly fine with it.
- Alone by itself, this perk finds use mainly in the Campaign & Easy modes, since in Survival it tends to lose impact over time, due to the infinitely increasing health of the enemies over time.
- Then it can find some more long-time use if used against armoured lumes in order to overcome the armour for application of debuffs such as Synergy & Exposure Rounds.