How do you already have end-game content? the game just came out? Is it really that short? I mean, if it's that easy to max out then that equates to about 7-8 hours of gameplay.
@@littlebadassgaming early access and people don't know how to enjoy a video game anymore without making these then you get new comers to rush end game
Suggestion to improve your build with a small simple tweak, instead of quick charge 4 on your blast wave use rapid deployment. It frees up one more slot and allows you to put in assault and battery which provides even more cool down than what you had with quick charge 4.
Hey Legacy guys, I was wondering do you know how to get the Specialist Elite Outfit for any of the characters? I keep hearing to many theories why people can’t get that outfit. Thanks!
If you like COD zombies, left 4 dead, or any other wave shooter, you'll like this game. They did a good job on capturing the wild chaos shooting you see in movie. I just love sweeping the smart rifle across the deck when being over ran.
As a pretty big improvement for the perks selection, instead of using quick charge 4 for the blastwave for 22% charge, use batteries included (from phalanx modifier for lvl 2) for 20% charge but it only takes up 3 slots, and then insert the demolisher heavy expertise for 10% damage increase for the smartgun. It’s like running 4 stacks of clear the room all the time just for 2% less charge time for blaswave, definitely worth it
Let me start by saying that you've got the right idea with Demolisher. However, where you have fallen short is thinking that this class is ineffective against the biggest threats and is only useful for locking down Runners. If all you're doing is using it to clear out specials and Runners, I'm afraid you're using it wrong. Please allow me to explain how to improve. You have an unused slot in the perk grid. Instead of using the 22% cooldown bonus, go for one of the other classes 20% boosts instead. Why? Because they only take up 3 slots, instead of 4, which frees up one extra slot, which can then allow for a 13% cooldown bonus perk modifier (is tier 2, so only uses two slots). This uses all perk grid slots, and gives you a combined whopping 33% cooldown bonus on Blastwave. Removal of the damage boost to Micro Rockets frees up the much needed space for further max ammo and damage modifiers for Heavy Weapons. Why do this? Because you can replace the 40% bigger blast mod in favour of Incendiary Rockets instead, which covers a significantly larger area, and while each rocket does less damage, there's 4x the rockets per shot (12 micro rockets per salvo instead of 3). It actually translates to far greater damage per shot if you can land most of them on targets and, these leave behind fire patches that also deal damage over time, and create a sort of area denial. I found that I've been able to solo any Intense difficulty mission with relative ease, and it's still incredibly effective in the two higher difficulties too. While the Rocket Launcher is alright, I would suggest instead utilising the Impact Grenade Launcher. Why this change? It's simple, you do more than 2/3 of the damage per grenade per shot when compared to the Rocket Launcher, have significantly more ammo both reserve and in the magazine, each blast is smaller to better decrease your chances of friendly fire, and finally, it still demolishes Xenos like the Crusher and Praetorian. Enough so, that you can solo these threats and your teammates can sit back and watch. To better suit this altered build, running Fire and Forget now allows you to damage threats with the AREA BASED damage of the grenade launcher (yes, that works), Because the entire point of the Fire and Forget perk is to buff area based attacks (no, it does NOT affect the damage of your micro rockets, as if you bother to read it, it specificies that using the skill causes 25% more damage to affected targets, meaning that damage only comes AFTER you fire the rockets). If you've made it this far, congrats on reading about a way more effective build. Dont touch the M42A3 Sniper Rifle. If you need dakka, instead take either the Burst Rifle, or if you dont like burst, just take the Pulse Rifle or the Heavy Assault Rifle. I've also had success with using the L33 Pike and specializing in taking down big threats.
Love this game! Solid 8/10 for me. Plays almost like Division per se. Great Aliens vibe! With some DLC and a little tweaking it has a bright future IMO. Thanks for the Demolisher Build info. This will definitely help me. Let's Rock!
@@richardfaile1966 i was playing Intense difficulty last night with a mate. We were both running Demo with the Ammo Hoarder challenge card. It was epic and you must try it.
use a similar build although I use the recons recharge perk for 20% instead of 18% recharge on rockets and I drop the 22% damage IV to a 18% damage III, means I can take heavy weapon expertise which adds 10% bonus damage to your Heavy weapon and +15% radius if you use any of the explosive options in the slot. gaining a 10% boost to your primary weapon beats a 4% loss to one of you abilities any day.
If you derp about with sentry placement there’s some spots you can drop sentry turrets that all the melee xenos can’t reach and will waste time swiping at with zero results.
You can get behind the ammo box in the Horde mission 1 - it will cause Elites and tougher enemies to bug out. I've had crushers, praetorians and others just standing there not moving staring at me because the AI can't figure out how to get to me. It's hilarious to watch. Though some of the smaller xenos can still hit you with their jump attack so not completely safe. Pairs well with the Recon for the healing however.
Yeah, it's just not as punchy as the films. I think it's just a bad mix to be honest. The sound effect is correct, but it doesn't give the same weight as the ones in the films.
@@RepKyle95 Volcan is the Flamethrower or Not? Not useful in every Mission regarding Terrain. I played a few missions with the Rocket Launcher it was fun But still inferior to the Smart Gun
Loving these guides! Great work on going in-depth with your reasoning & giving alternatives while having great footage to boot. A labor of love it seems!
blast-wave also works wonders at stunning the elite targets to allow for a focused fire on it w/o wasting ammo... gunner pops over-drive, demo stuns the warrior/praetor ect... and the whole team guns it down in a few secs max. Otherwise you are shooting a moving target and wasting ammo (typically).
Great Job! If you love Xeno's your going to like this. A Small thing that I did appreciate was the campaign mission titles being quotes from the aliens movie. Overall would give this game a solid 8/10. Now kindly make a new AVP Game 🙏
@@TheEdwin73 flamethrowers don't have any weak point bonus damage but between the tick damage from burning and the damage from being hit by the flamethrower it evens out, I'd imagine the flamethrower works similar to a shotgun in that it technically has multiple projectiles to hit with
As long as you don't have teammates running in front of you the flamethrower is the way! It absolutely dominates in tight spaces and mixed with the demolishers ability to stagger enemies in a wide area even elites struggle to get through the flames
@@soketh3132 a gunner can be amazing or mediocre from what I've seen, I think it mostly depends on the player as most I've seen just try to sweep mobs when their first priority should be elites and then mobs
Run something similar but I use the M42A2 Scout Rifle instead of the sniper rifle, has medium optics for the green dot so less zoom than the sniper, much better follow up shots and nearly 3 times the mag capacity for doing 630 dmg with 66% stumble chance. performs amazingly well under a gunners overclocked as well since your not reloading constantly like the sniper
I’m new to the game and love using the smart gun, however I choose the max capacity armature and still manage to burn through nearly 750 rounds in a wave
Just know one thing about big boys. Stun them or when grabbing teammate. Shoot green spot on back of head. It's a great weak point and can almost kill him in 1 clip of pulse rifle solo
I have modified your build. I dropped Dazed & Confused and picked up the modifier Concussive Rockets. Since Down & Out triggers on knocks and stuns adding another stun made sense to further increase damage output by 20%. I feel it is a bit of a trade off in the fact my rockets by themselves do not have the same damage outright but when you factor in 20% from all sources it is worth.
and slotting in the 2 slot heavy expertise for 10% more dmg and radius (if using an aoe weapon) not a bad pickup by just using a better recharge ability
Tech max out lvl in like 6 hours really nice build u can make.. I see much potential in this if they keep on adding survival maps and some other small stuff ✨👁
I dunno why the impact greande launcher gets no love for the demolisher builds, but in the first 3 difficulties u can pretty much solo almost every map, i found it to be much more useful than the rocket launcher, does only a bit less damage but u get a huge mag size, higher fire rate and almost as much aoe damage. Can some of u high difficulty veterans elaborate if it loses DPS in high difficulty?
Big fan of the shotgun it's what kept my technician on the front lines and thriving but after using the flamethrower on a demolisher I've started using the cqc flamethrower you can buy on my gunner as flamethrowers just dominate xenos
I am enjoying this game. I don't have many problems and I am playing on ps 4. Just add quick play mode and a drop in and drop out to keep the lobby full .
This build has severe issues, the smaller the perk the more efficient they are, a 4 slot perk has less effectiveness than 2 2 slot perks. Therefore you should try to cram in as many smaller perks as possible. 3 slot perks typically offer unique bonuses and you can often grab ones off of other classes, some give 4 slot perk bonuses in a 3 slot perk package.
Exactly my thought. In regards to this video perk Loadout: Force modifier 4 on the Rocket ability and 1 unused slot? Why not use a Force modifier 3 + Force modifier 2 so that all perk slots are implemented. Any unused slots is sub-optimal and need reevaluation.
@@lancepage1914 Yeah, there's so much that is wrong with this build. Not just the fact he hasnt used all slots of on the grid. Him saying that the Demo is ineffective against the biggest targets is wrong if you've built it right. For the best results against ALL targets and crank that damage dealt per match from 300k to 650k, read below: He's missing several opportunities in his build to allow for greater damage potenial. Including but not limited to running Fire and Forget, but not running an Impact Grenade Launcher. Hit the target with rifle fire as it closes the gap so that it's armour is removed. Stagger the target with Blastwave. Line up and fire the Micro Rockets directly into the target (with the included 20% damage to staggered targets, this works best). Unload GL into the threat. Even on Intense, and with zero help from teammates, Crushers and Praetorians die before they can do any damage to you or your team. Best part of this alteration? It doesn't cripple your ability to fight smaller threats too. The Impact GL is greatly underappreciated in my opinion. If you're gonna use a Sniper, you may as well go all out and use the Flechette Rifle or the L33 Pike (I know that wasnt out when this video was made). Otherwise, use a Heavy Assault Rifle and you'll not only be effective at cutting through runners and bursters, you'll also be effective against armour.
Well it all depends on how good the aim is, I’ve had several times where hipfiring is quite needed, but I don’t have the ammo to spare with the secondary, so twilight provides a faster fire rate
Most mods for the heavy is random drops? I checked the store but there is no Deep railed Arm. Or does the game unlock more options to the store as you progress?
Most attachments aren't in the store and it doesn't look like it updates, it looks like you normally get attachments for what kit you're running but if you already have alot of that type it will give you other attachments for weapons you don't have many for
How come Gunner and Demolisher are the only classes that don't have a single perk grid modifier like [Piece of Mind] or [Deep Leverage]? You might argue they don't need it but with your loadout, it seems a shame to have an empty spot left on your grid.
Weird first weapon option. I honestly say pulse rifle. Extreme and insane only give limited ammo on heavy. You'd run out of bullets and be useless before you got to the next box.
Hi, I'm a demolition player and I have a question. Where do I get the precision rockets? I only have the first two modifications of the micro rockets and I'm at rank level 60, so it's somewhat frustrating that they haven't come out yet. Do you have any idea where to get them?
sadly i saw an interview with the studio head and they had asked him about if there’s any predators and he said no and there are no plans to put it in the game either 😔 doesn’t seem likely, an easter egg of sorts would be cool
@@ninjakitty0219 That's a shame. When I saw the shoulder rockets on the demolisher, I thought a Predator skin DLC would just be a matter of time. They would make megabucks!
Quick question and that's, "why you don't run concussive rockets perk on Demolisher?" Since it increases the knockdown and stun as well as the aoe with just a reduced damage modifier on it as the drawback
It also tightens the spread of the rockets rather than spreading them over an area. Least that’s what I have noticed. Less stacks of CtR and outright killing potential can mean the difference.
@@werewolfofsimi it condenses them at closer range but, they spread out at longer range and if the goal is to hard CC (Crowd Control) enemies, none compare since it has a knockdown and larger blast radius. Iirc the normal micro rockets just stumble enemies they hit rather than knockdown.
@@scottsocia7828 Which is fine, but I've noticed from a few matches earlier today that there is a large difference between the two. Yes if you want to CC a target or small group it works. BUT I was noticing that with my rockets even at long range I was never getting above 15% CtR because of the tighter spread. However, when using just base micros with all the increases I unlocked thanks to Rank 7 I was still only getting 15% and on the rare chance 20%. The damage is also just great to delete hoards of fodder in one hallway that way you can focus on the next. That and I noticed when focusing down the Elites or Specials the rockets plus AoE damage from other sources were causing some MAJOR improvements to my own build. I took a bit of what was in this build but altered it to fit into my guns and style.With some small experimentation. However due to MM Instabilities I was also having a lot of issues staying connected due to a ton of entities just suddenly splattering into chunks or the host just not having good connection.
@@werewolfofsimi For me the hard CC of knockdown supersedes the 1 stack, but that's also how I set up my build. Everyone has different combos so, whatever works works.
the extended flash hider for the smart gun isn’t very good, tbh. the tanker muzzle is infinitely better since it covers pretty much the only flaw in the demos kit, which taking care heavy enemies. it gives your team breathing room when it’s stun-locking everything every 1-2 seconds. i tried out the extended flash for a few games because of this video and it’s just noticeable worse.. it might have better dps but the amount of control the tanker muzzle gives you is absolutely insane.
@@LegacyGamingUS the perk itself might be better for rifles but it also brings up the stumble stat of the smart gun to 5.5%, and even with that small chance, you’re pretty much guaranteed a proc approx every 20 bullets or less, which is roughly at least 10+ in a 200-round mag of smart gun. the tanker muzzle’s 33% chance perk is the only thing that can proc every 15 seconds, not the regular stun chance itself. even without the perk stun, the regular stuns will still proc and they’ll still be stunned more than once. try it out for yourself~
I disagree with miller twist or hammer forged for the smart gun's rifling slot: Stumble is 5.5% so a 25% boost to that is negligible, and handling is non-existent so any % boost to 0 is still 0. I personally went with Hybrid Rifling - it ups handling and fire rate, so it makes the most sense in clearing a wave ASAP - typically I find myself using the smartgun to clear smaller enemies, not bosses, so they should/would be going down faster than the 10 seconds they're slowed for anyway. Just my opinion though! I've been having fun experimenting with builds in this game.
I use force multiplier 3 instead of 4...moving armed and dangerous underneath force multi 3 and down and out Allowing me to have assault and batter in under dazed and confused What do you think of that load out?
Couple of tweaks here... you can get 2% more recharge if you swap out Quick Charge 3 for something like Rapid Deployment or Batteries Included. (assuming you've unlocked those) It probably doesn't even amount to 1 second though. But still. 2% is 2%. Fire and Forget's bleed is nice but... the wording sounds like you are only getting 25% more damage from AoE. And if you are using a Smart Gun... that is probably not doing anything for you. Now if it was from all sources then yeah. I would say that is an OP perk.
Yeah seeing as this was one of our first builds up, it was before we had the Gunner/Recon/or Phalanx perks, plus it lets players who only ran one class at the time to build it to the best of their ability, but I've definitely made those changes by now. The 25% AOE damage increase is significant because with the explosions on smart gun, that ups that damage and is pretty sizeable. Also then works if you roll rocket launchers or flamethrower if you are feelin risky.
Ok, I'm rank 8 demo, and four star and three star on my most used weapons. How do you break over 648 battle power? What am I missing? I also copied your perk build out exactly...
I was wondering I got alien fireteam normal edition and then got the deluxe upgrade later but it’s not giving me my rewards, I am on Xbox by the way. What do I have to do in order to get the deluxe rewards.
Why not the X46 Ballista Rifle? I was able to get it to have higher stats on everything except for damage compared to the M42A3 and much higher damage compared to the Twilight, personally i see it being a better pick compared to both
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How do you already have end-game content? the game just came out?
Is it really that short?
I mean, if it's that easy to max out then that equates to about 7-8 hours of gameplay.
@@littlebadassgaming they had early access
@@littlebadassgaming early access and people don't know how to enjoy a video game anymore without making these then you get new comers to rush end game
Suggestion to improve your build with a small simple tweak, instead of quick charge 4 on your blast wave use rapid deployment. It frees up one more slot and allows you to put in assault and battery which provides even more cool down than what you had with quick charge 4.
Hey Legacy guys, I was wondering do you know how to get the Specialist Elite Outfit for any of the characters? I keep hearing to many theories why people can’t get that outfit. Thanks!
If you like COD zombies, left 4 dead, or any other wave shooter, you'll like this game. They did a good job on capturing the wild chaos shooting you see in movie. I just love sweeping the smart rifle across the deck when being over ran.
Smart gun is so much fun when you get 4 stars on that bad boy
As a pretty big improvement for the perks selection, instead of using quick charge 4 for the blastwave for 22% charge, use batteries included (from phalanx modifier for lvl 2) for 20% charge but it only takes up 3 slots, and then insert the demolisher heavy expertise for 10% damage increase for the smartgun. It’s like running 4 stacks of clear the room all the time just for 2% less charge time for blaswave, definitely worth it
Let me start by saying that you've got the right idea with Demolisher. However, where you have fallen short is thinking that this class is ineffective against the biggest threats and is only useful for locking down Runners. If all you're doing is using it to clear out specials and Runners, I'm afraid you're using it wrong. Please allow me to explain how to improve.
You have an unused slot in the perk grid. Instead of using the 22% cooldown bonus, go for one of the other classes 20% boosts instead. Why? Because they only take up 3 slots, instead of 4, which frees up one extra slot, which can then allow for a 13% cooldown bonus perk modifier (is tier 2, so only uses two slots). This uses all perk grid slots, and gives you a combined whopping 33% cooldown bonus on Blastwave.
Removal of the damage boost to Micro Rockets frees up the much needed space for further max ammo and damage modifiers for Heavy Weapons. Why do this? Because you can replace the 40% bigger blast mod in favour of Incendiary Rockets instead, which covers a significantly larger area, and while each rocket does less damage, there's 4x the rockets per shot (12 micro rockets per salvo instead of 3). It actually translates to far greater damage per shot if you can land most of them on targets and, these leave behind fire patches that also deal damage over time, and create a sort of area denial. I found that I've been able to solo any Intense difficulty mission with relative ease, and it's still incredibly effective in the two higher difficulties too.
While the Rocket Launcher is alright, I would suggest instead utilising the Impact Grenade Launcher. Why this change? It's simple, you do more than 2/3 of the damage per grenade per shot when compared to the Rocket Launcher, have significantly more ammo both reserve and in the magazine, each blast is smaller to better decrease your chances of friendly fire, and finally, it still demolishes Xenos like the Crusher and Praetorian. Enough so, that you can solo these threats and your teammates can sit back and watch.
To better suit this altered build, running Fire and Forget now allows you to damage threats with the AREA BASED damage of the grenade launcher (yes, that works), Because the entire point of the Fire and Forget perk is to buff area based attacks (no, it does NOT affect the damage of your micro rockets, as if you bother to read it, it specificies that using the skill causes 25% more damage to affected targets, meaning that damage only comes AFTER you fire the rockets).
If you've made it this far, congrats on reading about a way more effective build. Dont touch the M42A3 Sniper Rifle. If you need dakka, instead take either the Burst Rifle, or if you dont like burst, just take the Pulse Rifle or the Heavy Assault Rifle. I've also had success with using the L33 Pike and specializing in taking down big threats.
Badass man I agree. Impact Is great for standard.
Marcus do you have a pic or link to what the grid would look like as far as perks go?
This helped me thanks for taking the time to type this out
Thank you, better Demolisher player. I shall from now on spread your gospel
@@AHunter498 up!
Love this game! Solid 8/10 for me. Plays almost like Division per se. Great Aliens vibe! With some DLC and a little tweaking it has a bright future IMO. Thanks for the Demolisher Build info. This will definitely help me. Let's Rock!
It's even better when you have the smart gun and the challenge card active that Grant's you 400 rounds in the mag and an extra 751 as spare.
@@richardfaile1966 i was playing Intense difficulty last night with a mate. We were both running Demo with the Ammo Hoarder challenge card. It was epic and you must try it.
@@lancepage1914 I will. The final battle of this game was brilliant and all three of us were Dems.
I really don’t get why ppl hate this so much
use a similar build although I use the recons recharge perk for 20% instead of 18% recharge on rockets and I drop the 22% damage IV to a 18% damage III, means I can take heavy weapon expertise which adds 10% bonus damage to your Heavy weapon and +15% radius if you use any of the explosive options in the slot. gaining a 10% boost to your primary weapon beats a 4% loss to one of you abilities any day.
Thanks for sharing!
Where you get the Damage 3 at? Challenge cards?
This game is actually awesome. 8/10 for me! Thanks for the demolisher tips 💪🏽
If you derp about with sentry placement there’s some spots you can drop sentry turrets that all the melee xenos can’t reach and will waste time swiping at with zero results.
You can get behind the ammo box in the Horde mission 1 - it will cause Elites and tougher enemies to bug out. I've had crushers, praetorians and others just standing there not moving staring at me because the AI can't figure out how to get to me. It's hilarious to watch. Though some of the smaller xenos can still hit you with their jump attack so not completely safe. Pairs well with the Recon for the healing however.
I don't know why, but I just started playing this game, and it's very underrated. Thanks for the breakdown, loving this class!
my life is now the demolisher. such a fun class and weapon.
Totally new to this game. These build vids are SUPERB. I've got some grinding to do now! Thanks for putting these together.
I can't believe one of you two don't like the pulse rifle sound, it's spot on
Yeah, it's just not as punchy as the films. I think it's just a bad mix to be honest. The sound effect is correct, but it doesn't give the same weight as the ones in the films.
Absolutely LOVE the demolisher class. First class I maxed out rank on.
What Heavy Weapon do you Use?
@@TobiasKlose. I like the Volcan but I only play on Standard difficulty. I also use the smartgun
@@RepKyle95 Volcan is the Flamethrower or Not? Not useful in every Mission regarding Terrain. I played a few missions with the Rocket Launcher it was fun But still inferior to the Smart Gun
Did you get those glasses everybody’s getting in a hidden chest?
Loving these guides! Great work on going in-depth with your reasoning & giving alternatives while having great footage to boot. A labor of love it seems!
Still waiting for the ability to crouch.
Same, we still cant crouch. Kinda frustrating😅
Currently playing as the demolisher and loving it.
blast-wave also works wonders at stunning the elite targets to allow for a focused fire on it w/o wasting ammo... gunner pops over-drive, demo stuns the warrior/praetor ect... and the whole team guns it down in a few secs max. Otherwise you are shooting a moving target and wasting ammo (typically).
I quickly moved into the demolisher and love it so far
so late to this gem of a game! Thank you so much for the vides, its helped me figure out how to best spend my time and resources... and have fun!
Thanks man. This really helps solidify how to get the best of my build. I didn’t even think about the buffs that way
Yeah same here. I was just slotting in a bunch of stuff probably inefficiently that was stacking on damage and whatnot.
I’m loving this game
Great stuff. My demolisher,is at 170 and I'm goood. But. Your set up nice. To each is own.love the video bo
If you have the "Downrange" augment it works really well with smart gun builds.
Great Job! If you love Xeno's your going to like this. A Small thing that I did appreciate was the campaign mission titles being quotes from the aliens movie. Overall would give this game a solid 8/10.
Now kindly make a new AVP Game 🙏
Every AVP game and alien gsme has been awesome, even the one on the original Xbox.
Don’t sleep on Flamethrower, it’s pretty OP in Insane Difficulty , just need position correct so no random teammate come in front of fire )
Just switch to that secondary when the elites run in cause it's IMPOSSIBLE to see weak points
@@TheEdwin73 flamethrowers don't have any weak point bonus damage but between the tick damage from burning and the damage from being hit by the flamethrower it evens out, I'd imagine the flamethrower works similar to a shotgun in that it technically has multiple projectiles to hit with
As long as you don't have teammates running in front of you the flamethrower is the way! It absolutely dominates in tight spaces and mixed with the demolishers ability to stagger enemies in a wide area even elites struggle to get through the flames
@@mikehunt4265 especially when accompanied by an Overclock spec Gunner.
@@soketh3132 a gunner can be amazing or mediocre from what I've seen, I think it mostly depends on the player as most I've seen just try to sweep mobs when their first priority should be elites and then mobs
Run something similar but I use the M42A2 Scout Rifle instead of the sniper rifle, has medium optics for the green dot so less zoom than the sniper, much better follow up shots and nearly 3 times the mag capacity for doing 630 dmg with 66% stumble chance. performs amazingly well under a gunners overclocked as well since your not reloading constantly like the sniper
I’m new to the game and love using the smart gun, however I choose the max capacity armature and still manage to burn through nearly 750 rounds in a wave
Please, please please. Make an End Game Lancer Build! Please and Thank you!
Amazing vid! I love the demolisher so this is great to know 👍
love this game and the Demolisher is awesome build to play
Just know one thing about big boys. Stun them or when grabbing teammate. Shoot green spot on back of head. It's a great weak point and can almost kill him in 1 clip of pulse rifle solo
Thank you so much lol
Love u guys content much love
I have modified your build. I dropped Dazed & Confused and picked up the modifier Concussive Rockets. Since Down & Out triggers on knocks and stuns adding another stun made sense to further increase damage output by 20%. I feel it is a bit of a trade off in the fact my rockets by themselves do not have the same damage outright but when you factor in 20% from all sources it is worth.
Good video bro! what is your class tier list?
You could buff the build a little by swapping quick charge 3 for the Gunner's rapid deployment.
and slotting in the 2 slot heavy expertise for 10% more dmg and radius (if using an aoe weapon) not a bad pickup by just using a better recharge ability
This build did justice.
This was so helpful thank you !!
Bro, I’m so addicted to this game. Trying to grind out credits to buy the weapons from th armory. All of them
Do you think you could do some updated build for the pathogen expansion along with a lancer build?
Tech max out lvl in like 6 hours really nice build u can make.. I see much potential in this if they keep on adding survival maps and some other small stuff ✨👁
Awesome build..so helpful..thanks bro
Shoot those elites in the chest...the green glowing area....wow just wow
Livid you bad boy. Great vid !
I dunno why the impact greande launcher gets no love for the demolisher builds, but in the first 3 difficulties u can pretty much solo almost every map, i found it to be much more useful than the rocket launcher, does only a bit less damage but u get a huge mag size, higher fire rate and almost as much aoe damage. Can some of u high difficulty veterans elaborate if it loses DPS in high difficulty?
I'm guessing its an ease of use thing since its a lobbed shot and you have a hard time hitting enemies on the ceiling.
I agree i use the grenade launcher the most it clears groups and fucks up the big baddies
u could use the Gunner mod for CD reduction (3 cases) and then add an extra 2 case mod (like Demo Heavy mastery)
Why is there no Lancer end game build?
Surprise game for me. Got it on gamepass, a simple but a fun shooter.
Do I have to progress more to get the M42A3 Sniper Rifle? Because it's not in Park's shop yet.
Can't wait for a Gunner build, I'm a sucker for Overclocked Shotgun on Gunner.
Comes out later today!
Big fan of the shotgun it's what kept my technician on the front lines and thriving but after using the flamethrower on a demolisher I've started using the cqc flamethrower you can buy on my gunner as flamethrowers just dominate xenos
Great and useful vid as always
Great video, Thanks!!
I am enjoying this game. I don't have many problems and I am playing on ps 4. Just add quick play mode and a drop in and drop out to keep the lobby full .
Smart gun. Make ammo build. Both consumables are ammo. Never run out of bullets.
This build has severe issues, the smaller the perk the more efficient they are, a 4 slot perk has less effectiveness than 2 2 slot perks. Therefore you should try to cram in as many smaller perks as possible. 3 slot perks typically offer unique bonuses and you can often grab ones off of other classes, some give 4 slot perk bonuses in a 3 slot perk package.
Exactly my thought. In regards to this video perk Loadout:
Force modifier 4 on the Rocket ability and 1 unused slot? Why not use a Force modifier 3 + Force modifier 2 so that all perk slots are implemented. Any unused slots is sub-optimal and need reevaluation.
@@lancepage1914 Yeah, there's so much that is wrong with this build. Not just the fact he hasnt used all slots of on the grid. Him saying that the Demo is ineffective against the biggest targets is wrong if you've built it right. For the best results against ALL targets and crank that damage dealt per match from 300k to 650k, read below:
He's missing several opportunities in his build to allow for greater damage potenial. Including but not limited to running Fire and Forget, but not running an Impact Grenade Launcher. Hit the target with rifle fire as it closes the gap so that it's armour is removed. Stagger the target with Blastwave. Line up and fire the Micro Rockets directly into the target (with the included 20% damage to staggered targets, this works best). Unload GL into the threat. Even on Intense, and with zero help from teammates, Crushers and Praetorians die before they can do any damage to you or your team. Best part of this alteration? It doesn't cripple your ability to fight smaller threats too.
The Impact GL is greatly underappreciated in my opinion. If you're gonna use a Sniper, you may as well go all out and use the Flechette Rifle or the L33 Pike (I know that wasnt out when this video was made). Otherwise, use a Heavy Assault Rifle and you'll not only be effective at cutting through runners and bursters, you'll also be effective against armour.
I would recommend the scout rifle over the twilight. Higher stun/stagger, better damage, and higher accuracy.
Well it all depends on how good the aim is, I’ve had several times where hipfiring is quite needed, but I don’t have the ammo to spare with the secondary, so twilight provides a faster fire rate
Most mods for the heavy is random drops? I checked the store but there is no Deep railed Arm. Or does the game unlock more options to the store as you progress?
Most attachments aren't in the store and it doesn't look like it updates, it looks like you normally get attachments for what kit you're running but if you already have alot of that type it will give you other attachments for weapons you don't have many for
@@mikehunt4265 Thanks, yeah some weighted drop logic is definitely in play since I alway find "useful" stuff.
This dropped for me after using a Challenge Card with a mod drop perk on it 👍
How come Gunner and Demolisher are the only classes that don't have a single perk grid modifier like [Piece of Mind] or [Deep Leverage]? You might argue they don't need it but with your loadout, it seems a shame to have an empty spot left on your grid.
Blastwave is the ability I miss the most when playing other classes. I wish the Phalanx classes stun was as good.
Phalanx can, concussion blast knock for 3 to 4 seconds
If you take off Force Multiplier 4 and replace it with 3 and 2 you will have 31% instead of 22%
Exactly my thoughts upon glancing on this videos perk selection.
Ty
Weird first weapon option. I honestly say pulse rifle. Extreme and insane only give limited ammo on heavy. You'd run out of bullets and be useless before you got to the next box.
Hi, I'm a demolition player and I have a question. Where do I get the precision rockets? I only have the first two modifications of the micro rockets and I'm at rank level 60, so it's somewhat frustrating that they haven't come out yet. Do you have any idea where to get them?
I did the perk build and it took my Cr down by 15 and i was at 720
Where do you find of farm for the mod "QUICK AND DIRTY" Can't find I fo Where to farm for it
Question, can you make a video on how to get specific weapons u can't buy at the store? Or is it random drops from random missions?
How do I get the M42A3 sniper rifle? Online it said that Sgt. Park sells it but I only see the M42A2 in his list... Am I missing something?
Use rapid deployment instead of quick charge 3 it give 5% more for a total of 20% recharge speed
Can you do a build video like this for every class? Im running gunner main and would like to see a end game build for that..
Gunner vid coming out tomorrow!
@@LegacyGamingUS ahh yes thank you!
@@LegacyGamingUS DOC class next! Please. Great vids btw. keep it up!
Is doc class not really worth it?
@@vett1635 for course is worth it! Healing, Support, Defensive is great
the m42 sniper is a bolt action yet operates as a semi auto
Cant wait for the Predator DLC!!!
sadly i saw an interview with the studio head and they had asked him about if there’s any predators and he said no and there are no plans to put it in the game either 😔 doesn’t seem likely, an easter egg of sorts would be cool
@@ninjakitty0219 Its fun to joke sometimes
@@VegetaHimself no problem!! still an awesome and fun game!
@@ninjakitty0219 That's a shame. When I saw the shoulder rockets on the demolisher, I thought a Predator skin DLC would just be a matter of time. They would make megabucks!
Demolisher IS the predator (Shoulder rockets)
Quick question and that's, "why you don't run concussive rockets perk on Demolisher?" Since it increases the knockdown and stun as well as the aoe with just a reduced damage modifier on it as the drawback
I also want to know this
It also tightens the spread of the rockets rather than spreading them over an area. Least that’s what I have noticed. Less stacks of CtR and outright killing potential can mean the difference.
@@werewolfofsimi it condenses them at closer range but, they spread out at longer range and if the goal is to hard CC (Crowd Control) enemies, none compare since it has a knockdown and larger blast radius. Iirc the normal micro rockets just stumble enemies they hit rather than knockdown.
@@scottsocia7828 Which is fine, but I've noticed from a few matches earlier today that there is a large difference between the two. Yes if you want to CC a target or small group it works. BUT I was noticing that with my rockets even at long range I was never getting above 15% CtR because of the tighter spread. However, when using just base micros with all the increases I unlocked thanks to Rank 7 I was still only getting 15% and on the rare chance 20%. The damage is also just great to delete hoards of fodder in one hallway that way you can focus on the next. That and I noticed when focusing down the Elites or Specials the rockets plus AoE damage from other sources were causing some MAJOR improvements to my own build. I took a bit of what was in this build but altered it to fit into my guns and style.With some small experimentation. However due to MM Instabilities I was also having a lot of issues staying connected due to a ton of entities just suddenly splattering into chunks or the host just not having good connection.
@@werewolfofsimi For me the hard CC of knockdown supersedes the 1 stack, but that's also how I set up my build. Everyone has different combos so, whatever works works.
the extended flash hider for the smart gun isn’t very good, tbh. the tanker muzzle is infinitely better since it covers pretty much the only flaw in the demos kit, which taking care heavy enemies. it gives your team breathing room when it’s stun-locking everything every 1-2 seconds. i tried out the extended flash for a few games because of this video and it’s just noticeable worse.. it might have better dps but the amount of control the tanker muzzle gives you is absolutely insane.
Yeah but the tanker muzzle can only proc every 15 seconds. It's better used on a dedicated heavy rifle for on demand emergency stun.
@@LegacyGamingUS the perk itself might be better for rifles but it also brings up the stumble stat of the smart gun to 5.5%, and even with that small chance, you’re pretty much guaranteed a proc approx every 20 bullets or less, which is roughly at least 10+ in a 200-round mag of smart gun. the tanker muzzle’s 33% chance perk is the only thing that can proc every 15 seconds, not the regular stun chance itself. even without the perk stun, the regular stuns will still proc and they’ll still be stunned more than once. try it out for yourself~
I disagree with miller twist or hammer forged for the smart gun's rifling slot: Stumble is 5.5% so a 25% boost to that is negligible, and handling is non-existent so any % boost to 0 is still 0. I personally went with Hybrid Rifling - it ups handling and fire rate, so it makes the most sense in clearing a wave ASAP - typically I find myself using the smartgun to clear smaller enemies, not bosses, so they should/would be going down faster than the 10 seconds they're slowed for anyway.
Just my opinion though! I've been having fun experimenting with builds in this game.
Great video. Really fun game
Hey I was wondering if you guys were going to do a new class review with the new update?
After level 10 that horde mode is brutal.
Hey could you do a re work of the demolisher? I've noticed you left a spot unused. Not just that but we got new weapons and stuff
Where do you get the Tanker Muzzle Break? Ive beat this game on every difficulty and still dont have that or the armor piercing mag..... wtf
I use force multiplier 3 instead of 4...moving armed and dangerous underneath force multi 3 and down and out
Allowing me to have assault and batter in under dazed and confused
What do you think of that load out?
I got my demolisher perk setup to combat rating of 170. U got a better score? Tell how if so please.
Couple of tweaks here... you can get 2% more recharge if you swap out Quick Charge 3 for something like Rapid Deployment or Batteries Included. (assuming you've unlocked those) It probably doesn't even amount to 1 second though. But still. 2% is 2%.
Fire and Forget's bleed is nice but... the wording sounds like you are only getting 25% more damage from AoE. And if you are using a Smart Gun... that is probably not doing anything for you. Now if it was from all sources then yeah. I would say that is an OP perk.
Yeah seeing as this was one of our first builds up, it was before we had the Gunner/Recon/or Phalanx perks, plus it lets players who only ran one class at the time to build it to the best of their ability, but I've definitely made those changes by now. The 25% AOE damage increase is significant because with the explosions on smart gun, that ups that damage and is pretty sizeable. Also then works if you roll rocket launchers or flamethrower if you are feelin risky.
Hey! Thx for the info! But, where don i find the sniper rifle’s that u mention? Ty again!
How did you get that helmet??!
Where do you unlock the armour piercing rounds for the sniper rifle? Can't seem to find the attachment anywhere!
Ok, I'm rank 8 demo, and four star and three star on my most used weapons. How do you break over 648 battle power? What am I missing? I also copied your perk build out exactly...
What if you're not accurate enough for that sniper rifle? What's the next best ?
Where can you get the high caliber rounds are they just a random find in crates
I was wondering I got alien fireteam normal edition and then got the deluxe upgrade later but it’s not giving me my rewards, I am on Xbox by the way. What do I have to do in order to get the deluxe rewards.
I need the smart gun auto target to make up for my ineptitude.
for demolisher the sidearm perks Rifle or Heavy ?
what about the rampage perk? hidden cache mod. surely that should be in the build right?
I like this channel and all, But can you mix the intro music a bit lower... it's quite a bit louder than everything else.
Sure can. Appreciate the feedback!
@@LegacyGamingUS Tyvm keep up the good work, great game to cover.
SO what weapons are locked behind higher difficutlies or can all weapons be found in random drops or from the shop?
How did you get your smart gun to 113 damage? Mine is maxed out at 86 🤷🏽♂️🤷🏽♂️🤷🏽♂️ pls help
Is the flamethrower no good then?
Why not the X46 Ballista Rifle? I was able to get it to have higher stats on everything except for damage compared to the M42A3 and much higher damage compared to the Twilight, personally i see it being a better pick compared to both
How do you get the enemies to have health bars? That has never happened to me when I play.
When it comes to the demolisher there's only one thing you need to know... Use the fucking flamethrower 😤
How are the spots on the left and right that are blue letting you use 4 spots….it only allows 3 for me …..talking about the grid
Tryna look for a build with the flamethrower as a heavy weapon
Same, I love the flamethrower the most.