Don’t have much to add. Just wanted to say, as someone who loves horde/escape and always feels like the weak link on a team, thank you so much for these guides! I like to run Pilot, combat medic, and my personal favorite, Jack!
Do you have any tips for making the silverback more impactful? I feel like I just kinda stomp around with it and get lasered.
(I’m currently only level 6 with pilot so this could be part of the issue)
Yes the pilot class is similar to Demo and Brawler with late level cards being your best options.
But Pilot is very good once about level 16 I would say, as you have to equip cards to have guns on the silver back and unfortunately many of the early ones are not so good.
If you like you can refer to my Lizzie guide on further in depth early card selections, as it’s a tad old but still holds true.
Also thank you for your kind words. I truly appreciate it.
I’ve tried the Lancer Stock card, and it definitely tightens up the output of the Retro when not using the ultimate.
However, I have noticed a fairly significant decrease in damage output while using the ultimate, I think because the bullets don’t spread as much. Additionally, it tends to cause the rifle to recoil downward, and makes it very difficult to adjust to different targets while shooting.
I use the silverback mosty as a bleeding mulcher platform to help with highly dangerous flying enemies and bosses…i run the trishot and mulcher combo, that way i can just alternate shooting them without any wasted cooldown time.
Trishot is used to help brind down shields, and then immediately i shoot the mulcher, for the bleed… The mulcher’s high ammo capacity, the high rate of fire, and 250% damage boost (at level 5 bleed card) make it highly effective…
Silverback is very vounerable to matriarch and swarmak attacks, which can blow it up instantly. Matriarch’s thrown spike kills it in one shot too…
So I played some Infiltrator last night, given that I gotta get it to level 20 for the weapon skin.
The build I used :
Stim Batteries
Enhanced Stim
Reaper
Laceration
Blood Resonance
Keep in mind I only played it on Overload in Horde since the changes, so my impressions may not apply to other maps.
The above mentioned Stim build is actually surprisingly resilient as long as you have your Stim up. I managed to make it work during most of the waves but Overload is a fairly small maps with enemies easily funneled into choke points, so it was not necessarily the most difficult task but more enjoyable than I first expected. Wouldn’t get too confident with it though because you’ll go down instantly once your Stim is gone which does kind of suck.
Did not use Custom Gnasher as the damage from Laceration and Resonance is high enough as it is. And you have a 50% damage perk for shotguns at level 10 as well.
Perk leveling order was first going into some shotgun damage levels then one into the speed boost, after that equally spreading power between health and speed. Health regen was an afterthought as I would try to not lose the Stim nor get hit too much.
The 5m bleed range is still wayyyyy too restrictive though. Sometimes it didn’t feel like 5m even but more like 2-3 meters within the enemy. Effectively melee range. Needless to say that 10-15 meters would be much better.
I was doing a game on nexus with some friends, and one of thrm was doing thr same thing you desxribed, running around the map: and that map is much bigger/wider/more open than overload… It worked for him too, the stim was surprisingly resilient. But you just need to watch out for melee attacks, and boomshots…
I am curious, reaper, and stim from shotgun kills: does it work forshotgun BLEED kills? Or is it like precision repair, where the bleed doesnt count, even if it comes from a precision weapon?
The huge downside of doing this is that you are out there, alone, and without a jack, there is zero chance anyone can go get you if you go down… And there are lots of game “features” which can result in that (juvie, boomshot, ice scion, sire, etc). So while your stim IS pretty strong, you are not invunerable…
I can’t tell if it’s intentional but I received the Stim from bleed, melee kills and actual kills from the shotgun blast. Can’t tell which of these is intentional, but the fact that it doesn’t just work with shotgun shots is part of why it works.
I tried the enforcer cards last night just in a solo private on incon (no ironman). It worked fine on the early waves… I got imagos so that might have been misleading, they have little health, but it worked fine against the rejects too…
I suppose if you focus on leveling up the damage perk first, that with the enforcer card and cold finish should be ok until they get double health…
I will try it next time i am doing a master game, and I"ll see… Pilot is nezt to get to 20
Question for the audience: i have enough coin to upgrade either hammer to 5 or cold finish to 6… Where do you think the extra 10% would help more?
Hammer, you get a little extra stun duration and more damage for the otherwise criminally underpowered Dropshot always helps. Cold Finish doesn’t really get any noticeable benefit from Level 5 to 6 or anything that puts it above 50% freeze damage as then you can freeze pretty much anything in two Talon shots anyway.
That’s if the 80,000 coins from 5 to 6 on a Legendary are worth it to you.
Good stuff! Nice to see others trying this awesome build out.
I feel like Overload would actually be kinda rough for Inflitrator, primarily because of how all the enemies get crowded into one spot. On bigger maps where there is lots of cover and the enemies are more spread out, it is actually kinda great because then it is easier to force 1v1s on the enemies. Allowing for easy kills and stim. The high ground on Clocktower when your base is in spawn is a great example for this gameplay.
And yes to the other question posted: shotgun bleed kills count for stim. And I believe that part is intentional? Because the Blademaster passive says bleed counts too. I assume that it is the same here.
Some stuff that I DON’T think us intentional but still works: if you are holding a shotgun out, melee kills give you stim, and so do executions, even in cloak Ult I believe. Hopefully they don’t change that lol.
And yes, I agree with the general sentiment that the bleed range should be increased to about 10 meters instead of just 5.
It was more out of necessity to get the Venom skins than actually wanting to try it. I don’t enjoy constantly being forced into basically melee range with it, especially when the game pulls BS where you’re outside of a Carrier’s grabbing range and rolled backwards but it still kills you anyway and your Stim is the only way to survive anything. So unlikely to touch it again once it’s level 20, until they change some things about the bleed distance requirement.
Oh, also, the Overkill seems to basically instantly give you Cloak back by spamming it when coming out of it. Not sure if it actually beats the Gnasher that way though.
Fair enough. I can understand not liking the CQC aspect of it. I personally have way more fun with it than I ever did the sit-back-and-bleed-stuff style. Avoiding melees is certainly tricky. Carriers and Matriarchs are to only be snuck up from behind because of that lol.
And yeah, spamming the Overkill on a boss gets your Ult back instantly with just Laceration and Blood Resonance. Gnasher isn’t quite as fast with those cards, but I also have yet to just try Custom Gnasher instead.
Finally got round to playing this class due to leveling up others. I don’t have blade dancer unlocked yet so running ambush which is pretty useless and high level. Man I am having fun with this class. Most fun I’ve had in a while.
It is possible but risked, unless someone freezes it or stuns it.
That said, there is a “safe distance” where one can Breaker slam the ground and damage/bleed the Matriarch without being caught in the insta kill grab. Just be prepared to perform a few dodge rolls if you do such.
Screw that! That tells me that I need a locker full of Boomshots. Boomshots that anyone can take out & stop you from getting the most out of that build.
And using Frag Grenades? Yeah, I sure love chucking them and then going down [snaps] like that (while “blind throwing” in cover) as I pull the trigger to chuck a frag. When going down, that trigger pull turns into the input the game registers that you intended to Self-Destruct, when you didn’t mean to. Offing yourself and forcing your team to fight a man down for a short bit. And often times a short bit that can make the difference between clearing a wave & a wipe. Yeah sure this is funny, until it happens to you. Admit it, this has happened to you a few times. If not more… And I’ve seen this happen when I have a teammate playing as a Demolition with that build.
This is what I’ve been using regularly since Operation 5 started when I play Demolition;
Lancer GL Mastery
Custom Lancer GL
Custom Boomshot
Razor Hail
Bullet Boost
Mainly because of Bullet Boost being added, I’ve started to use the Lancer GL/Boomshot loadout. And no, I do not spam explosives like everyone else does when they play as the Demolition. I use the Assault Rifle portion of the Lancer GL more than Explosives. I use explosives sparingly because of the low Explosive Ammo Capacity this class has now. And no, I don’t use Frags because of the BS “Unintended Self-Destructing”.
When I use explosives (& explosive Bleed damage) to get multiple kills, that significantly increases the damage of the Assault Rifle part of the Lancer GL for 15 seconds (due to Bullet Boost), On top of the Recoil Reduction & Headshot damage increase (due to Lancer GL Mastery), the Lancer GL damage increase (due to Custom Lancer GL), and the Assault Rifle Damage & Critical Damage perks on top of those, you can take down enemies fairly fast. Especially when you go for those Headshots.
“What about ammo?”
That’s where the Ammo Regen perk comes in. And it also works with Explosive Ammo; Lancer GL included!!
So that eliminates the necessity of a Locker full of Boomshots/Lancer GLs where anyone can just take them out and stopping me from pulling my weight on the team.
While I’m waiting for the Explosive ammo to regenerate from the Ammo Regen Perk, I just use the Assault Rifle part of my Lancer GL and go for those Headshots.
With this build, I’ve been doing fine without a locker. And I no longer have the issue of self-entitled brats keeping me low/dry on ammo when I needed it.
You can say whatever you want with this build I’m using, I’m sticking to it.
I agree completely. The ammo regin is quite nice with this build. When the OPT first dropped there was a crazy ULT regin happing with the grenades but has been secretly patched or something as it no longer works.
But the build you mentioned is what I also use at this time.