Yeah, but Roland clearly never understood gear selection. If he used the wiki or guides, he’d have gone into TTAoDK before going too far into the vanilla game, and he’d have farmed an Antagonist or Blockade, so Jack couldn’t have killed him in one hit.
I was using it on Zero and didn’t notice any difference.
How does it work ?
On kills, it gives you a fixed amount of cooldown ?
I would have to make a direct comparison, but the Stalker didn’t impress me and looked quite slow
This would also have been a great opportunity to give us a great bona-fide classic Assault Rifle. The legendary ARs in the game are either bad or gimmicky enough to have to be used in a different manner.
The scorpio is a MAIN quest reward, a gun with a pre-existing history and its gimmick is tame and good enough to use it as a normal AR. With about 50% more base damage, it would have been one of the staple guns in the game.
I guess if you want a real AR experience you have to go to a Purple.
In that regard, the Dahl Minigun is probably the best
Took my Zer0 (the former legendary hunter) to Opportunity which is probably my most hated area. Breezed through it with little trouble even knocking down the Doppleganger in 1 massive melee attack - it’s was kinda fun!
Next the whole run up the hill to see Angel. This was horrendous - so very hard to stay up long enough to stab things in the face (or more accuratlly the back
) which made progress tiresome. The Super BA constructor caused similiar troubles but I eventually bested him by taking a knee in front of him and stabbing him in the eye. Oddly satisfying!
Bunker however was an absolute pain and I had to give up on the fight since I had no chance of killing him before I died of old age. Since I’m entirely melee focussed I’ve not really updated my guns enough and now when I need to use them they just aren’t there and I’m struggling badly.
Tempted to quicky respec to B0re just to get passed this and then return to my Ninja ways!
That’s the way to do it!
So I hit the magic 100 kills of Captain Flynt today and thought it was time to put my guns down and take stock of all the Thunderball Fists he’d given me. Oh, wait…
I always knew he was tight but seriously - has he been nerfed in a patch I didn’t know about?
Nope, he’s just always sucked for farming. I don’t even bother anymore.
Sparky would have given you 7 or so by now. Screw Flynt*.
*except I love the mobbing on the way up!
I did the mobbing for the first 40, then lost the will to live and basically bypassed them all after that. The only ones I fight now are just by the Health Vendor, as I need the Badass to open the door so I can run through it. Otherwise I just run past everything and often nothing much even spawns. From start to finish it each run takes me about 8 minutes now, most of that running up.
I really want this gun, or I would have given up by now! If it wasn’t one of my favourite weapons in the game I would have chucked in the towel ages ago. A whole weekend for one weapon. 
Man, you’re too good of a human being to let you do this to yourself. I beg you, farm Sparky. He’ll give your life back.
That’s the way to go.
Might bite the bullet and get the Sparky HH pack if Flynt doesn’t give way soon. Thanks both!
It’s so good! Sparky gives it up at a reasonable rate, and the raid version of Craw is such a well done fight! It’s what raid bosses should feel like, IMO.
I’ve gotten multiple TBall Fists from Sparky, which makes up for Craw not having set drops.
In your dreams. No it is mostly weaponry I have not touched in forever like the Skullmasher, Striker, and a few others on Maya.
The Skullmasher is performing about as well as I figured it would, which is to say not impressive for me in a real combat situation and not a static testing area like what I did for another thread.
Troubled,
Not a critique, but a question from another person interested in theoretical vs actual: how are you employing the Skullmasher? I.E., first hit starter/swap, long range only, main at all ranges, etc?
The Skullmasher is optimal in medium quarters to almost point-blank which if you are using an all sniper rifle build makes it a worthwhile weapon to use. Generally though it rarely meets my expectations with how much sniper rifle ammunition the game gives you and how hard it is at times to land critical hit locations (enemy is not entirely facing you, enemy staggers, way the enemy is phaselocked, ect) and I consider when I do not reach maximum damage–100% critical hits–the shot a failure mostly for the fact that outside of critical hits a sniper rifle is not exactly worth the effort with the exception being the Pimpernal where you are NOT aiming directly at the critical hit location.
That and even with an allegiance relic the Skullmasher is a feisty weapon to use and attempting to take advantage of its semiautomatic nature is generally a bad idea. I also think Murphy likes to sit on my shoulder when I am using it with how many shots I sometimes have to fire to kill anything.
Long story short I am using it from point-blank to about medium range and I keep thinking about grabbing a Striker. Maybe it is the old stigma of a sniper rifle being a precision weapon and not a shotgun wannabe that is clouding my judgement but on the flip side I can run from the bottom of Control Core Angel all the way up to the top with the Striker and maintain a smile on my face the entire way.
Well explained and illustrated, sir.
My biggest gripe with the weapon, and why I compare it to the Striker a lot, is that one is sort of an ammo hog while the other is the most efficient weapon in its category. I can run around with the Striker all day and never really run the risk of running out ammunition due to it firing a single shot per trigger pull, the damage it does, and the hefty amount of ammunition you have on you.
The Skullmasher’s biggest weakness is that it has the smallest ammunition pool save for rocket launchers and if you start using it regularly you start becoming threatened with running low, especially if you get too aggressive with it. The Skullmasher has the POTENTIAL to out-damage every other non-elemental sniper rifle in the game but it cannot consistently reach that unless you are really good with it. As a precision nut of sorts I get the feeling of being punished when I use it and while I did showcase the maximum damage numbers I can get with it in another thread I rarely see those numbers in an actual combat situation. Than again it may be because I am not familiar with the weapon enough to really draw out its potential.
I always catch bad parts on the Striker in this game. I could see loving and using a Rustler’s Striker with Jakobs grip and a good site, but I only seem to pull off level Strikers with 2 mag. The Skullmasher… Haven’t used one for awhile, but my recollection is that it was usable regardless of parts, and slightly more effective for me than the Strikers I’d used were.
Ultimately, neither one was a gun I’d actually keep in my pack. I’d simply get better value out of a Coach Gun or Maggie up close, or even a Hammer Buster at range.
The best for the Striker is Doc’s since you are aiming for critical htis anyways. Rustler’s is better if you are forced to hit the target in a non-critical area and if you are trying to push the distance I believe Huntin’ is better due to the slight accuracy boost.
The Skullmasher does not suffer from parts so long as it is not the bayonet prefix but it exchanges its honey badger-like disposition with being an utter pain in the ass to farm. At least with the Striker you can nuke Old Slappy very quickly with little travel time.
I cannot say too much about the Skullmasher but the Striker is meant to be used as a medium range precision weapon and due to firing a single shot at a time you can some serious mileage out of it even if you are a bit trigger happy; so long as you don’t mag dump it at point-blank all the time. Almost every shotgun in the game can out damage the Striker but the Striker, as mentioned, is meant for medium to even long range engagements and you get a lot more damage per shotgun shell out of it than you with any other shotgun when you hit your target’s critical location.
I favor Rustler’s if I’m running Thought Lock, which is how I last used it. It’s a little more forgiving against a few types like rats, stalkers, or enemies whose small heads make it unlikely to land a lot of pellets on a crit spot at longer ranges. I’d lean toward Doc’s with PL, or at distances where the reticle frames crit spots without much buffer.