[Guide] Top Gear for Claptrap

They’re all in the same pool of, “eh”. Each category has like 1 weapon that’s AMAZING, and then the rest are garbage. Generally, I feel that out of the non-interesting categories of weapons, ARs have more that are decent than Lasers or SMGs.

Bottom Line, they’re so close together that i felt their direct ordering between the three is completely irrelevant.

Makes sense. Although personally I’d take AZ or Disker over Kerboom (still like the Kerboom but I like those lasers more).

Yes the two specifics are arguably a better choice. But the general philosophy of these categories is so antisynergistic with claptrap, that I feel it’s safer to put ARs a little higher.

They are all basically in the same boat though.

You don’t get it. You cant really compare 2 shot Pounder with 2 shot Coach. Both of these shooties dictate different playstyle. Pounder is fine on its own, but take Precision Strike OZ kit, 2 shot Doc’s Coach gun, pop some heads, then tell me what you think about it. Those 2 are completely different category.

Here is some video of my retired Deputy build, its LV50, but it fare the same on UVHM and LV70 as in that vid.

https://www.youtube.com/watch?v=1GKrshgyqHA

I’ll try it again, Its fine, I just don’t think it beats the other Jakobs guns (i’m not removing CP for another Jakobs gun)

It beats Quad for mobbing. Coach for mobbing, Quad for big targets.

I’ll mention it in the Quad Description, fine?

Do what you want, im just stating the facts.

How about the explosive Mongol for the launchers section? It has one job to do in the entire game but it’s (possibly) hands down Clappy’s best tool for taking out each phase of EOS.

Especially if you have a sham + logans gun/laser disker/too scoops/rokkets to replenish RL ammo… but with good aim you can get it done within a single stockpile.

Vladof Grip, Torgue exhaust, Worker’s (mag size) prefix outputs the most damage, so it gives you more room for error in aiming. Requires 24 rocket ammo to get through 3 phases.

A 5/6 shot variant is acceptable too, possibly saving some ammo over the 8mag variant. Just avoid the maliwan exhaust and the rocket speed prefix because they reduce the number of child rockets.

These statements still apply in 4-player difficulty

Edit: Should also mention i’m using 11/5 One Last thing… will report back later on how far 5/5 gets you

I’ll take a look at it, If performs to a standard in normal non-EOS situations I might consider it.

Edit: @crank_dat, I like it, It takes a lot more patience to use when your targets aren’t unimaginably huge, especially in comparison with other launchers that are more intuitive, but I like it. I’ll add it once I get my last SMG entry so I can do them together. I actually will argue that a smaller mag would be better, because if you think about it getting 5 880% OLTs might not be as amazing as getting 6 700% OLTs, especially considering that you wouldn’t need the Mag accessory and therefore would be getting a higher base damage for those slightly weaker OLTs. At least from a Damage perspective, you get more damage out of your pool from 6 Mag Mongols than you do with 8 Mag Mongols, you might get even more DPS too because you could potentially buff the crap out of your reload speed when ur not forced to take the Mag Accessory.

I find that any situation besides EOS theres a better/more efficient tool for the job, but I guess it could shine when fired at a large, spread out mob from a distance to effectively carpet bomb them.

Also, that’s a good point about 6 vs 8 mag, I did some rough math:

With 33 RL ammo

8mag: (3 shots + 9.8x OLT shot) x 4, and then one more 9.8x = (12.8)4 + 9.8 = 61
6mag, with +10% damage: 1.1 x [(2 shots + 8.04x OLT) x 5, and then (1 + 8.04)] = 1.1[(10.04)5 + 9.04] = 65.164

It looks like 6mag with Dam. Acc edges out, especially consider other factors like additional child rockets from even slower projectile, faster LnS stacking, faster reload.

Sham-nanigans will also further complicate things by throwing out the ammo limitation… so really now we’re just splitting hairs.

Edited: math

Its OK for mobbing (as u say others are better). Good/Amazing for bosses depending on how many OLT rockets hit.

Yeah my rough math coupled with my field testing (waiting through 3 non OLT shots was painful) indicates 6 is better (also to note it also opens up a moscovites prefix for super fast combat shamming). I’ll add it once I get some more SMG suggestions for testing, just cuz I don’t want to burden charris.

Ive tried that Crowd Pleaser shootie you have there in TG and with the exact same parts (which IMO vertical grip is the worst thing to have on quad shotgun). I dont get it why is this gun TG, i cant figure it out no matter how hard i try. Quad outperforms it in any way. Can someone enlighten me please…

Also Too Scoops is not that good anymore and IMO its not for TG, with UVHM its hard to SWAB with it due to enemies doing more dmg per hit, you cant tank it like you did in TVHM. Probe is doing much better job, so as Absolute Zero.

That 6th spot is for an elemental shotgun. I get that Torgue and Jakobs shotguns are better in most cases, it’s why they occupy the top 5/6 of the list. Things are still being tested. However, the CP is the best one I’ve had yet. I do wanna try some other Shotguns for the 6th spot but it’s definitely not getting replaced by another Jakobs/Torgue.

Honestly I have like literally zero trouble SWAB-ing with the TS in UVHM, its as easy as ever. Like I actually have no Idea where your comment is coming from.

Development (new hyperion) is way better than CP.

Its harder than it used to be, try Absolute Zero instead, you should notice a difference.

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I had the Development up there, I figured higher FR for a 3 shot wasn’t that important. I could put it back, might just leave a glitched one up there.

Edit: I really don’t see the Development Hype, even my shittily prefixed CP performs better than a critical development, does less work and runs outta ammo faster than a purple CP even with several yellow glitches.

This is where you are wrong. If you use yellow glitched Hyperion shotgun, you want bigger mag and higher fire rate so you can abuse ■■■■ out of DPS from it. For Hyperion shotguns i would not recommend red glitch. Yellow and blue are the best here.
Non-glitched Hyperion quad shotgun, you can go with yours CP as well, although i still think that Development is better cos of slightly higher FR.

I just came back from doing 20 some odd tests between 3 Shot CPs, 3 Shot Devs and 4 Shot Glitched Devs (I’ll try a few with Max Mag Size right after). Purple CP performs consistently better then 3 Shot Devs and 4 Shot Glitched Devs. Developments FR is not really a factor cuz its such a small difference and you’re trading like 3k damage for it.

It depends what prefix you use, but ill look into both of them again with other prefixes. Ive tested them both with vertical grip and i could not make 20% of pellets to land to target, thats how bad accuracy is and when it comes to shotguns, accuracy = damage / dps.
Also for Ravager, IMO Potent (accuracy) is the best prefix to have, you sacrifice a bit of dmg for 100% higher accuracy. Jakobs or Hyperion grip.

I did a few more test runs with 5 and 6 shot glitched developments, and their best performances can’t compare with the CP’s best performances, and their worst is definitely uglier.

Looking at the numerical accuracies of the Development v CP, the numbers are low enough that there’s like no actual difference in the spreads. Still, I’ll concede and say the Critical prefix is probably best.

I haven’t done a direct comparison in accuracies for the two Ravagers. I really like Impetuous, but i’ll check to see if it’s big enough of a difference.