Currently using a Leviathan Blade as my main weapon but am looking for a nice all purpose gun for use when my shield is down or when enemies are on spikes ect. I was thinking of going either blackhawk or Silversix but it seems a lot of enemies are resistant to piercing. Are there any decent normal damage guns?
All purpose gun choice?
Piercing is bad against constructs and slimes but it's good against beasts and fiends. Also, elemental is bad against beasts and gremlins but good against constructs and undead. Shadow is bad against fiends and undead but good against slimes and gremlins. Keep in mind, if an enemy is both weak and strong against you, the dmg should be neutral, I think anyways. (With this you can figure out your own choice)
The standard blaster series isn't bad, honestly. This is coming from someone that pretty much runs all guns. If you really need an all-purpose sidearm grab one, maybe try to farm the lowest version for a UV against an enemy type you particularly don't like (I'd probably pick constructs if I could in that situation). They don't hurt your mobility too much and do solid damage per bullet. Plus it's not too hard to hit 2 guys with one shot with how wide the projectile is. Unfortunately the charge attack isn't that hot, but it's not a big deal.
As for the Antigua lines, I would not use them for this purpose. They aren't actually neutral to anything because enemy resistance resists more damage than an enemy weakness gives bonus, though not by a ton. The charge attacks on the 5* versions are far superior to the Valiance, but you probably wouldn't use them much if swords are your primary weapon(s).
What, no mention of the flame thrower? I currently run a Khorvod and a Pepperbox, and I find the pepperbox, since I'm used to being slow and careful, to be very useful v(if you haven't used it, it immobilizes you while it shoots a spread of 6 bullets, I generally catch a Wolver with at least one hit). plus, if I need to run for an extended length of time catching something on fire every other hit becomes very useful.
As for what to use as a sidearm for a sword user, I'd pick a cryotech alchemer, since freeze chance kinda rules for fleeing.
Plus, the freeze makes it easier to catch up to gremlins, and makes gun puppies unable to attack, making meleeing them that much easier.
I was actually thinking of the pepperbox line as well but now I'm leaning more towards that Cryotech choice. Also I seem to remember reading mention of a gun with knockdown properties? Or am I remembering wrong?
Ive tried most of the alchemer series and Cryotech (Elemental damage/Applies Freeze)is in my opinion the best for it's CC.
The Pepperbox(Spread Normal damage/Applies Fire) series are good spread damage guns and more than half the time apply fire.
Between these two you have normal and elemental damage covered and can be pretty versatile.
Right now the two guns I'm using are Fiery Pepperbox and Hail Driver.
I believe that the Umbra Driver used to knock down enemies, in the patch notes it mentions they took it out.
The main deterrent to going with the Pepperbox line is that by the end of the preview, the Volcanic Pepperbox only had 1 round before reloading.
Coupled with lack of mobility when firing and reloading, you are rather vulnerable. This applies to all the Autoguns, to an extent.
Additionally, you can't kite with Autoguns.
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The Shadow Driver would knock down [on just super-effective hits?], but the patch notes weren't very clear on what was changed.
The Umbra Driver lacked this, for some reason.
The Pepperbox path is great for terrain and blockaids where you can corner a group of prey then set them on fire. Stand at the top of narrow, elevated terrain paths to fire on robotic mechanites that have ranged attacks. Your rounds will hit while the mecha will attempt to fire but its rounds will hit the floor of the elevated pathway. The same goes with short fencing. You can fire over short fencing, but the mob's fire is blocked by the fencing. If you can trap and corner a bunch of monsters while you stand safely behind a short barricade: Fire Away.
Kiting with auto-gunners: You can kite to some extent if you use terrain to slow the path of the prey. Also, if you duo or are in an arena tactical party, one person initially grabs all the mobs and kite trains them while the gunner unloads an automatic on the train. When the gunner gets most of the hate, the gunner and kiter switch roles. Additionally, the gunner can opt to snipe one mob at a time.
My magnus (3*) knocks stuff down sometimes, and causes stuns. Dunno how well the higher tiers do at it.
Firing at an ascending path will actually cause the projectile to continue "up", even though the visual implies otherwise.
I have the damage counters on. The projectiles fired from the top which are within a gun's range do hit targets below. However, projectiles fired from the low end of an ascending path does get deflected with the elevation difference. Mobs firing from below as with mobs firing from the other side of a low fence or barricade cannot hit you even if the visuals do look like you may be getting hit. I think Espeonage and I are referring to the same phenomena. We are just saying it differently.
Monsters which can use a regular ranged attack, will tend to keep using and recharging its ranged attack if you are a certain distance away rather than run up to you to melee. As a gunner you can use this trait to your advantage and lure mobs to terrain phenomena which is advantageous to you. Additionally, a stun gunner can slow down mobs which prefer close melee while his buddy uses a heavy damage gun.
The main point being, use terrain phenomena and whatever resources you have to your advantage. Eventually, you may want more specialized toys.
For "All-Purpose", I'd recommend the Master Blaster series.
Silversix fares well in the spike/thorn situation, as the mobs who are usually in them are Wolvers, Skellies, and some Gun Puppies. You'll have neutral damage against the former and latter-most, and have increased damage against those bones.
You'll be at a disadvantage when Gremlins/Slimes move into them, but Gremlins will 'feign' your bullets, allowing you to interrupt their actions and make them back out/corner them, while Slimes will just slide towards you.