Edit again: Coilgun got changed pretty extensively on the 2023 november maintenance patch. See here: ua-cam.com/video/LmjTdKsbbR0/v-deo.htmlsi=8nCE7W9HPlof7Fmp&t=364 Edit: Trail damage has changed a bit, as well as buffs to the fear and necrothermal mods. See here: ua-cam.com/video/TnKzURdC24M/v-deo.html Updated and more indepth info on overcharger: ua-cam.com/video/NaRcwlcHKU0/v-deo.html It turns out you don't need the damage up mod to oneshot trijaws, because coilgun does 20% fire damage. A couple things that comments here have reminded me of: -Partial charges with mole do "work", in that you get the bonus. But your shot gets divided by the partial charge afterwards, so the damage still winds up small and you don't really want to do it. ex: If you shoot a 1/4th charge, you get 130+150=280, and then that's divided by 4 to 70. -T5B does make the hellfire trail bigger, but you may very well want to take the electric trail instead for more DoT and slow. The main reason I used T5B with hellfire is because I wanted to demonstrate the 'normal' rate of damage of hellfire without stacking another DoT on top, though I forgot to mention this. I do think the choice between a bigger AoE and elec is pretty competitive on hellfire though, unlike the base gun where elec is pretty handily better.
@@Poopafartium YMMV but I don't think so. It doesn't trigger on the DoT effects, just direct hits. It's not actively bad but I don't think it's worth it to shoot burning bugs directly for that effect.
@@Poopafartium It is a good idea. It's all dependent on your playstyle. I use necro-thermal catalyst cause it's fun. It's great to pair it with incendiary nades. I recently uploaded a solo edd doing just that. It works fine.
"-Partial charges with mole do "work", in that you get the bonus. But your shot gets divided by the partial charge afterwards, so the damage still winds up small and you don't really want to do it. ex: If you shoot a 1/4th charge, you get 130+150=280, and then that's divided by 4 to 70." Hmm, I wonder if overcharge would work the same way, letting you improve the mole damage bonus further. I'll have to test it at some point
Regarding the re-atomizer oc, yes you can “steevefy” dreadnoughts, no you do not want to do that unless you plan to fail the mission. You can also reatomize the elite buff onto steeve to turn him into a menace to the glyphid society.
@@albhis doesn't work... the "steeve" is a status effect, hence WHY that OC can spread it to enemies... but the tamer perk is the necessary component to make steeve a true steeve
There is one significant advantage the mole has over any other OC on the coilgun, and why I pick it 90% of the time. You can save your leeched teammate by one shotting the cave leech from ~30 metres away, while you're in a completely different cave section.
This is also why I love using the Mole. It's so good against annoying bugs like Leeches, Menaces, Spitballers, and yeah, you can do sick damage to the Hive guard during it's berserk phase by digging straight down and just blasting.
@@DaimonTheVampire You can transfer the elite status effect to any other enemy or even a steve with the re-atomizer oc for the coilgun. So if you line up an elite enemy and there is a brood nexus behind it, it will transfer the elite status effect to the brood nexus.
The mole has to be the most satisfying thing to get off. Shooting a naneocyde breeder 2-3 shots, killing leeches/grabbers holding onto allies across the map. It's more often than not a gimmick. But blind shooting important targets is just so satisfying to pass up
It's definitely a wonky OC, but I agree it is very satisfying to pull of Mole shots. I have a very defensive build for Gunner I call the "Safety Tank" and The Mole is great for that style of gameplay since it puts your out of harms way and simultaneously granting you a way to deal massive damage. The primary, if anyone cares, is Autocannon with Combat Mobility: faster spin up time, + damage reduction mod, + being able to move faster while shooting = all great ways to avoid damage.
@@ClassicMagicMan I literally have the same set up but instead of dmg reduction on autocannon, I use dmg boost on full RoF and play super aggressively.
what he means is it s not an efficient single target weapon. It can get the job done, but uses more ammo than other secondaries built for that specific role.
The single target damage is very situational, but in those situations, you are either entirely safe, or you're shooting bugs you otherwise couldn't with any other secondary.
Coil gun turns Gunner into a supportive juggernaut. Especially with the mole. Anytime I see my friend's silhouette during a swarm, every now and again, I'll shoot it behind where they're running, and hear the pleasant sound of bugs getting hit and running in fear.
I wasn't really "feeling" this gun, but I might give it another shot now that I know how all the upgrades/etc stack up on it. I don't have the time to test all that out myself, so it's nice to see it "in action" in a video, explaining what each mod on it does and why you'd want to take it over others, etc.
I love the mole overclock, And finding out that it gets a flat damage amount added per surface it penetrates is some giga-brain mind blowing insanity. I definitely need to try the platform stack cheese on eliminations now. Especially since you can use the mole's penetration to long distance trigger the fights by burrowing to the cocoons.
I actually like controlled flow on hellfire. The trail radius buff is active regardless of charge level, and since hellfire has the ammo Nerf, it's nice being able to plop down some 10 ammo trails for shockers, Swarmers, or if I'm just trying to conserve ammo
Good idea, hellfire already has low ammo so not needing to waste a full charge to kill swarmers is very efficient, especially when my primary is minigun
It's pretty sweet being able to lay down what is effectively a shield wall for 10 ammo when necessary. Without reload mod I consider "Born Ready" necessary but I tend to fight in the thick of it so I feel every single second of a reload. Even without Partial charge, HellFire is pretty efficient already as I'm not having any issue on that front in Haz5 but it's hard not to appreciate that saved ammo and the flexibility of being to apply a really cheap electric shield wall+stun/fear proc quickly.
thanks for this. i got the hellfire mod before even unlocking the gun and have stuck with it since, because of that it's also my favorite gunner secondary now. also really good to know what else it's able to do when I get further overclocks, keep up the informative vids 👍
Honestly it's sad to see this doesn't have an extreme damage shot OC that makes it kinda like hyper propellant. Yeah Mole exists but that is very situational and gimmicky. Besides it'll take a lot to pry the volatile bullets revolver away from me especially with the burning hell mini gun
Maybe it's the novelty but for the moment I"ve been using Coil with my BurningHell/Aggressive Vent build exclusively now. I highly recommend reload mod or Born Ready Perk for this. I use it with Hell Fire mostly (CleanOC, Triple tech too for fun) with the electric trail and reload mod (no perk). Fighting up close, the electrical trail behaves almost like a shield wall so I have a lot of control when fighting a swarm. Lay down the trail and move foward, shifting to the right or left as necessary. It's a whole new flavor of my favorite "Burn the World" Build. 23113 Is my typical go to.
@@warriorfire8103 I've seen what it can do but the extreme single target potential of the revolver is so satisfying. Being able to 2 shot praetorians and 4 shot bulks is so satisfying
Mole is reaaally not as situational as one would believe. If you start to take note of allies pinging big enemies, it's basically a free shot with amped damage. I think it's good because otherwise itd just be SCC but on Gunner
As a big fan of Big Bertha, definitely going to try out your setup with it! Looks like a ton of fun! I must say though, a little disappointed we didn't get another single target OC other than Mole. It'd be nice to have a mega cannon in the pocket to delete dreads without needing to build cheesecakes first. Still, the gun is pretty nifty, and I can't wait to get my hands on Triple-Tech...right now I'm stuck with Backfeeder...
I've been trying out hellfire with overcharger and the electric trail to squeeze out as much damage as possible against single targets (still took the ammo upgrade tho), and it went a lot better than I expected. While actually killing them takes a while compared to something dedicated to a single target, I find it really good in situations where you have a mix of creature sizes coming at you. Aim the shot itself at the big guy, and the fire/electric will take care of the small ones, which will buy you the time you need. Additionally, it still stays competitive in ammo efficiency against isolated large creatures, let alone when you can collat them. I previously used burst pistol with lead spray and often found myself having either way too much or not nearly enough ammo and end up wasting a lot of ammo for one gun when I need to restock the other one. With hellfire, I'm in that no-ammo wasted sweet spot fairly consistently.
I think you'll like Triple-Tech. It's sort of the other "Single Target" OC since it improves your burst. It's also really flexible. Run Partial Charge OC and for 20 ammo you can lay down 3 electrical trails while proccing Stun/Fear 3 times. The recoil wasn't a problem for me either.
quick thing with hellfire: the trail radius buff applies at any charge. this means that you can very cheaply get out the AOE stun and electric effects, which is still really useful if you are only dealing with swarmer, nanocytes, and even shredder drones to an extent. it also lets you use it more comfortably for HVT killing, since you don't have to waste full charges on web spitters.
I just used the burning hell/ triple tech chambers loadout on an elite deep dive and it was the most fun I've had playing this game in a while, thank you for making this video and I'll be sure to watch your other works!
Definitely think we should be pairing up these new secondaries with the last new weapons in order to see what the uses for them are. And I think you nailed it here. The coil gun is a Jack of all trades like the Hurricane and is meant to pair up with each other to get some of the best kind of results. Other than that, it’s a support tool we did not manage to come across until now and is helpful in certain circumstances. This that might require the enemies slowed, burned, or fear that would get your fellow dwarves out of a pickle. And this video can really help demonstrate the actual goal of this gun instead of what the community thinks it should be.
Now that cluster charges is in the game I can't recommend the pairing enough, the slow and damage make it easier to get perfectly aligned bursts on praetorians and such and improves your break points against grunts immensely respectively
For the jack of all trades AC, I have to shill for combat mobility. I haven’t used the coilgun but I suspect the two would pair well. Makes kiting around even easier+the damage. Combat mobility is my go to for “idk what I’m getting into, want to be ready for anything” deep dives
That's the core of what I call my "Safety Tank" build is. Combat Mobility on Autocannon gives it a faster spin up time, pair that with the spin up time tier mod, and the damage reduction mod and you get 50% damage reduction literally as soon as you fire that first shot. I take The Mole on the Coil Gun as its gimmick is inherently defensive, and again, as soon as you left click you get 50% damage reduction. For grenades I use the Sticky, you get 6 of them so its easier to justify chucking indiscriminately, and it does have a chance to Fear enemies, another defensive mitigation. It's a conservative style of gameplay, but its very much a "idk what's down there, so I want to be ready for anything" build, and it works very well.
Hello LazyMaybe, this is the very first video from you that I watched, followed by Nemesis Combat Strategies trilogy. These benchmark/analysis videos of yours are extremely helpful and deeply appreciated. Thank you so much, rock and stone! ⛏️
Glad that i found your channel. There are so few content creators who give a precise numbers on a weapon OC and other obscure DRG data. Insta subscribed.
i find that the fear mod is super OP, it's 250% fear (!!!) in a massive radius. the usefulness of having an extremely spammable and efficient superfear laser cannot be understated. i take hellfire with controlled magnetic flow, use 1-charge shots to fear everything so noone takes damage, and full charge for that fire if there's a good opportunity for it
Fantastic video, really great example clips, specially with the dmg number mod, thank you. Instant sub. Dunno what took UA-cam so long to make u show up in my recommendations wtf!
Thanks for covering this bizarre gunner secondary. I came to the same conclusions as you during beta and thought it would work well with Crit Rocket builds. I think the weapon itself is too prohibitive with it's single-shot and straight trails though. It feels like there's not many ways to utilize this weapon aside from saving you ammo vs crowds or bursting down a medium-hp target.
I recently uploaded a solo edd using hellfire. I used necro-thermal catalyst on tier 5. And paired it with incendiary nades. It's very useful on mobs of glyphids. If you play it correctly, you constantly are spamming fire bombs in clusters of enemies. It's badass.
Great in depth video. Personaly i prefer helfire with electric trail and controled magnetic flow as it is useful to every situation.. Helfire's increased trail range works wonders with fast electric trail shots, while charging it all the way, lights everytning up, while keeping them at bay. Amazing weapon, i hope it wont get nerfed
Using burning hell hellfire as my main build rn. The secondary with overcharger and the electric trail is decent against large enemies and the flamethrower minigun is, well, a flamethrower minigun, so I can pretty much use either weapon against any enemy. It's a great change of pace from having the designated AoE and single target weapon. Also, if people ask what I'm using, I get to say "burning hellfire," which is epic.
I strongly recommend trying out a 222?3 build with the ammo overclock. It makes the gun more of a support tool that terrorise groups of glyphids, perma-fear pretorians (oppressors included) and can save you from mactera ambush in a single click. It's like each time you shoot you activate a mini shield with seemingly unlimited ammo.
I was wondering why Hellfire was so heavily recommended before, and didnt understand why it was so good after playing with it. Turns out it was nerfed and holy shit the prenerf hellfire looks insane!
I really liked combination of hellfire and big berta only direct damage, they share similar ammo efficiency (at least personally I was always 50/50 with it) .And I was discussing that "pillar" strat a literally week ago with my friend , however I didn't manage to think about making multiple holes , author has big brain , respect.
that was really helpful! i was struggling to find the fun with this gun. the collette and shard diffuser were obvious what i was supposed to do but this one eluded me.
Combining fear and electricty debuff is one of the strongest things in the game. Fear is coded as giving the feared bug 1.5x speed and making them run away from the source untill they are 10m away. This means they are feared untill they travel enough distance and anything that slows them extends the duration of the fear. Electricty being the strongest slow in the game gives you so much more value out of fear Coilgun having easy access to both is a welcome addition to gunners arsenal.
@@DaimonTheVampire If they were facing you when they got feared they will walk along the trail and even exiting the trail with 80% slow is a good enough increase in duration. Also once the fear wears off they will be further away from you so they will need to cover more distance
@@ilkaysar2522 im gonna try it then. Stun was the only option for me but maybe fear will work better also as a solo haz 5 gameplay for more survivability
@@DaimonTheVampire Then need to warn you about fears inconsistency. Fear has a "factor" and certain bugs have fear resistance. Bigger the bug the less likely you are to fear it. It is best against medium units like preatorians and wardens. It is basically you get to guaranteed stun or fear a bunch of bugs at once which can completely net them out of combat.
@@ilkaysar2522 Got it tnx. Will test fear vs stun in solo haz 5 all i care is what give me more time to breath in a swarm wave when you play gunner and lack the mobility
The Fear mod is a sleeping tiger sort of mod. After it's buff, knowing you can rely on it a 100% means you can move way more proactively compared to the stun mod. It's a little trickier to get the max damage from trail but with some practice it's still really good. Hell some bugs freak out and go into the trail more. Stack this with the stun from your choice of primary (Mini with stun/blowthrough plus AggressiveVent or Hurricane AoeStun). Combine this with your shield, Born ready perk and T2 partial charge on the coil (even damage resist T4) means you have a very quick reliable way to keep bugs off you and your teammates with consecutive tools. It's reliability means you can commit to maneuvers that would normally be a big risk. "Get bit from behind, spin, fire off 25% charge/50% damage resist/Fear coil to make room, swap to primary, stun bugs, if necessary, drop shield as situation unfolds." or just charging ahead. *Fear is based on distance travels so stun makes it effectively last longer. Damage resist on Coil effects fall damage too.
My favorite gunner build is Frag Missile Hurricane 21212 and The Mole Coilgun 22223 for that very reason. So much control and versatility, can shoot any target with either weapon. Good burst and sustain. Plus you can occasionally one-shot big bugs with the mole and save grabbed teammates from behind barriers. People dismiss the fear effect to quickly, it’s as you said the electric trail slow keeps them harmless for longer than the stun would
Great, I was waiting for this. Thanks for all the informations. Love your breakdown on Single Target/AoE Guns. Did explain why I felt the coil gun to be lacking at times, and gave me a lot of pointers for new builds. Edit: Does the Hellfire Trail interact with Overcharger in any way? I also heard that Tier 5-2 doesn't increase it's size.
'Does the Hellfire Trail interact with Overcharger in any way?' Only in the normal "increases direct damage by up to +48" way. No effect on the trail. 'I also heard that Tier 5-2 doesn't increase it's size.' This might be outdated info from the experimental-t5b definitely increases the size of the trail with hellfire, and the whole trail gets the hellfire effect. You can see this quite clearly by using sandbox utilities to swap loadouts mid mission, and shoot hellfire with and without t5b, without moving. The visual effect clearly gets bigger and enemies at the edge of the larger effect get ignited. Don't take that to mean that's the best choice, though. Should have mentioned this, but the reason I chose that instead of t5c is because I wanted to show the "normal" rate hellfire kills bugs instead of stacking another DoT on top, since I was talking about the stats on that effect. I think it's a pretty competitive choice between the two but there's a strong case to be made for elec there.
@@LazyMaybe Thx a lot. Yeah, i am torn between those two as well. Gonna try out and see what feels best - the slowdown and added dmg that c brings seems to be better overall thou.
Mole is funny. A couple of friends and I found out you can one-shot a teammate through full HP and shield if there's enough terrain in the way. Probably possible even with Friendly. Also I wanna mention before you do the other videos, you should probably turn the music down a bit, or make your voice louder. Kinda hard to hear you over the music sometimes.
Good video. I still don't think the Coil Gun is worth taking over the magic bullet bulldog with neurotoxin at 9:24 This is because I always use Autocannon with Big Bertha as my primary 10:16 , which has a very long reload, so I really only switch to my side arm for when my Autocannon needs to reload (using Born Ready for auto reload in 5 seconds). Now if I switch to the Coil Gun during this time, I would only be able to fire it once for a second or two, and then I'd have to reload it to fire again or just wait so that enough time passed for born ready to finish reloading my Autocannon (meaning I'd have several seconds of not being able to shoot). But with the bulldog, I can keep firing reliably and quickly until Born Ready is finished reloading my Autocannon. Plus the magic bullet build is good at killing everything fairly efficiently. (Also, I recommend taking the T2 accuracy mod on the Autocannon at 10:16 instead of the T2 fire rate mod. It makes the gun significantly more ammo efficient since it's more accurate, and makes it much better at longer ranges. You can also kill things faster by being able to instantly hit the target you want and hit weakpoints more often.) **Update** On second thought I might take this gun over magic bullet after this demonstration from blaze ua-cam.com/video/YM9yMbneugc/v-deo.html
Been loving the analytical content- mostly because I like knowing what's good to do and use in games and experimenting is boring because I lose a lot when I'm doing that.
12:53 I would argue thunderhead with Nero toxin payload or just good old fashioned carpet bomber would also be in the contest for best partner with the dot or insane area damage combined with the slow allows you to funnel massive damage into a crowd without much risk
This gun is more complex than I thought… I’ve found it very useful for just about anything as long as you are mobile enough. I’ve been trying to create a new habit of actually firing through cover.
I've been using the triple shot OC with minelayer hurricane, and I have to say the CC electric fields pair *really* well with the mine arming time. It has a similar synergy as the big Bertha.
It’s worth mentioning that you can run controlled magnetic flow along with the electric trail mod to take advantage of the Hellfire OC’s larger trail radius and use it to kill swarmers without wasting ammo. Personally I really enjoy stacking electricity on top of hellfire anyway, it might be a bit overkill but it’s a tasty addition to your DPS on top of slows without the opportunity cost of extra ammo, since the only ammo mod for the coil gun is available at tier one.
My favorite build to use the Coilgun on is with Hellfire, cluster grenades, and then salvo on the missile launcher. The salvo missile launcher does good single damage and group damage, and the Coilgun with hellfire does good against big targets and for helping clear hordes
Did not realize the damage trail remains consistent through all charge levels. Finally trying the triple shot OC with extra ammo is one of the most entertaining things I've done in a while!
To be fair, Controlled Magnetic Flow isn't necessarily "bad" with Hellfire, as you can still use a 25-50% shot to clear web/acid spitters without having to waste a full charge and therefore 40 ammo on them.
Initial stun with fire and electric trail AoE from a single source... the other combinations you can add to that to synergize with other classes seem insane. Cryo from driller and scout for temperature shock shenanigans... and the damage buffs engie gets from electrified enemies just to name a few that i can think of.
I've discovered a bug with this weapon! Not mentioned anywhere so far, to my knowledge. Using Triple Tech Chambers with Controlled Magnetic Flow and the T4 damage resistance, you can keep the damage resistance permanently by fully charging a shot, then firing off the other two shots. Charging just a little bit will remove the resistance until you do the trick again. I've only done some minor testing, so I'm not sure if it stacks with the resistance from the Thunderhead's T5. But by adding on Veteran Depositor and Gunner's explosive resistance, I've been able to face-tank a Dreadnought with a Big Bertha build, since I can reach max ROF right away.
not to mention that hellfire is by far the best gun to clear out rival turrets, if you place a shot just right, the heat trail will ignite and instantly kill multiple turrets at once at a very long range
Was just using this gun on an Omeron escort mission, final stage when the lazers come up.. Shot the top bit of the laser and it peirced a hole disabling the laser. Not seen anybody mention this yet so wanted to check? Seems like a very cool interaction and great design
Been running it 22123 with Backfeeding Module (ammo) and just spamming it all day. Very ammo efficient and still 1 shots acid spitters. Having 132 (quarter charge) shots makes it feel liks a pocket m1000.
The tier 5a mod which cause burning enemies to explode on kill is very good and with burning hell makes it easy and it does enough damage to reliably kill grunts, you can not aim at a grunt at close range with your minigun, set it alight and blast it with a full charge and watch all the others die, a crowd clearing tool if used right.
Thank you very much for this video. Glad i found this channel when S2 hit. Been wondering how to make this weapon good since all i mostly use is aoe bulldog
I don't use it often but when I do, I feel like a sniper. One time someone in my team past a wall got a got cought by a cave leach used this gun and it was a nice long range through the wall/s snipe save. Proudest moment for that gun.
this video made me want to play gunner. i have tried him a little, but thought of him as usual aim and shoot class, which is not very interesting in presence of sticky flames, em discharge, plastcrete catalyst and many other powerfull, efficient and fun builds
Damn, it's been too long since I used The Mole. That was one of my first overclocks, and I love it. The extra damage is great, and the way it makes me always look for little props like crystals and pillars to shoot through is a really fun dynamic. Not to mention, there's nothing like being on comms with a friend, hearing them freak out one room over because of an Oppressor or something, and then telling them to ping it so that I can cut its HP one-third at a time. Not to mention... The Mole's downside isn't really that bad. Sure, the 80% charge speed might bite you if you're in a really tight spot, but if you're just looking to throw down an electric trail with low charge, it's really not that much of a difference (hell, the unstables have a bigger charge rate debuff, even). Most of the time, the biggest downside feels more like the fact that you're missing out on Triple Tech/Hellfire/etc. rather than that you're charging slightly slower than stock.
The fact it has infinite enemy penetration is something i kinda undervalued, if you line up 7 grunts then... yeah it will just instakill all of em! Coilgun is cool
This is great. If I could offer one small suggestion, the music is distracting. It's super frenetic and a bit loud while I'm trying to absorb all the numbers about the gun you're discussing. Apart from that, I absolutely love the video.
oh wow, i just made the assumption that trail damage would scale with ammo usage and didnt bother testing it myself, but being able to fire 3 shots for minimal ammo and get maximum trailage seems BUSTED, looking forward to abusing this
For most enemies I think if they're already held in place by the elec effect, shooting enough to hit AV is probably usually overkill. But I am also a huge sucker for hot bullets instead of AV, so ymmv
Mole’s great cuz it almost feels like the base gun should have like 50 plus damage if u shoot through terrain. The only point of being able to shoot through terrain otherwise is just cuz you can
I never get to utilize Coil Gun damage efficiently, exept Burning Hell build. Trail damage are useless, unless you play with a really experienced tunnel build Driller (Sticky Napalm or Goo Bomber Mains mostly) and use bunkers or making tunnel entrance into swarmed room instead going through main tunnels separated with dirt walls. That's when one charged shot can literally bury an entire swarm in one long and tight space. Other way of using Coil Gun is "extra I-frame gun" (which combines Fear and Trail mods to scare off crowd from areas and damage them a bit) and "pop-that-egg-from-ceiling" (The Mole Overclock to dig out and clip eggs/aquarqs/crystals etc).
Err... hold on, that's not EHP works. 90 HP with 20% damage resistance is not 108 EHP, because EHP =/= HP*(1 + R). The actual function is EHP = HP/(1 - R). So that would be 90/(1 - 0.2) = 90/0.8 = 112.5. Yes, it's a 3.5 difference, but it's still worth pointing out. Let me try and explain. When you have 20% damage resistance (R), you're NOT taking 20% of incoming damage. That means you're taking 100% - 20% (or 1 - 0.2) damage, meaning you're actually taking 80% of incoming damage. If you have 90 health (HP), your effective health (EHP) is the exact amount of damage you can take before dying. In this example your health is 80% of your effective health. As the damage you take is 1 - R, you get the following equation: EHP*(1 - R) = HP. Solve this for EHP, and you get: EHP = HP/(1 - R), which is what I listed above. The function listed above: 90*1.2 = 108 would only be true if enemy health were increased by 20%. 20% damage resistance IS NOT equivalent to a 20% health increase. Increasing health gives a linear increase to EHP. Increasing resistance gives a rational increase in EHP - i.e. increasing returns.
Edit again: Coilgun got changed pretty extensively on the 2023 november maintenance patch. See here: ua-cam.com/video/LmjTdKsbbR0/v-deo.htmlsi=8nCE7W9HPlof7Fmp&t=364
Edit: Trail damage has changed a bit, as well as buffs to the fear and necrothermal mods. See here: ua-cam.com/video/TnKzURdC24M/v-deo.html
Updated and more indepth info on overcharger: ua-cam.com/video/NaRcwlcHKU0/v-deo.html
It turns out you don't need the damage up mod to oneshot trijaws, because coilgun does 20% fire damage.
A couple things that comments here have reminded me of:
-Partial charges with mole do "work", in that you get the bonus. But your shot gets divided by the partial charge afterwards, so the damage still winds up small and you don't really want to do it.
ex: If you shoot a 1/4th charge, you get 130+150=280, and then that's divided by 4 to 70.
-T5B does make the hellfire trail bigger, but you may very well want to take the electric trail instead for more DoT and slow. The main reason I used T5B with hellfire is because I wanted to demonstrate the 'normal' rate of damage of hellfire without stacking another DoT on top, though I forgot to mention this. I do think the choice between a bigger AoE and elec is pretty competitive on hellfire though, unlike the base gun where elec is pretty handily better.
Question! Would it be a good idea to add T5A with hellfire?
@@Poopafartium YMMV but I don't think so. It doesn't trigger on the DoT effects, just direct hits. It's not actively bad but I don't think it's worth it to shoot burning bugs directly for that effect.
@@Poopafartium It is a good idea. It's all dependent on your playstyle. I use necro-thermal catalyst cause it's fun. It's great to pair it with incendiary nades. I recently uploaded a solo edd doing just that. It works fine.
"-Partial charges with mole do "work", in that you get the bonus. But your shot gets divided by the partial charge afterwards, so the damage still winds up small and you don't really want to do it.
ex: If you shoot a 1/4th charge, you get 130+150=280, and then that's divided by 4 to 70."
Hmm, I wonder if overcharge would work the same way, letting you improve the mole damage bonus further.
I'll have to test it at some point
@@GrosBoulet Overcharger's damage bonus is separate. It's another flat addition on top of the +150 per surface you get from mole.
Regarding the re-atomizer oc, yes you can “steevefy” dreadnoughts, no you do not want to do that unless you plan to fail the mission. You can also reatomize the elite buff onto steeve to turn him into a menace to the glyphid society.
I have to try that
That's incredibly impractical but it's something I have to do
MAKE THE TWEINS FIGHT EACHOTHER
@@albhis doesn't work... the "steeve" is a status effect, hence WHY that OC can spread it to enemies... but the tamer perk is the necessary component to make steeve a true steeve
Elite steeve crassus detonator
There is one significant advantage the mole has over any other OC on the coilgun, and why I pick it 90% of the time. You can save your leeched teammate by one shotting the cave leech from ~30 metres away, while you're in a completely different cave section.
On behalf of all scout mains;
Rock and stone brother
Isn't it already possible to do that because of penetration?
@@LordTrashcanRulez No, because the mole has increased penetration range and increased damage per solid surface it travels through.
This is also why I love using the Mole. It's so good against annoying bugs like Leeches, Menaces, Spitballers, and yeah, you can do sick damage to the Hive guard during it's berserk phase by digging straight down and just blasting.
I've seen people create elite enemies (elite bulk, elite brood nexus, elite lootbug) with the re-atomizer mod. Scariest thing ever.
What do you mean create elite enemies? Elite lootbug?
@@DaimonTheVampire You can transfer the elite status effect to any other enemy or even a steve with the re-atomizer oc for the coilgun. So if you line up an elite enemy and there is a brood nexus behind it, it will transfer the elite status effect to the brood nexus.
The mole has to be the most satisfying thing to get off.
Shooting a naneocyde breeder 2-3 shots, killing leeches/grabbers holding onto allies across the map.
It's more often than not a gimmick.
But blind shooting important targets is just so satisfying to pass up
Mole still needs more terrain penetration power tbh, sometimes i still can't reach the bugs my teammates ping
It's definitely a wonky OC, but I agree it is very satisfying to pull of Mole shots. I have a very defensive build for Gunner I call the "Safety Tank" and The Mole is great for that style of gameplay since it puts your out of harms way and simultaneously granting you a way to deal massive damage. The primary, if anyone cares, is Autocannon with Combat Mobility: faster spin up time, + damage reduction mod, + being able to move faster while shooting = all great ways to avoid damage.
@@ClassicMagicMan I literally have the same set up but instead of dmg reduction on autocannon, I use dmg boost on full RoF and play super aggressively.
I like using the mole, let's you deal with annoying problems on your own terms.
@@ClassicMagicManholy shit i use the exast same build
The lack of trail scaling is an enormous game changer IMO
Yeah holy. just seeing that triple shot at one charge with electric trail awakes things in me.
"It's not a single target weapon"
[deletes a warden in two seconds]
what he means is it s not an efficient single target weapon. It can get the job done, but uses more ammo than other secondaries built for that specific role.
The single target damage is very situational, but in those situations, you are either entirely safe, or you're shooting bugs you otherwise couldn't with any other secondary.
Coil gun turns Gunner into a supportive juggernaut. Especially with the mole. Anytime I see my friend's silhouette during a swarm, every now and again, I'll shoot it behind where they're running, and hear the pleasant sound of bugs getting hit and running in fear.
2:40 Mole increases penetration through terrain to 9.5m-10m on three hit terrain, 19m-19.3m on two and one hit terrain
what about one hit terrain?
@@coolcow5193
Given the scaling, I'd assume 29.5-30m, but probably more likely the same as 2-hit penetration.
I wasn't really "feeling" this gun, but I might give it another shot now that I know how all the upgrades/etc stack up on it. I don't have the time to test all that out myself, so it's nice to see it "in action" in a video, explaining what each mod on it does and why you'd want to take it over others, etc.
it really compliments gunner with damage trail
I just imagine a gunner using the mole oc yelling at a driller for clearing out a whole room of rocks and stones he could've shoot through
I love the mole overclock, And finding out that it gets a flat damage amount added per surface it penetrates is some giga-brain mind blowing insanity. I definitely need to try the platform stack cheese on eliminations now. Especially since you can use the mole's penetration to long distance trigger the fights by burrowing to the cocoons.
I actually like controlled flow on hellfire. The trail radius buff is active regardless of charge level, and since hellfire has the ammo Nerf, it's nice being able to plop down some 10 ammo trails for shockers, Swarmers, or if I'm just trying to conserve ammo
Good idea, hellfire already has low ammo so not needing to waste a full charge to kill swarmers is very efficient, especially when my primary is minigun
Didn't he say that controlled flow doesn't activate the effect?
@@juliancosta7626 it doesn't trigger the bonus heat damage, but the base damage + electric trail are still enough to clear grunt waves quickly
@@esbeon99 yes, but that arguably only makes sense for certain primaries.
It's pretty sweet being able to lay down what is effectively a shield wall for 10 ammo when necessary. Without reload mod I consider "Born Ready" necessary but I tend to fight in the thick of it so I feel every single second of a reload.
Even without Partial charge, HellFire is pretty efficient already as I'm not having any issue on that front in Haz5 but it's hard not to appreciate that saved ammo and the flexibility of being to apply a really cheap electric shield wall+stun/fear proc quickly.
thanks for this. i got the hellfire mod before even unlocking the gun and have stuck with it since, because of that it's also my favorite gunner secondary now. also really good to know what else it's able to do when I get further overclocks, keep up the informative vids 👍
Dude same it's so good that I'm almost scared to try a more average build for the gun.
Honestly it's sad to see this doesn't have an extreme damage shot OC that makes it kinda like hyper propellant. Yeah Mole exists but that is very situational and gimmicky. Besides it'll take a lot to pry the volatile bullets revolver away from me especially with the burning hell mini gun
Maybe it's the novelty but for the moment I"ve been using Coil with my BurningHell/Aggressive Vent build exclusively now. I highly recommend reload mod or Born Ready Perk for this. I use it with Hell Fire mostly (CleanOC, Triple tech too for fun) with the electric trail and reload mod (no perk). Fighting up close, the electrical trail behaves almost like a shield wall so I have a lot of control when fighting a swarm. Lay down the trail and move foward, shifting to the right or left as necessary. It's a whole new flavor of my favorite "Burn the World" Build.
23113 Is my typical go to.
@@warriorfire8103 I've seen what it can do but the extreme single target potential of the revolver is so satisfying. Being able to 2 shot praetorians and 4 shot bulks is so satisfying
Mole is reaaally not as situational as one would believe. If you start to take note of allies pinging big enemies, it's basically a free shot with amped damage. I think it's good because otherwise itd just be SCC but on Gunner
Volatile bullets bulldog with fire hurricane for me, yum
I'm a homebrew powder enjoyer. That said I oughta try that build
As a big fan of Big Bertha, definitely going to try out your setup with it! Looks like a ton of fun! I must say though, a little disappointed we didn't get another single target OC other than Mole. It'd be nice to have a mega cannon in the pocket to delete dreads without needing to build cheesecakes first. Still, the gun is pretty nifty, and I can't wait to get my hands on Triple-Tech...right now I'm stuck with Backfeeder...
I've been trying out hellfire with overcharger and the electric trail to squeeze out as much damage as possible against single targets (still took the ammo upgrade tho), and it went a lot better than I expected. While actually killing them takes a while compared to something dedicated to a single target, I find it really good in situations where you have a mix of creature sizes coming at you. Aim the shot itself at the big guy, and the fire/electric will take care of the small ones, which will buy you the time you need. Additionally, it still stays competitive in ammo efficiency against isolated large creatures, let alone when you can collat them. I previously used burst pistol with lead spray and often found myself having either way too much or not nearly enough ammo and end up wasting a lot of ammo for one gun when I need to restock the other one. With hellfire, I'm in that no-ammo wasted sweet spot fairly consistently.
@@Bowmen-xc8nb nah
I think you'll like Triple-Tech. It's sort of the other "Single Target" OC since it improves your burst. It's also really flexible. Run Partial Charge OC and for 20 ammo you can lay down 3 electrical trails while proccing Stun/Fear 3 times. The recoil wasn't a problem for me either.
quick thing with hellfire: the trail radius buff applies at any charge. this means that you can very cheaply get out the AOE stun and electric effects, which is still really useful if you are only dealing with swarmer, nanocytes, and even shredder drones to an extent.
it also lets you use it more comfortably for HVT killing, since you don't have to waste full charges on web spitters.
I just used the burning hell/ triple tech chambers loadout on an elite deep dive and it was the most fun I've had playing this game in a while, thank you for making this video and I'll be sure to watch your other works!
Watched a few of your videos, your taste in games and bgm is excellent.
Definitely think we should be pairing up these new secondaries with the last new weapons in order to see what the uses for them are. And I think you nailed it here. The coil gun is a Jack of all trades like the Hurricane and is meant to pair up with each other to get some of the best kind of results. Other than that, it’s a support tool we did not manage to come across until now and is helpful in certain circumstances. This that might require the enemies slowed, burned, or fear that would get your fellow dwarves out of a pickle. And this video can really help demonstrate the actual goal of this gun instead of what the community thinks it should be.
Now that cluster charges is in the game I can't recommend the pairing enough, the slow and damage make it easier to get perfectly aligned bursts on praetorians and such and improves your break points against grunts immensely respectively
For the jack of all trades AC, I have to shill for combat mobility. I haven’t used the coilgun but I suspect the two would pair well. Makes kiting around even easier+the damage.
Combat mobility is my go to for “idk what I’m getting into, want to be ready for anything” deep dives
That's the core of what I call my "Safety Tank" build is. Combat Mobility on Autocannon gives it a faster spin up time, pair that with the spin up time tier mod, and the damage reduction mod and you get 50% damage reduction literally as soon as you fire that first shot. I take The Mole on the Coil Gun as its gimmick is inherently defensive, and again, as soon as you left click you get 50% damage reduction. For grenades I use the Sticky, you get 6 of them so its easier to justify chucking indiscriminately, and it does have a chance to Fear enemies, another defensive mitigation. It's a conservative style of gameplay, but its very much a "idk what's down there, so I want to be ready for anything" build, and it works very well.
Hello LazyMaybe, this is the very first video from you that I watched, followed by Nemesis Combat Strategies trilogy. These benchmark/analysis videos of yours are extremely helpful and deeply appreciated. Thank you so much, rock and stone! ⛏️
Very insightful! Completely changed my mind on the Coil Gun, would love more in depth videos with commentary like this on the other new secondaries
Thank you! I could not figure out the merits of this gun, nor how to build it until I came here (and this was like the 3rd video I found on it)!
The music is always great in your videos
Glad that i found your channel. There are so few content creators who give a precise numbers on a weapon OC and other obscure DRG data. Insta subscribed.
Great explanations
i find that the fear mod is super OP, it's 250% fear (!!!) in a massive radius. the usefulness of having an extremely spammable and efficient superfear laser cannot be understated. i take hellfire with controlled magnetic flow, use 1-charge shots to fear everything so noone takes damage, and full charge for that fire if there's a good opportunity for it
Fantastic video, really great example clips, specially with the dmg number mod, thank you. Instant sub. Dunno what took UA-cam so long to make u show up in my recommendations wtf!
Thanks for covering this bizarre gunner secondary. I came to the same conclusions as you during beta and thought it would work well with Crit Rocket builds. I think the weapon itself is too prohibitive with it's single-shot and straight trails though. It feels like there's not many ways to utilize this weapon aside from saving you ammo vs crowds or bursting down a medium-hp target.
I recently uploaded a solo edd using hellfire. I used necro-thermal catalyst on tier 5. And paired it with incendiary nades. It's very useful on mobs of glyphids. If you play it correctly, you constantly are spamming fire bombs in clusters of enemies. It's badass.
I think it overlaps too much with Hellfire but it is cool so I'm going to run it anyway ^_^
@@warriorfire8103 I just do it cause it fits my playstyle. But also, it's super badass. So same reason as you hah
Great in depth video. Personaly i prefer helfire with electric trail and controled magnetic flow as it is useful to every situation.. Helfire's increased trail range works wonders with fast electric trail shots, while charging it all the way, lights everytning up, while keeping them at bay. Amazing weapon, i hope it wont get nerfed
Using burning hell hellfire as my main build rn. The secondary with overcharger and the electric trail is decent against large enemies and the flamethrower minigun is, well, a flamethrower minigun, so I can pretty much use either weapon against any enemy. It's a great change of pace from having the designated AoE and single target weapon. Also, if people ask what I'm using, I get to say "burning hellfire," which is epic.
I strongly recommend trying out a 222?3 build with the ammo overclock.
It makes the gun more of a support tool that terrorise groups of glyphids, perma-fear pretorians (oppressors included) and can save you from mactera ambush in a single click.
It's like each time you shoot you activate a mini shield with seemingly unlimited ammo.
That sounds really good tbh. Gonna try that out
I was wondering why Hellfire was so heavily recommended before, and didnt understand why it was so good after playing with it. Turns out it was nerfed and holy shit the prenerf hellfire looks insane!
Hellfire is still extremely powerful.
Didn't know the electric trail thing was that good. Thanks for the heads up! Rock and stone!
I really liked combination of hellfire and big berta only direct damage, they share similar ammo efficiency (at least personally I was always 50/50 with it) .And I was discussing that "pillar" strat a literally week ago with my friend , however I didn't manage to think about making multiple holes , author has big brain , respect.
Thank you so much for telling me about the Atomiser Interaction Bug! I would definitely keep that on mind with Nemesis!
that was really helpful! i was struggling to find the fun with this gun. the collette and shard diffuser were obvious what i was supposed to do but this one eluded me.
Combining fear and electricty debuff is one of the strongest things in the game. Fear is coded as giving the feared bug 1.5x speed and making them run away from the source untill they are 10m away.
This means they are feared untill they travel enough distance and anything that slows them extends the duration of the fear. Electricty being the strongest slow in the game gives you so much more value out of fear
Coilgun having easy access to both is a welcome addition to gunners arsenal.
But wont they run away from the aoe of the coil gun shot? Isnt stun better to make them hold in one place and take more dmg from it?
@@DaimonTheVampire If they were facing you when they got feared they will walk along the trail and even exiting the trail with 80% slow is a good enough increase in duration. Also once the fear wears off they will be further away from you so they will need to cover more distance
@@ilkaysar2522 im gonna try it then. Stun was the only option for me but maybe fear will work better also as a solo haz 5 gameplay for more survivability
@@DaimonTheVampire Then need to warn you about fears inconsistency. Fear has a "factor" and certain bugs have fear resistance. Bigger the bug the less likely you are to fear it. It is best against medium units like preatorians and wardens.
It is basically you get to guaranteed stun or fear a bunch of bugs at once which can completely net them out of combat.
@@ilkaysar2522 Got it tnx. Will test fear vs stun in solo haz 5 all i care is what give me more time to breath in a swarm wave when you play gunner and lack the mobility
The Fear mod is a sleeping tiger sort of mod. After it's buff, knowing you can rely on it a 100% means you can move way more proactively compared to the stun mod. It's a little trickier to get the max damage from trail but with some practice it's still really good. Hell some bugs freak out and go into the trail more. Stack this with the stun from your choice of primary (Mini with stun/blowthrough plus AggressiveVent or Hurricane AoeStun). Combine this with your shield, Born ready perk and T2 partial charge on the coil (even damage resist T4) means you have a very quick reliable way to keep bugs off you and your teammates with consecutive tools. It's reliability means you can commit to maneuvers that would normally be a big risk. "Get bit from behind, spin, fire off 25% charge/50% damage resist/Fear coil to make room, swap to primary, stun bugs, if necessary, drop shield as situation unfolds." or just charging ahead.
*Fear is based on distance travels so stun makes it effectively last longer. Damage resist on Coil effects fall damage too.
My favorite gunner build is Frag Missile Hurricane 21212 and The Mole Coilgun 22223 for that very reason. So much control and versatility, can shoot any target with either weapon. Good burst and sustain. Plus you can occasionally one-shot big bugs with the mole and save grabbed teammates from behind barriers.
People dismiss the fear effect to quickly, it’s as you said the electric trail slow keeps them harmless for longer than the stun would
Very well made and informative video. Thank you very much.
Great, I was waiting for this. Thanks for all the informations. Love your breakdown on Single Target/AoE Guns. Did explain why I felt the coil gun to be lacking at times, and gave me a lot of pointers for new builds.
Edit: Does the Hellfire Trail interact with Overcharger in any way? I also heard that Tier 5-2 doesn't increase it's size.
'Does the Hellfire Trail interact with Overcharger in any way?'
Only in the normal "increases direct damage by up to +48" way. No effect on the trail.
'I also heard that Tier 5-2 doesn't increase it's size.'
This might be outdated info from the experimental-t5b definitely increases the size of the trail with hellfire, and the whole trail gets the hellfire effect. You can see this quite clearly by using sandbox utilities to swap loadouts mid mission, and shoot hellfire with and without t5b, without moving. The visual effect clearly gets bigger and enemies at the edge of the larger effect get ignited.
Don't take that to mean that's the best choice, though. Should have mentioned this, but the reason I chose that instead of t5c is because I wanted to show the "normal" rate hellfire kills bugs instead of stacking another DoT on top, since I was talking about the stats on that effect. I think it's a pretty competitive choice between the two but there's a strong case to be made for elec there.
@@LazyMaybe Thx a lot. Yeah, i am torn between those two as well. Gonna try out and see what feels best - the slowdown and added dmg that c brings seems to be better overall thou.
Mole is funny. A couple of friends and I found out you can one-shot a teammate through full HP and shield if there's enough terrain in the way. Probably possible even with Friendly.
Also I wanna mention before you do the other videos, you should probably turn the music down a bit, or make your voice louder. Kinda hard to hear you over the music sometimes.
Tested this out too, with the damage upgrade and mole overclock it one shots through 2 layers of terrain on haz 4, meanwhile it barely scratches bugs
🤣 I did this by accident and killed 2 of my mates at the same time. Thankfully we didn't lose and they thought it hilarious too.
Rando did this to me before, i kicked him lol... good times...
Good video. I still don't think the Coil Gun is worth taking over the magic bullet bulldog with neurotoxin at 9:24
This is because I always use Autocannon with Big Bertha as my primary 10:16 , which has a very long reload, so I really only switch to my side arm for when my Autocannon needs to reload (using Born Ready for auto reload in 5 seconds).
Now if I switch to the Coil Gun during this time, I would only be able to fire it once for a second or two, and then I'd have to reload it to fire again or just wait so that enough time passed for born ready to finish reloading my Autocannon (meaning I'd have several seconds of not being able to shoot).
But with the bulldog, I can keep firing reliably and quickly until Born Ready is finished reloading my Autocannon. Plus the magic bullet build is good at killing everything fairly efficiently.
(Also, I recommend taking the T2 accuracy mod on the Autocannon at 10:16 instead of the T2 fire rate mod. It makes the gun significantly more ammo efficient since it's more accurate, and makes it much better at longer ranges. You can also kill things faster by being able to instantly hit the target you want and hit weakpoints more often.)
**Update** On second thought I might take this gun over magic bullet after this demonstration from blaze ua-cam.com/video/YM9yMbneugc/v-deo.html
Been loving the analytical content- mostly because I like knowing what's good to do and use in games and experimenting is boring because I lose a lot when I'm doing that.
12:53 I would argue thunderhead with Nero toxin payload or just good old fashioned carpet bomber would also be in the contest for best partner with the dot or insane area damage combined with the slow allows you to funnel massive damage into a crowd without much risk
Night Walker, excellent choice.
This guide is extremely helpful, I hope you continue to do more videos like this!
This gun is more complex than I thought… I’ve found it very useful for just about anything as long as you are mobile enough.
I’ve been trying to create a new habit of actually firing through cover.
I've been using the triple shot OC with minelayer hurricane, and I have to say the CC electric fields pair *really* well with the mine arming time. It has a similar synergy as the big Bertha.
Thanks. I was just saying to myself that I didn't know how to use this thing, and along comes this great video.
2:30 happy to hear something from UNIB in here man
It’s worth mentioning that you can run controlled magnetic flow along with the electric trail mod to take advantage of the Hellfire OC’s larger trail radius and use it to kill swarmers without wasting ammo. Personally I really enjoy stacking electricity on top of hellfire anyway, it might be a bit overkill but it’s a tasty addition to your DPS on top of slows without the opportunity cost of extra ammo, since the only ammo mod for the coil gun is available at tier one.
They need to hire LM to write the in-game tooltips
My favorite build to use the Coilgun on is with Hellfire, cluster grenades, and then salvo on the missile launcher. The salvo missile launcher does good single damage and group damage, and the Coilgun with hellfire does good against big targets and for helping clear hordes
I respect Under Night In-Birth soundtrack
same, linne's theme is great
Did not realize the damage trail remains consistent through all charge levels. Finally trying the triple shot OC with extra ammo is one of the most entertaining things I've done in a while!
Amazing video thank you
very cultured music choice
To be fair, Controlled Magnetic Flow isn't necessarily "bad" with Hellfire, as you can still use a 25-50% shot to clear web/acid spitters without having to waste a full charge and therefore 40 ammo on them.
Initial stun with fire and electric trail AoE from a single source... the other combinations you can add to that to synergize with other classes seem insane. Cryo from driller and scout for temperature shock shenanigans... and the damage buffs engie gets from electrified enemies just to name a few that i can think of.
I will applaud "the mole" Build. It made a korlok tyrant weed ridiculously easy on haz 5
the reatomizer overclock, steeve, bulk detonator combo is a really fun way to get kicked from public matches
I've discovered a bug with this weapon! Not mentioned anywhere so far, to my knowledge. Using Triple Tech Chambers with Controlled Magnetic Flow and the T4 damage resistance, you can keep the damage resistance permanently by fully charging a shot, then firing off the other two shots. Charging just a little bit will remove the resistance until you do the trick again.
I've only done some minor testing, so I'm not sure if it stacks with the resistance from the Thunderhead's T5. But by adding on Veteran Depositor and Gunner's explosive resistance, I've been able to face-tank a Dreadnought with a Big Bertha build, since I can reach max ROF right away.
not to mention that hellfire is by far the best gun to clear out rival turrets, if you place a shot just right, the heat trail will ignite and instantly kill multiple turrets at once at a very long range
Was just using this gun on an Omeron escort mission, final stage when the lazers come up..
Shot the top bit of the laser and it peirced a hole disabling the laser. Not seen anybody mention this yet so wanted to check? Seems like a very cool interaction and great design
It's like minigun, autocannon and hurricane
@@chip4039 And the Bulldog. The BRT7 is the only gunner weapon that doesn’t destroy terrain. It also has reduced armor break
@@elgringosupremo sorry I forget about it because I don't use instead using micro fleccettes brt and an amskore coilgum
i can not stop laughing at re-atomizer... so much fun to be had, even if losses abound
I like your taste in music.
Very good info!
Thanks a bunch!
Fine video. They really got adventurous with mechanics but didn't quite prioritize what might make sense to actually use
Been running it 22123 with Backfeeding Module (ammo) and just spamming it all day. Very ammo efficient and still 1 shots acid spitters. Having 132 (quarter charge) shots makes it feel liks a pocket m1000.
The tier 5a mod which cause burning enemies to explode on kill is very good and with burning hell makes it easy and it does enough damage to reliably kill grunts, you can not aim at a grunt at close range with your minigun, set it alight and blast it with a full charge and watch all the others die, a crowd clearing tool if used right.
"Now that the sands have settled a bit", aint that the truth
13:06
Wait, I thought Born Ready didn't work with the Coilgun for some odd reason. Did they finally fix that?
It’s all fun and games till you accidentally start a dreadnought through a wall on mission start
I run Hellfire coilgun with Leadstorm blowthrough minigun and sticky nades. Feels great. Great single target and AOE swarm control.
Thanks for helping me understand this oddball gun
Thank you very much for this video. Glad i found this channel when S2 hit. Been wondering how to make this weapon good since all i mostly use is aoe bulldog
I don't use it often but when I do, I feel like a sniper. One time someone in my team past a wall got a got cought by a cave leach used this gun and it was a nice long range through the wall/s snipe save. Proudest moment for that gun.
The mole oc seem so gimmicky to be of very much use
"Ayooo bro, just stand there while i line up a shot!"
this video made me want to play gunner. i have tried him a little, but thought of him as usual aim and shoot class, which is not very interesting in presence of sticky flames, em discharge, plastcrete catalyst and many other powerfull, efficient and fun builds
Thanks for the video!
Damn, it's been too long since I used The Mole. That was one of my first overclocks, and I love it. The extra damage is great, and the way it makes me always look for little props like crystals and pillars to shoot through is a really fun dynamic. Not to mention, there's nothing like being on comms with a friend, hearing them freak out one room over because of an Oppressor or something, and then telling them to ping it so that I can cut its HP one-third at a time.
Not to mention... The Mole's downside isn't really that bad. Sure, the 80% charge speed might bite you if you're in a really tight spot, but if you're just looking to throw down an electric trail with low charge, it's really not that much of a difference (hell, the unstables have a bigger charge rate debuff, even). Most of the time, the biggest downside feels more like the fact that you're missing out on Triple Tech/Hellfire/etc. rather than that you're charging slightly slower than stock.
it's the real human voice! yay!
good shit as usual. looking forward to the crossbow vid cause I don't understand how to use that thing effectively (outside of bodkin)
great video thank you going to try out some of those builds
But does the coilgun weigh at least 100 pounds?
hellfire perfectly overheats robots, one-shot turrets for haz 5 or 2 shots at patrol robots, also overheats nemesis
The fact it has infinite enemy penetration is something i kinda undervalued, if you line up 7 grunts then... yeah it will just instakill all of em! Coilgun is cool
This is great. If I could offer one small suggestion, the music is distracting. It's super frenetic and a bit loud while I'm trying to absorb all the numbers about the gun you're discussing. Apart from that, I absolutely love the video.
oh wow, i just made the assumption that trail damage would scale with ammo usage and didnt bother testing it myself, but being able to fire 3 shots for minimal ammo and get maximum trailage seems BUSTED, looking forward to abusing this
Yo wouldn't agro venting + keeping enemies in place w/ the electric field be pretty nice?
For most enemies I think if they're already held in place by the elec effect, shooting enough to hit AV is probably usually overkill.
But I am also a huge sucker for hot bullets instead of AV, so ymmv
excellent video
Mole’s great cuz it almost feels like the base gun should have like 50 plus damage if u shoot through terrain. The only point of being able to shoot through terrain otherwise is just cuz you can
It’s videos like these that show me how bad I am at the game even with 1000 hours
14:11
I never get to utilize Coil Gun damage efficiently, exept Burning Hell build. Trail damage are useless, unless you play with a really experienced tunnel build Driller (Sticky Napalm or Goo Bomber Mains mostly) and use bunkers or making tunnel entrance into swarmed room instead going through main tunnels separated with dirt walls. That's when one charged shot can literally bury an entire swarm in one long and tight space.
Other way of using Coil Gun is "extra I-frame gun" (which combines Fear and Trail mods to scare off crowd from areas and damage them a bit) and "pop-that-egg-from-ceiling" (The Mole Overclock to dig out and clip eggs/aquarqs/crystals etc).
Err... hold on, that's not EHP works. 90 HP with 20% damage resistance is not 108 EHP, because EHP =/= HP*(1 + R). The actual function is EHP = HP/(1 - R). So that would be 90/(1 - 0.2) = 90/0.8 = 112.5. Yes, it's a 3.5 difference, but it's still worth pointing out.
Let me try and explain. When you have 20% damage resistance (R), you're NOT taking 20% of incoming damage. That means you're taking 100% - 20% (or 1 - 0.2) damage, meaning you're actually taking 80% of incoming damage. If you have 90 health (HP), your effective health (EHP) is the exact amount of damage you can take before dying. In this example your health is 80% of your effective health. As the damage you take is 1 - R, you get the following equation: EHP*(1 - R) = HP. Solve this for EHP, and you get: EHP = HP/(1 - R), which is what I listed above.
The function listed above: 90*1.2 = 108 would only be true if enemy health were increased by 20%. 20% damage resistance IS NOT equivalent to a 20% health increase. Increasing health gives a linear increase to EHP. Increasing resistance gives a rational increase in EHP - i.e. increasing returns.
You had me at hellfire