I‘ve decided to shelf the MAX CON Tank build for now and play something I’ve been meaning to complete for a long time: a mechanical pistol build, using only 5 mm Hawker pistols on Dominating. I’ve tried this before a couple of times, but those attempts didn’t pan out so well.
Hawker with a 5 mm barrel can achieve 4 AP shots at 18 Dexterity. However, despite the cheap AP cost, the damage it deals is abysmal. At first, I thought of going the Special Attack damage bonus route that I went with the .44 Hammerer build. But seeing how this build will be able to shoot ~30 times per turn, focusing on a damage bonus which would apply to only ~25% of AP seemed wasteful. The only other way to increase damage were Critical Hits. Dropping all special attacks allowed me to dump Perception, pick up Versatility and get 9 Constitution for Survival Instinct along with maximum Dexterity for 4 AP shots. I also got Gun Nut and joined Protectorate for Protectorate Firearm Omnilube consumable, which increases damage dealt by firearms by another 10%.
This would net me 92% Critical chance with 280 effective Guns skill from specced Versatility (which is what I’d otherwise get with max Guns and 13 Perception).
Maximum Dexterity also allows me to get the most value of specced Fatal Throw: a throwing knife cost is reduced to 10 AP and returns 27 AP on kill, for a net total of 17 AP. Unlike other guns, which would often overkill enemies, the measly damage of 5mm Hawkers works very well with Fatal Throw. It allows me to bring two or more enemies down to <25% HP and then kill two, due to Split Snare feat which throws a knife at two targets within a cone, both of which not only crit, but also deal good damage because of Ripper. Throwing two knives at once also ensures I get at least one kill and get the extra AP.
After the latest patch, Rapid Reloaders have a 25% chance to restore 50% - 100% of the AP spent, once per turn. The AP it refunds is based on the base AP cost of the weapon, which in this case is 13. And since this build shoots so many times per turn, the proc is nearly guaranteed. Meaning the RR proc grants me up to 3 extra shots each turn.
So with Contraction and Adrenaline, my AP is at 90, another 17 from Fatal throw and up to 13 from Rapid Reloader. Up to 120 AP per turn. 30 shots per turn. I will also be getting Rapid Fire, for two extra shots. A 5mm Hawker holds 20 bullets in its magazine, so to avoid wasting AP on reloading on my apha strike turn, I’ll be using two 5mm Hawkers. Shots deal up to ~150 damage, for a 4800 damage per turn. Ideally. Which is something similar to what ARs can do per burst, 4 times a turn. In reality, damage spread is wide, I miss shots and heavily armored foes cut down the damage dealt.
The build consumes copious amounts of W2C ammo and Focus Stims and needs to have Contraction constantly online, but the end result is great. Up to level 20 I had to be extremely picky what encounters to do and which quests to go for, but after that it got better. At level 26, I think 5mm pistols will have no problems dealing with any encounters in the game.
Some videos from the build in action:
The 4naga fight.
Fort Zenith, second area. A challenging fight due to lack of ways to break LoS and no chokepoints whatsoever, two snipers which shoot from out of player field of view, two enemies who use EMPs and a dreadnaught.