Overview[ | ]
- This weapon is unlocked at rank 14.
- Fire modes
- Primary Fire
- The trigger can be held down for an extremely fast rate of fire - 20 shots per second, which is the highest fire rate in the game.
- This fire mode is affected by recoil similarly to the Assault Rifle, so the user's aim has to be constantly adjusted.
- Secondary Fire
- The secondary fire shoots out a 3-shot burst of poison darts, that poisons the enemy with a damage over time effect.
- The damage is: 45 in the initial hit ("injection" dmg) + 25 ticks x 55 poison damage (=1375 posion), for a total of 1420. A bit after the poison is "injected", it deals a tick of damage every half-second, i.e. the poison itself deals its damage over a 12,5 seconds period. This amount of poison damage cannot be changed by perks.
- The damage over time effect ignores flat armour, even the highest such (of curled Bliskeblaskes). However, to "inject" the damage, the player still has to hit the vulnerable body parts of the partially-invulnerable lumes, i.e. has to aim carefully to damage Bobble Heads, Hoverers, Hoverer Queens & Fiskeplaske - their armoured body parts would negate all the weapon damage.
- The "injection" (initial) damage is affected by enemy armour, unlike the damage-over-time that follows regardless of the flat armour, and might deal reduced or no damage if the lumes have higher armour than the shot, similarly to the primary fire.
- If a weakspot is hit, the poison will deal some more damage just in the initial hit, while the damage over time is unchanged.
- The damage over time effect does trigger Soaker's vulnerability.
- The secondary fire's damage-over-time does not trigger any character-related damage bonus, similarly to the DoT-effect of the Gatling Laser. Only the initial hit (i.e. the poson "injection" hit) does.
- The poisoned enemies would suffer perk-related debuffs such as Slowing rounds, Exposure rounds & Synergy as normally for the whole duration of the poison if such are picked. This feature doesn't depend on (flat) armour - Super Heavies & curled Bliskeblaskes 'd be affected by the debuff(s) as well.
- Primary Fire
Notes & tactics[ | ]
- This weapon works well with Skye's ability - its primary fire can rack up her passive damage gain very quickly.
- SiMo can handle this weapon somewhat well, since in his hands it has less bullet spread (i.e. higher accuracy).
- Both fire modes are effective vs Soakers, although the primary fire is better, since it hits them more times per second. This weapon's fire modes make it one of the best at making Soakers more vulnerable.
- Average and small crowds of lumes that don't move too fast can be managed relatively well with this weapon. The spread-fire can occasionally help to hit lumes that are too fast to be properly aimed at.
- The secondary fire can do good job when facing lumes with armour or durable ones like Bosses and when the player cannot shoot safely from close (e.g. when facing Super Heavies).
- While the primary fire (and the initial hit of the secondary) might be reduced or negated by the flat armour of some lumes, the Armor Shredder perk can make the weapon deal regular damage to them.
- Area-of-effect & multi-targeted perks can help the weapon perform better vs crowds, e.g. Static Discharge, Electrical Outburst, Headache, Biological Warfare & Corpse explosion.
- Using the weapon with Tactical juxtaposition can lead to a longer switch delay if using the secondary fire last before switching to the other weapon. This appears mostly easy to evade via pressing the switch button quickly after fire. Since the poison DoT of the secondary fire is not increased by perks like this, its overall DPS would be technically lowered by the lower fire rate.
- Using the Weapon with Hip fire is mostly fine, since its crit damage is lower than 40% anyway and the perk would lead to more damage, regardless of whether hitting weakspots or not.