Trying to make the N79 EVA Laser useful on Insane...
Just trying to make the EVA Laser Pistol useful on Insane in Aliens: Fireteam Elite.
Only Technician appears to have the potential for this: Doc and Phalanx just don't have the perks/abilities to get enough damage.
On Insane, Runners have 2709 health. Which means to one-shot them, you need to be able to do at least that damage or more, probably via a headshot.
Any slow-firing weapon needs that kind of damage output, or you simply get overrun or have to be helped by your team.
Attachments: Precision Break(+20% WPD, +30% Range) and Green Dot Sight (+20% WPD, +30% Range) - This gives us a base damage of 563 and a base WPD of 290% or 1632.7
Handgun perks: Technician Handgun Mastery (+15% Range +15% Aim Assist) Doc Handgun Training (+15% Range +15% WPD), Phalanx Handgun Mastery (+15% Magazine Capacity, +15% WPD) Technician Handgun Training (+15% Accuracy, +15% WPD)
Perks:
Other useful perks: Compatibility Matrix (Attached to Coils) (+10% Damage per active Charged Coil, max +30%.) Creative Pain Point Solutions (+15% Damage to slowed enemies(Coils slow enemies moving through them or hit by them.).) Resonating Impact(+10% Damage for 6 seconds if you or your turret stumble an enemy. +10% Stumble Chance for Turret.).
The rest is just minor bonuses.
With the Handgun perks, we get an additional +45% WPD, as well as some more Range(not super useful with the EVA Laser, it's already got good range, and super far away things you can just fire multiple times), Aim Assist(easier headshots), Magazine Capacity (harder to overheat the EVA Laser, as it's "head" is consumed from a regenerating pool of ammo in the gun's "magazine".)
That gives us a base WPD of 335% or 1886.05 still not enough.
Compatibility Matrix on coils is extremely important, as that gets us an additional +30% damage(if you have 3+ coils active constantly, which takes some attention to ensure you're constantly replacing them any time you can), bringing our base damage up to 731.9 and our new WPD value with 335% WPD of: 2451.865 ....still not enough.
Charged Coils also slow any enemy moving through them, and we're throwing out coils constantly anyhow. So the additional +15% damage from Creative Pain Point Solutions isn't too much of an ask, though it's very easy to get distracted from this. And enemies can move out of the affected area and no longer be slowed by it. (Other things can slow them too.)
This gives us a new base damage of: 816.35 or WPD 2734.7725
And we're now able to one-shot Runners on Insane.
Resonating Impact is a bonus and is there to help out if you miss putting coils out often enough. Just stumble something, and the EVA Laser's stumble chance with the above setup is 50%, so we've got windows of +10% damage regularly.
Overall, I think this could be an interesting build for someone with better aim than I've got. But also requires a massive amount of dedication/support towards making the EVA Laser viable on Insane.
00:00 Hangar
00:04 Attachments
00:08 Perks
00:44 Mission Start
11:39 One-shotting two full-health Runners in a row
11:43 Not-quite-one-shotting a full-health Runner
12:12 Aftermath
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