Big Bertha Build
This is our Gunner’s Dreadnought clearing build. Purely focused on damage, and more damage. Every perk selection and overclock are chosen for the benefit of dealing as much damage in the shortest amount of time. This build is really geared towards Dreadnought missions, while still usable in other mission types, the low ammo economy will make it really hard to use effectively. The Autocannon is the Dreadnought killing machine, and the secondary weapon will takes it’s place as our main weapon to use on Grunts throughout the mission. The perk selection on the BRT7 can be changed to personal preference, the selection made towards ammo and damage really help it maintain it’s use as a primary weapon for everything but Dreadnoughts.
“Thunderhead” Heavy Autocannon
T1A – Increase Caliber Rounds (+3 Direct Damage)
T2B – Improved Gas System (+0.3min Rate of Fire, +2 Max Rate of Fire)
T3C – High Velocity Rounds (+4 Direct Damage)
T4A – Hardened Rounds (-0.4sec Spinup Speed)
T5A – Feedback Loop (+10% Damage when at Max Rate of Fire)
Big Bertha (+12 Direct Damage, -30% Base Spread, -50% Magazine Size, -110 Max Ammo, -1.5 Rate of Fire)
This perk choice, and overclock selection all have 1 focus, damage, increase in damage and how fast that damage can be immediately applied. The main drawback with this is needing to re-supply rather often after a dreadnaught, more so in higher difficulty missions. This downside is considered acceptable since our main focus as the Gunner is to deal as much damage, as fast as possible. This works best with the Born Ready passive perk, empty your clip and swap to your secondary to continue damage why your gun auto reloads.
BRT7 Burst Fire Gun
T1A – High Velocity Rounds (+3 Direct Damage)
T2C – Disabled Safety (+2 Rate of Fire)
T3B – Increase Caliber Rounds (+3 Direct Damage)
T4B – Expanded Ammo Bags (+72 Max Ammo)
T5A – Burst Stun (If all 3 shots hit in a burst, Stun enemies for 4sec)
Composite Casings (+36 Max Ammo, +1 Rate of Fire)
Since our primary weapon is reserved as our single target/Dreadnought weapon, the BRT7 will server as our sudo main weapon to deal with grunts and anything in between Dreadnoughts. While Thunderhead is still recommended for Praetorians and alike, anything less should be dealt with grenades or the secondary weapon. Increase in Ammo and Damage both help turn this weapon into a reliable primary weapon to deal with the clutter. The overclock Micro Flechettes was tried, and while it did substantially increase the max ammo, the damage cost was too high. In turn, spending the “same” amount of ammo to deal with enemies, it just took longer to do. Composite Casing is a great overclock without any negatives to help support this build.
T1B – Improved Projector (+0.5 Shield Radius)
T2B- Larger Capacitors (+1.5sec Shield Duration)
T3C – Improved Efficiency (+1.5sec Duration)
Increase the area the shield can protect and increase how long it will last. This definitely helps with getting a tight revive on a fellow dwarf, or just taking a breather as you reload your weapon in safety. When playing in a group setting, definitely take Field Medic as it pairs greatly with your shield to get revives safely and efficiently.
T1B – Upgraded Connection Joint (+6 Angle Degree)
T2A – Reinforced Cable (+10m Range)
T3B – Increase Motor Traction (+75 Movement Speed on zipline)
Best overall Zipline for general use. Increase the angle it can be used, increase the distance that you can shoot it, and increase how fast you are while using it.
Barracuda Armor Rig
T1A – Improved Generator (-1 Second Shield Recharge Delay)
T2B – Healthy (+20 Max Health)
T3A – Reactive Armor (+50% Explosion Resistance)
T4C – Breathing Room (+3 Second Revive Invulnerability)
Armor is pretty flexible in perk choice, I enjoyed the following perk combination. It will always be more beneficial to take T2B (Healthy) for the increase in health, rather then shield, which only gives +5. Shield also regenerates, while health does not unless you gather red sugar or a re-supply pod. I also found T4C to be helpful especially on harder difficulties were you might be revived in the middle of a horde of enemies, the extra seconds in invulnerability will really help to get to a safe distance to re-group.
One of the best and most reliable grenades. Any of the Gunner grenades are capable of being equally useful in different circumstances. My personal preference is the Sticky grenade. You can hold more of them compared to other grenades, and they deal fear status effect to enemies within the blast vicinity. It feels less restrictive to use Sticky grenades since we hold a total of 6, allowing us to throw them more freely at Praetorians or groups of grunts without worrying about wasting them.
Thorns : A very reliable perk to have, depending on the build for the Gunner. It is capable of killing small enemies instantly after they hit us. It helps the overall crowd control capabilities. Definitely worth grabbing depending on the build.
Resupplier : Another great perk that I recommend across all classes. If resupplying 50% faster wasn’t good enough to have in a pinch, gaining 25% more health each time is just the cherry on top. One of the best passive perks to have in my opinion.
Elemental Insulation : An optional choice, but a relatively strong one depending on the cave biome you’re in. Take 30% less damage from all elemental sources. This includes; Fire/Frost/Electricity/Poison/Radiation/Heat and Cold.
Deep Pockets : Another optional choice for the Gunner, this is more a quality of life perk choice, it allows you to hold +15 more minerals of each type. This can be particularly helpful when gathering resources from hard to reach places, and in general limit the amount of trips needed to deposit them. This especially shines in any mission that do not have Molly.
Heightened Senses: Based on personal preference. If you play solo, you can rely on Bosco to help you out from being grabbed, usually by a cave leach. For group games, as a Scout who is usually ahead of the group, or in hard to reach places, it can be useful to have an emergency safety button to escape bring grabbed from something that would otherwise kill you. This perk can be skipped if you’re playing with a reliable group that can save you quickly.
Field Medic: 100% a group game perk, do not use if playing solo. This perk should definitely be equipped when playing in a group game, especially for the Scout, but definitely useful on any class. The ability to revive allies 30%, fear enemies after reviving an ally, on top of the activation option of instantly reviving an ally, this perk can save games on its own.
Iron Will : Once per mission, you can revive yourself for 12 seconds before going back down. This may not sound like a great perk at first, but it can be used to save games. While on it’s own, not very strong, you can revive allies who can then revive you in turn. Alternatively, even in a solo game, there is a way you can stay alive, effectively turning this into a permanent self revive option. If you gather health within the 12 seconds, you will stay alive. This can be from Red Sugar, Resupply pods, or other means (Vampire Passive Perk). This perk can be very strong on a Scout who can zip around to gain health, or to quickly find an ally and revive them. Recommended saving it’s use until absolutely necessary.
Dash : Gain a very short burst of speed that can be used every 25 seconds (at max rank). This burst of speed ignores any slow effects you may be suffering, which can be really helpful when stuck in goo or any other slowing effects. You can even Dash while holding heavy objects like Aquarqs. This is particularly strong on slower classes, like the Gunner, in order to keep up with the team, or to escape a tight situation quickly.