Making the N79 EVA Laser useful on Insane!
I did a video on this about a year and a half ago, before the Pathogen DLC released, before Season 3. Before some bugs with electrocoils were fixed, too! I thought I'd revisit it, as there were some new factors introduced with those...
Back then, you had just the default turret(six weak shots into one target), the incinerator turret(AOE on many targets but short range and hard to see precisely through), and the heavy turret(one strong shot into one target).
With Pathogen brought the Particle Turret, which does low damage in a long range AOE that hits many targets and slows them all. Specifically, it does 300 damage per shot, plus a Damage over Time effect of 447 additional damage. There were also a few new perks introduced, namely Parasocial Relationship, Maximized Retention, and the Particle Turret itself.
These all work together to let the EVA Laser be viable on Insane, I think.
By default the laser pistol still cannot reach the breakpoint of 2709 to one shot a Runner. However, when a target is slowed, the tech's damage raises now. When the target is stunned, the tech's damage raises now. When the tech throws down a coil, the tech's damage raises now. The EVA laser's 4 star perk also gives you 5% more WPD after each kill for 5 seconds. (That can combine nicely with the Boosted Flash Hider for +45% WPD after a kill)
Additionally, the particle turret often gets a starting or finishing shot off, chopping that breakpoint down to effectively 2409 instead. (A bit less, with the DOT, really.)
I fiddled with Doc and this, and like before, I think Doc remains unable to reach a useful breakpoint for the EVA laser. Didn't check with Phalanx, but it matters less since y'know, shield.
As before, I think this could be an interesting build for someone with better aim than I've got. (Don't ask how many takes this took. :D)
Watch the yellow WPD damage numbers in the video, breakpoints are exceeded in most shots, and sometimes over 3000 damage comes out. You can get pretty high damage numbers by throwing a few coils and stunning something, but you only really need the turret. Coils I think should generally be used to cover angles the turret doesn't have a line of fire on, and to help seal the deal with damage.
00:00 Hangar
00:02 Attachments
00:05 Perks
00:27 Mission Start
00:46 Fighting begins
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