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Contents
- 1 Introduction
- 2 As an Artillerist
- 3 Favorable Traits
- 4 Equipment Preferences, perk combinations and items
- 5 M.A.G.N.U.M. "Impusca Vana"
- 6 Holdout Mode
- 7 Conclusion
Introduction
Draw, Aim, Shoot, Celebrate (but seriously please don't)
'Tis why I love being an Artillerist, it's that simple really! But Agents always seem to underestimate the duties of being an Artillerist. It should come as no surprise that Artillerists are great with firearms - it's what we've been trained for, which is why we are the stars of taking down the most problematic of enemies in the field.
Where others must struggle with the processes of melee combat, all it takes for an Artillerist to dispatch a foe is two clean shots.
As an Artillerist
You're essentially a cowboy on the field. Just grab a peacemaker chain and scream 'yeehaw' at the top of your lungs every time you hit a shot! Comedy aside, Artillerists are invaluable Agents on the field as a strong support perk - which means they are able to handle most area defense situations that are going south if they are well-equipped. Firearms are a hell of a lot more powerful than melee weapons, but infinitely harder to maintain than melee weapons are - obviously this is circumvented by your ability to somehow scavenge more ammo from the same ammo box. Trust me, 3 more bullets for each box of bullets scavenged can make all the difference in the long term.
Ironically, despite Artillerists being good at putting enemies down with their firearms, they don't respond well to bullets or other forms of physical trauma themselves. All it takes is for us to keel over is a blow from a pipe or a bullet to the chest. We're fragile, but we're agile, quick to act and quick to think. Better make sure you're hanging back nice and cozy with pavises and bullets in hand.
Just remember that your teammates are counting on you to hit your shots so you better land them. Head and heads alone are your targets, so don't miss.
[Also note: We're pretty much useless in the early waves, so please just wait and be patient and leave the rest to our fellow Berserkers, Vagabonds, or any melee class. Wait until the later waves where guns are more vital.]
Favorable Traits
Traits that enhance your ability on using firearms are highly recommended, as the Deadeye buff from a headshot via your high-powered revolver synergizes well with Reliable, Professional, Paranoid and Lone Wolf. With the right choices, one of your specialties will be superpowered. Whether it'll be aiming or hipfiring, you'll be doing it a hell of a lot more accurately. It's recommended Artillerist mains use at least one gun trait to center their build around: and any traits proceeding revolve around resistances or aiming-- as one's your weakness, and the other's your specialty.
Reliable agents have their reloading speed supercharged when getting the Deadeye buff. They either have a non-existent or very miniscule downtime when their weapon is dry. Reloading as fast as you can helps a lot in situations where you have to fight against the odds or tides of scavengers ahead. Make sure you don't miss your deadeye-- and aim precisely, no matter what weapon it is. Ammo is everything.
Professional agents are masters of fighting against recoil. Being a professional agent, landing your deadeye and keeping your aim steady with any automatic gun is a good way to obliterate the opponent, as felt recoil is reduced heavily-- almost to the point of nigh nothing. It doesn't mean anything if you can't land your shots, though. Make sure your aim's on par and your hand is steady before you try your hand at this trait.
Fearless agents don't really live up to their traits name, but an amped resistance against ranged damage and explosives are way more useful than traits that increase your ability to withstand melee attacks-- as you'll be the one on the sidelines, so they're not going to be targeting you if your team's competent enough to handle it. Even if they do, a well-placed headshot'll do the trick well enough. Can't say the same with those long-ranged scavengers out of your view. It's easy to aim at the close ones that grab your attention, but those snipers hidden in the divots of your wake will be your undoing.
Funny enough, Agents who are Paranoid exist within the ranks. I kid you not, their ability to pull the trigger so quickly makes something as innocuous as a pistol firearm as inhumanely effective as an SMG. It's not like it's a bad choice either, thanks to your now-increased ability to deal bursts of damage with ease. If you hit heads, they'll be dead. Make sure your tracking skills and aim are up to par before you try this build, or you'll get wiped.
Equipment Preferences, perk combinations and items
As per usual, Artillerists with Throwing Knives are relatively common... well, not that throwing knives aren't popular with the rest of the agents regardless. The ability to dispatch enemies instantly with two flicks of the hand? It's incredible. There's no reason not to use it, due to how your whole perk is already oriented around aim in and of itself. It allows easy scavenging no matter what Perk you decide to use, and it can be a useful tool during the waves if you don't find enemies during the Night. It's also one of the only auxiliary equipment gadgets that actually deal offensive damage. An undeniably reliable backup as long as you don't miss your shots with that, too.
Artillerists are agents that serve as backup when area defense goes south. As such, when its your time to shine it's imperative you've ought to rid yourself of that nasty morale your frontliners give you with some good old Koldera Black. It always helps to calm the nerves before taking an important shot-- as you will be doing. A lot of the time. You're their last line of defense. This run won't end with you. They're going to see what real aim looks like.
Tear Gas is a viable option. Disorienting enemies with riot control grenades is a very good time to get their shots off, as long as you remember how they primarily react when you throw the item. Usually, scavengers will keel over first, and this is the most opportune time to strike. Optionally, you can prepare your shot for when they get back up. Being able to almost any enemy, at any time, at any place within your reach is a powerful tool. When the tear gas goes out, the bullets go in. A perfect combination.
Try to have a Lazarus, Crosslink or Hivemind on your team. All their perk abilities involve stun and it's more than enough to ready your revolver and take aim. When they've set their wires, shot their rays, and readied their bugs, by that time you should already have your revolver primed and ready to fire. When they stand still for just a moment, aim down your sights and land that hit. No matter the cost. One shot, one kill.
The only items that allow synergy with your perk are Steel Snares, Steel Punjis or Immobilizing splints. Stunning your enemies are core keys of your gameplay-- and while you do need enough skill in head-tracking to hit your enemies while you're moving, that doesn't mean you can't make life easier for yourself by working smarter, and not harder. Why splints? Sometimes, you just really don't want that nasty fracture ruining your clutch. Trust me. I'd know.
M.A.G.N.U.M. "Impusca Vana"
A high-caliber revolver, fitted with armor-piercing rounds that go through any resistances an enemy might have. Powerful, but you only have 1 shot to make a difference.
Agents tend to put flair into using this-- most likely due to their ability to aim. After all, Ulayclon picks only the best marksmen to bestow this revolver upon. When Agents land headshots, their confidence increases tenfold. They've got enough aim to shoot their shot more than a kilometer away, they've got enough accuracy to spray a full bullpup into somebody's head with no misses, and they've got enough reloading speed and recoil handling to compensate for a single party alone. Moving doesn't affect their aim in any way-- whereas before, even they would be susceptible to swaying and tossing. With all these perks combined, the Artillerist becomes a killing machine... as long as you hit that first shot. Because every shot opens up new opportunities, and you'll grasp them by the throat and claim them for your own. Because god damn it, if that isn't what you do-- then you don't know what is.
Impusca Vana roughly translates to Shoot and Hunt in Romanian, and it does more than enough to live up to its namesake.
Holdout Mode
When you're defending your evacuation pilot, you've come to find that firearms are a lot more useful than they are before, due to the abundance of ammo. Exploit that. Hoard as much ammunition and keep using the ammo fabricator as much as you can but please for the love of god don't use it in the middle of the wave or even worse a boss wave. One modified AKM is enough for you.
Thanks to the incredible amount of scrap scattered around you are expected to collect, and the fact you gain scrap on kill and can therefore funnel it into your ammunition and firearms as a result, the only thing stopping you from filling them with lead (this being limited ammunition) is almost negated as long as you stay on top of attaining it from supply containers or fabricators. This makes you an invaluable teammate in Holdout Mode. They couldn't ask for anyone better on their side, because you damn well know your way around guns like the back of your hand. Shoot well, shoot fast, and shoot hard. When they least expect it, show them why you're the artillery, and show it proud.
Conclusion
Guns galore. Firearms scattered around the desolate snow wasteland. Sirens bellowing in the distance, beckoning to you as your teammates fall down around you. Lost in the sea of lead and gunpowder, you grasp for your Koldera Black. You take a deep breath, and focus in on your sights. As death surrounds the area in a gentle mist, poking and prodding at your mind, you let yourself go. Your hands move on your own, and before you know it, you fire.
Artillerists are invaluable team players that can turn the rising tides against the odds in the worst of situations-- because even if the rest of them fall, you definitely aren't. Not playing the right cards, you aren't. Breathe in, breathe out. Take the shot.
Remember to stay focused and disciplined. Farewell for now.
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Boom! Headshot.
Nice one! Do it again!
Wait.
For what?
I need to shit out another bullet.
Excuse me?
*Screaming*
...
What the fuck?
it's lucky I killed that last guy otherwise it would have taken longer.
What the fuck?!
POW! Haha!
...
STOP! PLEASE! Oh, fuck this!
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Basic | Survivalist- Damned | |
---|---|---|
Support | Lazarus- Zealot- Prophet- Sovereign- Mindflayer- Apostle | |
Frontline | Vagabond- Arbiter- Executioner- Immolator- Berserker- Drifter | |
Backline | Artillerist- Riskrunner- Hivemind- Blitzer- Tickspider- Crosslink |