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Writer's pictureScuzz

SCOUT: Hit and Run Damage Build | Supercooling Chamber and Gas Recycling


[TIME CODES IN DESCRIPTION] This is a solo demonstration of what I call the Scout's "Hit and Run" Damage build using the SUPERCOOLING CHAMBER overclock for the M1000 Classic and the GAS RECYCLING overclock for the Zhukov NUK17 SMGs. Basically, on a Haz 5 with Scout I'm using this to to pick away at swarms with as much damage as possible in

short bursts and just widdle them down. It works, but since the nature the scout's arsenal just isn't geared toward crowd clearing as the other classes you just have to make do with doing what damage you can and staying alive until things get back under control. And in this particular mission, things were constantly just on the brink of falling apart during every swarm. That coupled with the web spitters, wardens and bulk this was the ultimate headache of a mining expedition.


SUPERCOOLING CHAMBER for the M1k gives you 125% damage on the focused shot which gives you just a boost on priority targets, but it takes away a lot of ammo and reduces your focus speed. There are a lot of situations where where the extra focus damage comes in handy. In the end, the reduced ammo hurts, but it ultimately helps you with heftier targets.

GAS RECYCLING for the Zhukovs is really one of the top tier overclocks for the this weapon. Gives you welcome +5 damage boost to the overall weapon at the expense of eliminating weakpoint damage and movement speed while nerfing your accuracy by inreasing your base spread. However, for in-your-face fighting of swarms, Gas Recycling Zhuks to the face are about as good you can do for softening the swarms up and picking off the hoardes.

IFG Grenades. Again, still slightly below my first choice of Cryo Grenades, but when you're a scout trying to get things under control quick, IFG is generally the better choice slowing down the swarms and giving you that welcome 30% damage bonus for everything trapped in the IFG field. Again in this mission, we see how IFG Grenades pretty much nuetralize bulk detonators making them sitting ducks. There's really nothing better against them - see time codes below for a textbook use of IFG on Bulks - Also used a while back in my Scout Embedded Dets Video: https://youtu.be/XvrvrVgpjIc


MINING EXPEDITION: "BAD BONES"

Biome: Radioactive Exclusion Zone

Cave Complexity: 1 | Mission Length: 2

Secondary: Fester Fleas

No Warnings/No Anomalies

Beer Buff: None

Video: Max Settings/21:9/1440P


01:06 Pod Land

04:20 Mini Swarm

05:15 1st Swarm

11:22 Mini Swarm

12:32 2nd Swarm

19:05 Mini Swarm

19:57 3rd Swarm

26:10 Mini Swarm

26:30 Bulk Detenator IFG Strategy

27:06 4th Swarm (Bulk Still Up)

31:20 Mini Swarm

33:10 5th Swarm (Swarmers)

33:23 Pod Call and Escape During Swarm

35:37 Molly, Hurry the F**k Up! No Ammo!


SCOUT CLASS:

M1000 CLASSIC

MODS: 2-1-1-1-1

OC: SUPERCOOLING CHAMBER


ZHUKOV NUK17

MODS: 1-1-1-1-2

OC: GAS RECYCLING


FLARE GUN

Mods: 1-2-2


GRAPPLING HOOK

Mods: 1-1-2-3


PICK AXE: 1-1 | ARMOR: 1-2-1-1

THROWABLE:IFG GRENADES


PERKS:

Passive: Thorns, Elemental Insulation, Born Ready

Active: Dash, Beastmaster


BOSCO MODS: 1-1-1-1-3




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