Overview
This guide will cover all of the perk options available, a complete coverage of your class and the necessary builds you will need to conquer Hoxxes IV!
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Lock and Load is a weapons guide designed for newer players, that provides advice on how to use each weapon and what upgrades to prioritise with your limited minerals. it also provides some quick advice on mastering the fundamentals, perks and class choices. So, turn that greenbeard into a greybeard!
– Added a guide introduction, image and changelog.
– Updated the fundamentals, better description and less fluff.
– Updated gunner build format. (See WIP about other classes)
– Passive perks now updated to current version. Perks format improved dramatically.
– Active perks now also updated!
– Some builds are out of date, currently testing weapons as of 13/01/2021, will update guide after I’m happy with testing.
– Weapon testing somewhat finished, going to add thorns perk and some weapons (by March)
– Format applied to gunner builds need to be rolled out across all classes.
Fundamentals
Proper positioning is what wins games. When a swarm is announced, an egg is mined or any event with high action start looking for a good location to hold off in.
Flat ground with space to kite free of danger is the first priority. Clear sight-lines second, possibly with some chokepoints. Finally, make sure you have an area you can retreat to if things get hairy. Sometimes, you’ll have to fight in a bad location, but try to use your tools to improve it beforehand.
Kiting is the act of running around, while dealing damage. The best way to kite is by sprinting then jumping, before firing your weapons while mid-air. While mid-air, slowdowns applied do not have any effect until you have landed back on the ground, keeping you moving at sprint speed.
By utilising sprint-jumps you can cancel out most slowdowns from things such as: Grappling, Firing and Mining. Another use of sprint-jumps is to increase the range of throwable items, like flares or C4, as the throwing distance is affected by speed.
Keeping up a solid pace in DRG means less swarms, less ammo wasted and less chance of failing. While you’ll naturally get faster over time, some tips include skipping over hard to reach minerals or making heavy use of bosco. Not to mention, skipping over enemies that do not pose a threat.
When making a build, generalist builds with a mix of AoE and single target damage tend to be more flexible. For example, driller with a flamethrower may want to take power attack damage + impact axes, to allow him to deal with large single target enemies if needed.
AoE: This means area of effect, damage that can affect mutliple enemies at once.
DoT: This means damage over time, damage spread out across a set duration.
Recoil: How much your screen tilts upwards and around when firing a weapon.
Accuracy: How tight the spread the projeciles of a weapon is when fired.
Stability: How much the spread of the projectile of weapon increased as a weapon fires.
% Symbol: Means there is multiple mod options available for that row.
Gunner
Gunner provides heavy sustained damage to the fight, though struggles to kite as easily as other classes. His ziplines provide an easy way to navigate through caves, while his shield can provide a window of opportunity to revive fallen players and dish out damage.
- The minigun provides a solid reliable damage output against medium sized creatures and above, but struggles with swarms of smaller enemies.
- The autocannon has a slow windup, but it’s additional splash damage helps it to effectively deal with hordes and enemies of all sizes.
- The bulldog is a pocket sniper capable of one tapping many enemies, and can be used to pick of long ranged threats though has a limited clipsize.
- The BRT is a solid, generalist gun that can perform any role it is needed to. While slightly shorter range than the bulldog, it’s clipsize makes it easier for spamming out damage.
- Zipline is a great tool for getting across large gaps, entering caves and moving gems like aqaurqs back to the minehead.
- The shield can save entire teams by giving crucial breathing room at key moments, allowing for easy revives and your team to pump out damage from safety.
- The sticky grenade is just solid AOE damage if thrown in front of enemies on the ground. Can be used to scare away praetorians with a direct stick.
- The fire grenade is niche, doing less damage than the other two gunner grenades.
- The cluster grenade is a massive explosion and the most damage overall, though hardest to control.
⠀⠀Minigun Build
- Accuracy allows the minigun to hit weakspots easier OR Faster windup makes the minigun far more responsive.
- More ammo allows for the minigun to last longer OR more damage to shred through enemies quicker.
- Blowthrough allows the minigun to be far more effective against clumps of enemies.
- More damage to shred through enemies faster. Stacks well with faster windup (row1) + damage (row2).
- All options are good. Personally prefer aggressive venting for a large fear effect. If overheating often, cold as the grave is likely the best choice.
⠀⠀Autocannon Build
- Direct Damage allows for more DPS especially against single targets. Ammo is another popular choice, although can be an excessive amount of sustain.
- Lighter Barrel Assembly helps the gun to reach max damage much easier, especially when kiting and in chaotic situations.
- Direct Damage again for more DPS and ammo economy OR Firerate Increase for a massive boost in damage and handling.
- Splash Radius allows for significant damage against hordes of enemies and makes the weapon more effective against swarmers.
- More Damage again for yet more DPS OR Fear for a powerful crowd control, that’s a little chaostic however.
⠀⠀Bulldog Build
- Accuracy is important for hitting the weakspots.
- Ammo is key to increasing the guns limited ammo pool.
- Hollowpoints massively increases damage against weakspots.
- The final damage upgrade, this allows the bulldog to oneshot slashers and mactera.
- Dead Eye is amazing for jump-shooting, a key kiting tactic.
⠀⠀BRT Build
- Recoil Reduction helps to stabilise the gun at long ranges OR blowthrough if you want the weapon to serve as a backup horde clear.
- Burst Delay Reduction improves the guns lacklustre handling immensely.
- Large Clipsize to further improve the guns handling.
- Ammo to improve the sustain of the weapon OR Hollowpoint for a weapon that does heavy burst damage.
- Stun is the preferred option. Burst can improve DPS however often overkills enemies wasting ammo.
Driller
The driller is a close range powerhouse. Both his primaries are easily capable of dealing with swarms of enemies and crowd controlling larger threats. His secondaries help him do yet more AoE damage or pick off long ranged enemies like spitters. Finally his drills let him get around anywhere with ease.
- The flamethrower can wipe out any medium enemy or smaller in seconds. It leaves a fire effect that can spread between enemies to finish off anything that survives. (Shoot through and underneath enemies for maximum effect)
- The cyrocannon can freeze anything from grunts to bulks, providing a massive damage boost to any kinetic damage dealt to the target. (Shoot through and underneath enemies for maximum effect)
- The subata gives the driller a much need long range option, and can do decent damage against large targets due to the stacking damage bonuses.
- The EPC gives the driller a way to do massive AoE damage at longer ranges, and can eviscerate small enemies before they get close.
- Driller’s detpacks can delete entire waves of enemies, especially when combined with crowdcontrol effects like pheromones or LUREs.
- The drills let driller go anywhere with ease, and be highly independent. Very useful for getting back to the pod as driller can drill straight back.
- The impacts axe gives driller a much needed single target damage source, and is a great pick.
- HE grenade is remarkably lacklustre, and unfortunately does not provide any large benefit.
- Neurotoxin is some large DoT but takes a significant time to deploy and blocks line of sight for your team. Use with caution.
–Flamethrower Builds
The Flamethrower is capable of melting waves of enemies and setting enemies on fire for weapon combos and damage over time.
- Increased Fuel Tanks is a massive improvement, due to the flamethrower taking a long time to reload.
- Direct Damage is a key component of the build, due to how large the damage increase is.
- Firerate Increase combines with the damage upgrade from before for large damage output.
- Ammo is required to help reduce the extra fuel consumption of increased firerate.
- Finally Explosion on Death does massive damage against clumped up enemies.
–Cryocannon Builds
Cyrocannon has less range and ammo than the flamethrower, but the powerful freeze effect can make eliminating high value targets incredibly easy.
- More Freeze Power to allow for quicker freezing of key targets.
- Ammo to improve the cyrocannons sustain in combat.
- Faster Freeze Flow to go with the freeze power increase from row 1.
- Ammo once again for a massive increase to the Cryocannons sustain. You can take Increased Freeze Power although you may find yourself running out of ammo.
- Fragile makes the cyrocannon far more effective against grunts, guards and slashers by breaking them apart instantly.
–Subata Builds
The subata provides a large amount of accuracy and ammo, being a great way to cover driller’s weaknesses.
- All options are good here. I personally prefer reload speed, as it allows me to keep the subata topped up at all times.
- Ammo OR damage, however taking both damage upgrades might result in a lack of ammo.
- Ammo OR damage, however taking both damage upgrades might result in a lack of ammo.
- If running the flamethrower, hollowpoints with volatile bullets results in a massive amount of damage by stacking the bonuses. If running cyrocannon you cannot hit weakpoints against frozen enemies, so the straight damage increase is better.
- If you’re running the flamethrower, you’ll want volatile bullets. If running the cyrocannon go with the mactera damage increase since you cannot easily set fire to enemies.
–EPC Builds
The EPC gives driller the ability to do AoE damage at long range, with versatility however lacking the ammo supply and accuracy of the subata.
- Stacking Ammo to try and combat the lack of base sustain.
- Ammo OR damage, however taking both damage upgrades might result in a lack of ammo.
- Faster Charge Speed to improve the weapons handling. While reduced charge cost helps with the ammo problems, without the faster charge the weapon can be dangerous to charge up in hectic situations.
- Stacking Ammo to try and combat the lack of base sustain.
- Unstable Containment Field is a powerful mod, however does take a lot of attention to use effectively. Flying nightmare and hot plasma are both very niche, and do not fit well into driller’s kit.
Engineer
The engineer always has a solution, and a weapon for every situation. The PGL and breach cutter provides a massive amount of damage in different ways and the turret adds even more damage ontop. Platforms can be used to secure any area and make walkways between locations.
- Warthog is a close range weapon capable of dealing decent damage to grunts and praetorains but struggles against tiny enemies like swarmers.
- Stubby has a bit less ammo economy than the warthog but slightly more range and the ability to stun enemies, slowing them down and doing damage.
- PGL can delete hordes of enemies from large distances, and is effective for anything weaker than a guard.
- Breach cutter is excellent against bigger foes, and can shred various threats to bring them down quickly.
- The platform gun allows the engineer to secure salvage zones and creates bridges to any places necessary for the mission.
- The turret adds yet more damage to the engineer’s arsenal and is excellent at killing swarmers and shockers.
- The LURE attracts up to 10 enemies, giving you a great window to deal damage. On higher hazards, multiple may have to be thrown at once to be effective however.
- The plasma burster is a grenade great in tight chokes, but incredibly niche in most situations.
- Proximity mines are great for locking down an area, making them effective on salvage. If you find yourself kiting often however, their deploy time might be unideal.
–Warthog Builds
The warthog is a solid weapon, effective against most enemies within a short range and has excellent ammo economy.
- Clipsize improves the uptime of the weapon significantly.
- More ammo gives the warthog much more sustain. All three options here are really solid however, but the ammo is much more versatile.
- Reload speed combines well with the clipsize increase from before, ensuring the weapon is always ready to pump out damage.
- Damage allows for easier one-shots on grunts, meanwhile armourbreak is an extremely niche upgrade.
- Firerate Increase and automatic fire are both great quality of life upgrades, and improve the handling. Turret whip requires too much attention on higher difficulties to be effective.
–Stubby Builds
The stubby doesn’t have the same ammo economy or damage output as the warthog but provides massive crowd control and damage over time.
- Increased Electrical Chance is a cornerstone of this build, stacking with other effects.
- Recoil Reduction is massive for the stubby, since it’s stability is so poor even when burst fired.
- Both are great options. If you find yourself running low often, take the ammo, if not the damage upgrade.
- Increased Damage against Shocked Enemies, since your electric chance is 50% this effect comes into play much sooner and doesn’t require precise aiming.
- Electric Arc is the best option here, the increased shock chance means that this effect triggers far more and providing amazing crowd control.
–PGL Builds
The PGL is the best long range AoE in the game, and consequently one of the strongest weapons.
- All options are solid here. Damage helps you reach key breakpoints, ammo is always nice due to the low ammo count, and splash makes the AoE even stronger.
- Ammo Increase is a massive boost to how much damage you can dish out.
- Fire Grenades allows for the weapon to easily melt grunts or any enemies close to death from the initial blastwave. Armour break is a tad niche, and not ammo efficient.
- Splash Radius is a massive boost to the effectiveness of the weapon while stun is incredibly niche and randomised damage can cause the weapon to miss effective breakpoints.
- Spiked Grenade is the better choice simply due to the fun yet chaotic nature of proximity grenades.
–Breach Cutter Builds
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- Extended Lifetime gives the breach cutter much more effective range.
- The Ammo Increase is just too large to pass up, giving this weapon far more sustain.
- Both options are good. Quick deploy allows you to ignore positioning, although plasma width can catch way more enemies.
- Both options are good. Stun will trap enemies in the plasma field, while armour break is much more effective against praetorians.
- Plasma trail is great, catching swarmers especially if combined with the stun upgrade from before.
Scout
Scout is the quickest class in the game, able to run circles around any enemy. Scout can easily revive other players and has access to some of the strongest grenades in the game. The downside is that the scout lacks significant amounts of AoE damage and ammo relative to other classes.
- The GK2 is an all round solid weapon that has no remarkable features. Able to handle shooting big targets, small targets and everything in between with ease due to solid damage output.
- The M1000 struggles against tiny enemies against swarmers, but is able to easily bring down larger enemies at long ranges and one tap various bugs.
- The boomstick has limited range, but inside that limited range it provides an excessive amount of firepower that will shred anything that’s not a praetorain or larger.
- The zhukovs are a pair of sidearms that will shred through hordes and tiny enemies with a bit more range than the boomstick.
- The grappling hook is the corner stone of scout, letting him easily escape any problem allowing him to survive and rescue the entire team in bad situations.
- The flare gun provides the entire team with light, especially useful during swarms and stops the team from walking straight into those cave leeches.
- IFGs are a powerful slowdown and damage increase, but have a limited area which can often means enemies bypass the zone.
- Cyro Grenade is amazing for freezing large groups of enemies, but requires a followup to be fully effective. Especially effective against mactera and mactera plagues.
- Phermones causes enemies to massively group up, and gives a large window of time to blow them up or revive allies making it an incredibly strong grenade.
–GK2 Builds
GK2 is a solid weapon good for all situations, however it lacks against swarms of enemies and has limited ammo supply.
- Firerate helps to deal with hordes easier by outputting more DPS OR better base spread to give the GK2 a larger effective range if burst firing.
- Both are solid choices, however taking the damage increase might result in a lack of ammo so I would recommend going with the ammo upgrade first.
- All options are good here. The damage increase is minor, so feel free to take the handling modifications if you prefer the weapon with them. You will still be able to oneshot swarmers.
- Hollowpoint is a better pick than Armour Break, as scout you should be able to easily hit weakspots if flanking with the grappling hook. Firerate is a nice damage increase, though you may find ammo to be extremely lacking especially without previous ammo upgrades.
- Battle cool is better here, especially if you did not take any accuracy related upgrades. The Speed buff is powerful, however it can be easily obtained from the grappling hook. Stun is nice, but does little to help with scouts lack of ammo.
–M1000 Builds
Gives the scout an accurate weapon capable of one-shotting many enemies, or staggering the,.
- Ammo capacity to improve scout’s limited ammo pool OR The damage is nice for a few niche breakpoints however.
- Faster charging improves the weapons handling drastically, and makes it far easier to kite with.
- Additional damage on charge and hollowpoint on row4 allows the weapon to one-shot certain enemies with a charged shot.
- Hollowpoint is another massive damage boost and as mentioned aboved needed for key thresholds.
- Stagger on focused hit is great for keeping larger targets pinned OR quick reload on headshots if you want a weapon with more uptime.
–Boomstick Builds
The boomstick is a weapon capable of decimating large amounts of warriors, and heavily staggering larger enemies.
- Increased ammo capacity for more sustain.
- Faster reload speed, since the weapon only has 2 rounds per clip the quicker reload speed makes a massive difference.
- More pellets per shell allows for grunts to be one-tapped by the shotgun.
- Blowthrough allows the shotgun to be highly effective against condensed swarms. Scout can circle around enemies to get enemies to combine.
- All options are good here. Do note that fire-damage does reduce the shotguns damage against dreadnoughts.
–Zhukov Builds
The zhukoves provide quick and nimble burst damage, though do have issues with ammo economy.
- More ammo to once-again combat scout’s ammo deficiencies.
- Quicker reload speed improves handling, but has a good synergy with row5 upgrade get in, get out.
- Accuracy means less ammo is wasted going wide, and that more shots hit weakspots improving both damage and ammo economy.
- Blowthrough allows the weapon to shred warriors easily OR hollowpoint for a weapon that is capable of high burst damage.
- Unless if you are running IFGs get in, get out is the only useful upgrade. If running IFGs, the additional damage is highly effective.
Perks
Testing Section (Ignore)
- Accuracy allows the minigun to hit weakspots easier OR Faster windup makes the minigun far more responsive.
- More ammo allows for the minigun to last longer OR more damage to shred through enemies quicker.
- Blowthrough allows the minigun to be far more effective against clumps of enemies.
- More damage to shred through enemies faster. Stacks well with faster windup (row1) + damage (row2).
- All options are good. Personally prefer aggressive venting for a large fear effect. If overheating often, cold as the grave is likely the best choice.