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scavenger nearly worthless?

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AlterAsc:

--- Quote ---Once it required EE*2 ...
--- End quote ---
...and it still does for all but Scout.

--- Quote ---Anybody share some insight on how to use scavenger rush build properly?
--- End quote ---
I play it that way: EE-EE-Int-Int-WK-WK after that i take SoB untill i find some unique weapon and only after that i take MSc itself.
It's pretty easy once you get Int2.Pinkies won't chew you up if you start shooting them shotgun once you see them.Cornershooting ftw.

Klear:

--- Quote from: AlterAsc on March 16, 2012, 03:10 ---Pinkies won't chew you up if you start shooting them shotgun once you see them.Cornershooting ftw.

--- End quote ---

Also it's good to be prepared to slam some door in an emergency.

Cotonou:
I can't see myself ever doing a Scavenger build... the trait locks just really gimp the potential of any character who takes it.  Moreover, I think Scavenger is even *less* useful on Ao100 in 0.9.9.6 compared to 0.9.9.5.  My last run I got 2 nanos, 2 firestorms, 2 onyxs, and a sniper.  If I had taken Scavenger I would have felt pretty stupid.  In addition, many assemblies have been reworked to require fewer rare mods. 

Honestly, the only real use for a "tons more mods" perk is dualgunning pistols when you need twice the mods to for twice the weapons... but with dualgunner explicitly banned this just leaves the trait without a natural build.

Intuition just has to be removed.  In the hands of a skilled player it is total immunity to damage -- fun for badges, bad for the game.  An alternate idea is to reduce it to vision-area only, meaning you can see behind walls but not spot enemies beyond sight range.

AlterAsc:

--- Quote ---My last run I got 2 nanos, 2 firestorms, 2 onyxs, and a sniper
--- End quote ---
Lucky you.I usually get none at all, so MSc helps.

ultimate26:
The only way to take full advantage of EE*2 is abusing the minigun/burst cannon, but the character would be very weak until you get there.

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