Very happy we have the discount with Surfshark again! Get Surfshark VPN at surfshark.deals/coolguy - Enter promo code COOLGUY for 83% off and 3 extra months for FREE! Immortal will still stand after nerfs. It's too good. I would get a couple rolls and be ready for whatever is thrown at it.
Coolguy, probably Surfshark needs to check the math. They are not giving 3 months free, they are charging them, so if I pay I do it for 27 months and, I get taxed for 27 months, not 24. I went all the way until I had to choose my method of payment. The price though, is cool but I can't trust a company that has math issues.
My first roll was the encore killing wind roll, with range barrel and MW, and I immediately said "target lock or no, this will be my favorite one" and it really is. Target lock is very popular in the vids, but definitely don't discount all the other sweet rolls this thing can get. For base stats, it's the Palindrome of smgs, and that is not an exaggeration. Thanks for reminding the community to keep an open mind on this thing, there's so much more it can do.
Something I didnt think about until I saw you playing Shadebinder was how useful Target Lock would be against frozen targets. Combined with Whisper of Rending, especially.
It's almost indescribable how strong this gun is. I managed to go solo flawless this weekend and played against a fair variety of loadouts on my way there. However, since I've hit the flawless pool, every match has been completely dominated by increasingly good rolls of The Immortal, either paired with a sniper or Le Monarque. That's how good it is: within the player population with access to it, EVERYONE is using it. It feels like a bit of an arms race tbh; you put it on yourself or you get crushed by it. It's the definition of meta-warping.
Did my first ever solo flawless this weekend and got an adept w/ smallbore/ricochet/encore/killing wind/range masterwork. Absolutely love this way more than the ikelos
I have the non adept version. I went on d2foundry and it says with that roll you get 100 range 100 stabilty and 100 handling. That is if you get max stacks of encore + killing wind
I think you are undervaluing keep away. There are lots of clips in this where you are easily 15m away from the enemies and would be proccing it. Additionally, the range bonus is basically just up all the time because within 15m you don't experience falloff. You only get the bonuses when you need them. It also gives accuracy which makes it easier to land shots as you start getting falloff. It is quite comparable to rangefinder.
I had this thought, but I wasn’t sure if I was just trying to defend my keep away/target lock roll haha but I feel like within 15m, this thing doesn’t need help (like threat detector) because the stats are juiced, and rangefinder can sometimes feel awkward up close until you’re used to the zoom. But keep away helps towards the limits of this things range by bumping range and accuracy to go along with the ramping damage. Really good for 3s
It's a good alternative for people who don't like the increased zoom from rangefinder since it does mess with cones which can feel off to some people (I personally don't like rangefinder on some hand cannons despite liking it on others, totally a feel thing)
Yes! I have a max range roll with full bore. Keep Away and Kill Clip. Increased range, accuracy and reload. It goes very well with Kill Clip. I usually fight people beyond the 15m range because fusion rifles and side arms. Think about this @coolguy
I think CoolGuy undervalued Keep Away a bit, because it's free range + extras But i'd say that KA is better in a 3v3 scenario where there's less players and less running and gunning, whereas in 6v6 someone might be 15 meters away from you but in a different room I'd say RF is still the better option because it's +zoom and it's basically always active, but i've seen a few friends complaining about literal 4/5 rolls with Keep Away
After trying a few rolls, I think Keep Away is actually great. I preferred it to Rangefinder. The accuracy and range bonus after 15m feels awesome. I find the Rangefinder roll awkward in close range fights because of the extra zoom but Keep Away doesn't have that problem
Not only does Killing Wind give you +20 range, but it also gives you a 1.05 modifier on your damage falloff range. So with the roll Cool Guy has, you're getting to 100 range with a 15.4ish zoom and an additional 5% range on top of all that. -Sincerely, a Lover and Abuser of Submission with Encore + Killing Wind
I'm trying to understand why you feel keep away is out of place? Outside of 15m you're getting 10 range 30(?) Reload and 10% accuracy cone reduction. Imo that's great. You get the range when you need it. When the enemy is far away you get a bump. You don't need a 25m drop off if you're fighting under 15m. The 30 reload procs if you win your duel if the enemy is close. They're dead, you reload fast if no one is around. The accuracy bonus is what I like the most. It really helps with consistency at or past drop off. People always hype up dynamic sway or tap the trigger. This works the entire time the trigger is pulled though I'd take rangefinder over KA, but honestly I wouldn't sleep on it.
Also forgot to mention, it's nice to roll with Gemini Jesters. When the buff goes away you get a solid confirmation to dodge to knock radars. Just my opinion though 🤷
Range finder tap the trigger has been an absolute monster in pvp. While then I got a range finder target lock in order to fit in with the rest of the player base chasing meta haha.
I went solo flawless for the first time and got a roll with surplus and tap. It's an absolute laser in pvp. Doesn't need target lock to be a beast imo.
I didn’t get a single target lock drop with over 20 rolls. This video helps me cope. That being said it’s not going anywhere so I can’t really sweat it because everything else I farmed recently was on the lightfall deadline. I also got a bunch of other rolls that I wanted. I think hatchling is cool and solid but kinda like incandescent in that it plays best in easy content, not as good in hard content. That’s why I really want the target lock roll… it’s the one for chunky PvE content. The straight up rangefinder/kill clip with 72 range stat has been the only one I’ve put time in on so far but in PvP it’s great. Haven’t tried it much in PvE but I imagine in any content where SMG’s are good for actually mowing down the bulk of targets it will be amazing. I’ve become used to no damage perk on the mini tool and the Ikelos requiring a kill for voltshot anyway so I was wrongfully jaded when I didn’t get target lock this weekend. Honestly when I have frenzy up on funnelweb or submission they feel like they shred so I imagine going to a 25% bonus for chaining kills when I’m going to be chaining kills anyway will feel excellent. I’ve also never really liked surplus because I like to use my abilities but now there are so many builds and situations where abilities are plentiful and often have multiple charges. Triple strand melees or the double nade with the Hunter really make that perk seem more appealing; as does Starfire along with many other builds.
Managed a fullbore/ricochet/perpetual/TTT stability MW with adept range I have 83 range and with almost 100 stability after perpetual and TTT kick in(95 to be exact). I love this thing for dueling in 3s. I see a rangefinder or Target lock nerf coming in the future, especially since rangefinder is seeing the same popularity with SMGs as QuickDraw had with shotguns. I have faith my roll competes and will stand the test of time. Great vid again Cool guy love ya brother
This is one of the few times I’ve disagreed with you. Keep Away is such a a good perk on this gun, because when it’s not active you don’t need it since the gun is so good at base. But the second that perk becomes active it’s a tangible difference; at least to me. Heavy bias here, but keep away has more utility than rangefinder to me. It’s worth trying out keep away because of the benefits it gives and how it can elevate the gun into engagements it really has no business being in. Amazing video as always!
@@patriot459 If you use grapple and have perks like heavy handed or the grenade counter part, it's good with the add clear sense you go ham with tangles. The grapple melee kills count as both powered melee and a grenade on kill. Makes synthoceps fun with Spider-Man swings. Honestly it's more for fun. Target lock or hatchling would be better for endgame stuff. Although, I'm pretty sure shooting a tangle with the demo roll and getting kills count towards your grenade energy coming back. Gotta do more testing.
Unless I'm forgetting about something more obvious only time I can really recall when Bungie's hit out and retroactively changed stats was when they tweaked Model Red 8 only for Multimach, and Jack Queen King 3 and Spare Ration's stupidly high AA got lowered a bit despite being long sunset. But anyway you're correct this is very much like Igneous Hammer where even if you got the 3/5 roll, the thing still is coming in with some of the best default stat possibilities and you can't really go that wrong with stuff. That Origin perk absolutely is amazing as well.
For hunters I recommend using a perpetual motion roll + speedloaders My roll is full bore, ricochet rounds, range masterwork, perpetual motion and target locked. And it just makes the stat package insane. + 10 stability after 2 seconds + 40 handling after 2 seconds and a dodge + 40 reload after 2 seconds and a dodge + 30 AE after a dodge And if you keep fighting and winning? You can get 10 more stability, and an extra 30 handling and reload. Like, what. Would I take the two extra metres of range from rangefinder?. Honestly no. I wouldn't.
*In comp / Trials... Weapons Always feel way way more OP.. Because team shooting occurs far far more frequently so getting absolutely deleted happens so dang fast but that is how the cookie crumbles.* Is it OP... Nah... Last Word Hand cannon has 21 meters of range with a .53 TTK!!* it has always been way more deadly than most SMG's in the shorter range category.
I'm hoarding about 6 of these right now. My favorite so far is a max range (90) with DSR and TTT. Monster range and the perks bring the stability up and make it a laser beam, without needing a proc. Just shoot and it feels great all the time
I’ve got a rangefinder / target lock for PvP and an encore / Kill clip for add clear in pve (with Field-Tested that’s a LOT of stat boosts). Both non-adept, both powerhouses.
Keep Away has been banger for it imo. The reload is super and the range and accuracy buffs help when you actually need them, past 15m. The only time I think it's worse is when you're fighting a 1vX and one person is deactivating your Keep Away while you shoot someone far away. I feel like for PvE, Rufus will just be a better workhorse with Demo+Hatchling/TLock with the same range and double mag
I got farmed multiple rolls because you know this gun is gonna get hit with a nerf eventually. >Surplus & Demo >Rangefinder & Target Lock/Kill Clip >Rangefinder & Tap the Trigger/Hatchling >Dynamic Sway & Tap the Trigger/Killing Wind (those two perks are stability overkill imo, might delete it).
I ran my first full trials card a week and got a keep away + target lock roll with corckscrew + armor piercing and a stability masterwork. It is now the only gun I use in PVP 😂 it just feels so good. So much stability on an aggressive frame. I don’t win ever gunfight (because I’m dog water at pvp) but when I do it feels definitive.
I focused it 5 times and i got basically every roll i wanted, hatchling-rangefinder, target lock-dynamic, surplus-demo, and tap the trigger-dynamic rng blessed me
I got a Keep Away + Killing Wind (or KC), and while yeah, Keep Away is a little out of place, I find that to be its greatest strength. It gives you leniency for being "a little out of place". We've all been there. Thinking someone is pushing up because of the radar ping only to round the corner and see them actually backing off and holding an angle. Also, if you're slaying out, most engagements where keep away is no longer active, you have Field Tested or in Rumble cases, Alacrity, compensating for the lost stats. We got Killing Wind min-maxing the gun after a kill. Point is, the perk may be the "oddest" pick in the third column, but it still has PLENTY of value.
Controller player and I got my two rolls. PvP: Hammer Forged, Ricochet, Rangefinder, Tap, Stability MW, Range Mod. PvE: Hammer Forged, High Cal, Perpetual, Demo/Hatch, Reload MW, Reload Mod.
got 2 90 range rolls pretty much identical but one is rangefinder TTT, and the other is rangefinder target lock, honestly the tap the trigger one feels so nice esp on controller since full bore kinda tanks the stability to push the range to 90.
I got DSR and killclip on my first one, with 80 total range with the range mod. 2nd one was Threat detector and hatchling. I haven't used it in crucible yet, but I'm so ready to test it out
Bit of copium but I got my first flawless in almost two years, got Keep Away/Target Lock on it right away and I love this thing, I'm emotionally attached, rangefinder be damned. Keep Away helps when you need it the most in the longer engagements, target lock feels great, then I got it a friend that has Hatchling for PvE. I think you're sleeping on Demo for PvE though, literally anything with demo is great in this meta even if you would rather have it in the third column than the fourth, just depends on your build.
My best one outta ten was full bore, light mag, perpetual motion, tap tt, stab mw. It's dirty with 70 range. 25 stab base but with perpetualx2 and ttt it actually has 85 stab while ttt is active. Got a new one, rf kill clip. So happy with this thing
I have many rolls including some mentioned although I don't have rangefinder target lock, I settled on this one: hammer forged rico rounds surplus target lock stability masterwork. Range 65 stability 45 (70 w/full surplus) handle 58 (100+ w/full surplus) reload 30 (80 w/full surplus) Smooth as butter with decent reach and high damage. Not THE god roll but definitely MY god roll right now.
So my question with keep away is within 15 you don’t need the extra range, however at your longer engagements when it’s proc it can help win the fight. Like you said it’s a stat monster and I feel 15 in you don’t need the help form threat detector, but 15 out you will need the extra help.
I use to think the same about keep away but think about it like this keep away proc 15m out if you are closer than that you don’t need any range perks because at base this weapon fall off damage starts at 20 m
I got the perk and masterwork combo I wanted (rf/tap with range masterwork). I didn’t get good mag options and my barrel is fluted. The adept range mod makes up for the lack of a range mag, and the stability and handling bump makes it beam outside of tap the trigger. It’s only 3/5, but it’s way better than my 4/5 Coldfront. Such a good gun all around.
I disagree about Keep Away - its active when its useful. Adding range when you are fighting an enemy further than 15m is perfect. Max range w/ Keep away has comparable fall off to Rangefinder, but you are shooting a gun with lower zoom so the close range encounters are easier.
Keep Away also has a nice synergy with Kill Clip rolls - once you get the kill and if there are no more enemies near you, you'll get +30 reload to get KC up.
I don't know if I agree about Keep Away being out of place. When the enemy is close enough to remove Keep Away, I dont need it to beam them. But when I need that extra range to knock someone, Keep Away gives it to me for free, no kill necessary. I prefer it to Encore for that exact reason, and while Rangefinder is the best, Keep is a solid 2nd place to me.
"They would have to actually adjust the stats. Which I don't think I've ever seen them do". Bungie did it to Main Ingredient, they lowered the stability and aim assist stats. They also did it once to the other gun he was talking about the Ikelos smg. It's stats used to be even more juiced.
Dunno if I really agree with the analysis on keep away at least in 3s. Maybe it's copium since that what I have but play trials with it I felt like most of the time when I needed to engage at longer distances it was up for me. Now you don't get the accuracy boost when you're in close range engagements but in the general case if you have someone within 15m then you shouldn't be taking pot shots at someone 22m+ away from you instead.
I ended up getting a good range roll with full/small bore, high cal, RF, Target Lock/Demo. Really happy with it. Plus, if target lock gets nerfed, this thing is a stat monster and wouldn’t mind switching to demo on this for Grenade builds or restoration nades.
I got the "godroll" from my first flawless chest(full bore, ricochet, rangefinder, target lock, range mw, and killclip as my 2nd perk choice) and its amazing. I got it before most other ppl had and were using it in Trials and when you're the only one in a lobby with it it feels unfair. No other primairy can compete.
I only went flawless once, and got a surplus + killing wind/tap the trigger. It's a laser beam with 83 base range and a huge stability buff from tap the trigger. Even without the RF or target lock, it's such a fun smg to use.
I'm not gonna lie target lock is definitely S tier but if you look on gunsmith at what tap the trigger does it gives 40 stability and 50% recoil angle and 10% accuracy for .6 seconds and if you land all headshots the TTK is only .67 seconds. I have a threat detector tap the trigger roll and that thing is a LAZER. Threat detector also gives 15 stability when someone is within 15 meters and 40 stability if 2 people are. All that with ricochet rounds and a stability masterwork with adept range and extended barrel when someone is in close proximity I get 100 stability and 100 recoil and still have 78 range.
I have a gut feeling that Rangefinder might be hit soon. I was lucky enough to get the standard RF/Target Lock, but I also kept a nasty DSR/Target Lock + Kill Clip roll just in case of nerfs!
Yeah I got the god roll with Kill Clip and Target lock. I also have like 7 other adept versions with various rolls. I kept grinding in the flawless pool till I couldnt just to be on the safe side :)
My lighthouse roll was Rangefinder with Target lock or KC. Feeling pretty blessed with the nerf proof-ness. Awesome video. I expect to see this just as often and long as Ive seen Shayurahs.
I've found I don't ever have an issue keeping Keep Away procced. I tried a few Threat Detector rolls, and it felt like playing within Threat Detector's activation range is a death sentence against Ophidian/Syntho shotgun apes since I've been running this and a bow for my second primary all weekend. Even as fast as Target Lock melts, I'd often trade to a shotgun punch if I played too close. Would prob feel better if I paired it with a special. Haven't tried my Rangefinder rolls yet, but it's never a bad perk. I really want Surplus the most, though. Def doesn't feel necessary with how great Immortal's stats are, but I'd like to see how it feels nonetheless.
I’m sure you’ve heard it before, but you spoil the community with your reviews! They’re always very well put together. I don’t even like watching any other review videos from other content creators anymore, most of the time I’d prefer to just wait for you video. Thank you for your service!
I only got one roll, but it's adept with hammer forged/armor piercing/dynamic sway/tap the trigger and hatchling. It's pretty intense. I'm hoping to get some other rolls to try next time, but I think I really want perpetual motion/target lock with kill clip for pvp and rangefinder/hatchling for pve. Edit: forgot to add that roll has a stability mw
ok, asking here because where else would I ask? mostly kidding anyways, does ophidian (the warlock gloves) speed up weapon swap much more if im already using quick access sling on my bow and smg? I have fallen in love with the combo, but I dont particularly like ophidian... so if it isnt doing much then I can justify swapping off to something else edit: I am keeping 3 rolls, rangefinder+lock for pvp, rangefinder+killclip pvp (unfortunately not range masterwork for either) and a hatchling one for pve for my strand hunter build
I have an adept dynamic sway/ demo + killing wind, range masterwork…it feels like a great hybrid for PvE and pvp all I have to do is change the 2nd column instead of having an extra immortal on me
Is Keep Away that out of place? If you want to push out your range for far engagements, it will be active for those, and any closer where it isn't active you don't need the range. Seems to me like it's a good consolation if you can't get rangefinder. I get that range has more benefits that will help even in CQC and 6's are chaotic so you more frequently have people near you to deactivate it but still, it seems like it will effectively help with the same thing just not quite as well as RF does, and if RF is in the nerf crosshairs this should very viable
What am I missing with keep away? Active when 15m out from your target, which with and SMG is when you’ll need the extra range an accuracy? Obviously rangefinder is the better perk. But I don’t see why keep away “doesn’t fit”?
I had an e-z breez-y solo trials card to get my first flawless run since vanilla D2 and got encore kill clip on my adept, so I’m super happy w that. Personally, it sounds like target lock should be nerfed on this, it’s clearly proccing too fast based on the magazine. Mayyybe +1 or +2 toward the end of a ttk to help with over shields and restoration.
I'm on console and keep away target feels better then the other roles. You don't have yo get a kill or do anything to start it. It's literally the best not because of stats but ease of use. Also hatching roles are disgusting in pvp with the threadling spawn fragment. I've got Hella double kills without reloading about one kill a threadling spawns I move to the next target without reloading dump the mag the thread finishes from the first kill. It's nasty and I'm on hunter using it not warlock.
I would argue that Demolitionist is the play for a PvE roll for Titan or Hunter. Hatchling for Warlock. Damage perks are good regardless. But Demo plays with Thread of Generation. Giving Titans and Hunters grenades back faster.
I'm saving my Encore and Keep Away rolls in the event they nerf Rangefinder on SMGs specifically. Or adjust their recoil to be worse without higher Stability commitment. Encore and Killing Wind feel especially nice together with Field Tested! So many stats for a single kill.
It's not too late to grind the non-adept version, it took me a little over two hours and I ended up rolling a bunch of them getting nearly an adept roll. So save your engrams until lvl 10. I hope Bungie leaves this alone, I'm getting D1 vibes with this kinda loot, and lightfall grew me BIG TIME, dope DLC and awesome loot so far.
I'm absolutely loving my pve roll with rangefinder/ and a choice of demo and hatchling with ricochet and a range masterwork. I've been mainly using demo for my stasis warlock for ice turret spam and nothing gets past me with all the grenade energy I build. I need to try a strand build soon but thats my input on this gun
I've settled for the non adept version. Its pretty much the same, especially in pve. But dude I cannot be asked to carry my teammates who consistently try to lone wolf in situations they definitely should not be. I get strategic flanks. But it's every game that I gotta 1v3 because my teammates go in entirely separate directions with no regard for positioning or map awareness. Literally painful to experience.
A 2 front and 1 flank is a sound strategy. I void invis and will always hit flank most rounds and my team know to not fully commit until I start poking the flank or get a pick. You engage at the same time.
@@jlb4685 okay. But when the flank fails, do you keep trying that flank even though it keeps failing? Or do you adapt your strategy and try a different approach? I understand the strategy behind a flank. But it's obnoxious to try to flank every round despite the enemy knowing it's coming. I'm not just letting my team push up alone. But I'm smart enough to understand that a team of three people all with shotguns should probably be dealt with at a range. Only after conditioning and smart positioning would I try to flank a team of people who can collapse on and rush a single person effortlessly.
@@jlb4685 like you literally ignored a big part of my comment. I understand the use of flanks, and I know its an effective strategy. But not when the enemy team knows what the fuck you're trying to do and has an answer for it. If that's the case, the answer isn't to keep doing it. At that point you're just feeding the enemy kills and leaving the remainder of your team at a disadvantage because not only are we a teammate down, now their rez is in a real shitty spot to try and get.
I actually want to try hitting Flawless next time this comes around. I got a few base rolls and I’m loving it. For now the one I’ve settled on is Hammerforged, Richochet, Rangefinder, Target Lock. Unfortunately got a handling masterwork but so far it’s the roll that I’ve liked the most. I have a couple similar rolls one has tap the trigger instead so I’m sure that one will definitely be good, but I’m for sure going to play more trials this season. I fell in love with my Ikelos last season and now that they added this gun I need to get the best roll I can plus for some reason I was actually having fun in trials. Never tried to go flawless I was just grinding rep but at the same time I was having fun.
I think you’re underestimating Keep Away, it grants an easy 10% accuracy buff that’s equal to opening shot and tap the trigger, turns this into an auto rifle. I think it’s too perk for both PVE PVP
Been waiting for your take on this monster. I'm not an amazing pvp player, managed to get a few good non-adept rolls, but couldn't make it to the lighthouse. As a "mediocre scrub" in pvp, what would be your recommendation on improving chances of getting there? As a hunter should I focus on finding some cheese ability build, or just focus on improving gunplay in comp/quick play? This weekend was the closest I got, made it to 5 matches, then lost 2 in a row just outplayed. All 5 matches previously were absolute sweat fests tho. I've been going strand hunter with facade, focusing mostly on gunplay with some suspend dives where warranted.
For Pvp, I've found that there is basically no difference between the adept and the regular. The stats increases on the adept aren't very noticeable for PvE, but you do get adept mods. For my PvE people, don't worry about getting the adept
Please stop the hard coping, there is an obvious difference between the normal and adept version. Its a shame so many people resort to extreme coping methods in this game
This video makes me feel better about the rolls I got. 34 immortals, only 3 with rangefinder. The rangerfinder rolls aren't great. So I'm going to try and make due with DSR/TL or perpetual/ttt. I was just so disappointed every time I saw a roll without rangefinder and saw a reload masterwork. I wish the RNG could get looked at. Did rangefinder seem like a more rare perk for anyone else?
Would you say dynamic sway reduction with killing wind and high cal/ricochet rounds is a solid PVP roll? I know they’re nerfing target lock so I was thinking my roll could be solid
I think this gun is special in that there isnt really a bad roll, but there is a best roll. Going against a max range rangefinder target lock with your dsr tap the trigger you will feel the gap.
I'm keeping keep away in case RF gets nerfed on these (or changed). It gives me benefits for duels on the far end off my engagement spectrum and tells me if someone I near (like threat detector would)
Yep. And on top of that, Keep Away works in those ranges that youre trying to max out your range for anyway, so IMO it's a keeper perk on this SMG. Any closer where keep away doesn''t proc and you're close enough that you don't need range anymore.
I'm super late for commenting, but this weapon Carry me for going Flawless for the fist time playing destiny, a non adept version with something similar he show in the video is Crazy good.
I went solo flawless this sunday, and I got two one with DSR/Tap The Trigger and Encore/Tap The Trigger, both with the last column being able to swap out to demo. I, as a console player, may have a field day come iron banana.
The bad thing is this is the ultimate top weapon slot smg meaning we'll probably never get anything better. That's the problem with power creep, to make an smg worth grinding in the future it'll have to outclass this and without Bungie just throwing even more stats on one or making a perk that gives damage eaiser than target lock or perks that add even more range than rangefinder. Eventually in a few years if we don't get a D3 or gear reset we'll end up with weapons with all 100s on stats lol.
Not sure if this roll is good but here’s what I got on mine, Arrowhead break or fluted barrel, appended mag or armor piercing, surplus and target lock or demo. Range masterwork.
For example a roll you didn’t talk about. Max range surplus+tap the trigger. Holy moly, it’s at 90 range 95 stability 100 handling when everything is going. HilRious
I haven’t seen them tweak stat packages since D1 when they nerfed the hopscotch pilgrim into oblivion But I honestly wouldn’t be surprised if they decided to reign this monster in. Power creep doesn’t even begin to cover it
I got a very very good roll on my second or third ever adept with Full bore, ricochet, dynamic sway, tap the trigger + range masterwork. Been grinding for more so I can at least get a rangefinder with some solid barrels and mags. So many crazy things going for this gun!
Gonna try one final day for a couple rolls. Absolutely despise this meta and the strength of SMG's, but it's better to futureproof your weapons just in case.
I've got my full bore/extended mag/rangefinder/traget lock + kill clip with range mw and it's broken in PvP, plus I've got surplus + hatchling for PvE too.
Disagree about keep away… it’s active when it matters. These things don’t need stability. Inside 15m I’m fine on my own, outside that it’s extending range and giving accuracy. I find it to be extremely effective. Threat detector doesn’t do nearly as much imo, if threat detector is active it means you are dangerously close to shotgun range, and if they’re that close it’s easy to hit the shots anyway
Not good enough for adept but I farmed 4 of the base ones, encore/kill clip/RIcoRound. Range finder/target lock. Range finder/killing wind. Idk which one to use! It's going to be fun testing these out! Good video as always!.