I wanted a dedicated thread to a very underused weapon by the community. It’s a fun gun to use and I like to take it out often on missions when I can. Like most variants available right now, I struggle to use the two other options over the Vraks Mk III. While this gun shines particularly well up to T4, it struggles to maintain its strengths going into T5.
As said by the title, all of this information is based on T5 gameplay only.
Feedback will be based only on stat ratings that average ~75% and overall greater than 370 stat rating.
Most weapons tested are based on results with minimal to no perks or blessings on my Psyker.
This accounts for the passive 10% increased damage to elites, but no other buffs have been applied.
I will suggest both buffs and debuffs in order to fit these weapons more appropriately to their roles.
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The Headhunter Autogun weapon type currently is:
- A weakspot-oriented gun with a variety of blessings based on crits and stagger for weakspot hits
- One of the few ranged options that do more than 100% damage against the flak armor type
- One of the few ranged options that do less than 70% damage against the maniac enemy type
- A surprisingly accurate and consistent weapon type during hipfire for reliable and rapid pinch kills
- An overall medium-impact weapon that does not reliably stagger elites and specialists as often
The Headhunter Autogun is criminally underused by the community, and for a few good reasons. It has advantages as being a highly stable hipfire weapon that can lay down high amounts of accurate shots in bursts. It has some of the best DPS in the game due to its weakspot-oriented nature and blessings.
It is hands-down one of the best weapon types to sweep rooms full of flak enemies due to its high damage modifier against flak armor. It is consistently one of the best guns to kill all gunners, shotgunners, scab ragers, scab maulers, and scab bombers quickly and efficiently.
Despite that, it is extremely weak to maniacs, which accounts for almost every specialist in the game, and unfortunately makes this a very mediocre pick due to the game’s heavy reliance on specialists.
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The Vraks Mk III Head Hunter Autogun (3-Burst) currently has:
- A reliable three-round burst and high rate of fire for the best top-end DPS of the three variants
- The best stability out of the variants, with recoil primarily being vertical and easy to control
- A use preference against large groups of enemies as a result, making it good at sweeping rooms
Suggested Changes:
- A baseline ~11% damage increase to this variant to more reliably meet general breakpoints
- A slight reduction in overall impact to make it feel like more of a low-caliber, fast-acting weapon
Due to a mixture of innate hitreg issues and overall poor performance in T5, being able to actually clear out rooms is a tedious chore I do not often like to do. As the Mk III variant is generally best at doing this, it should be able to more reliably meet breakpoints for most general enemies.
For breakpoints and builds, most should look to scoring 2 out of 3 shots in an average burst. At least 1 of those shots should be a weakspot hit. A reduction in impact will make enemies stagger less, which will result in overall better weakspot acquisition (as the enemy won’t be flailing around).
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The Agripinaa Mk IX Headhunter Autogun (2-Burst) currently has:
- A less reliable two-round burst and low rate of fire, resulting in lagging top-end DPS to its variants
- Unstable horizontal and vertical recoil that makes it hard to keep the bursts lined up on weakspots
- Only slightly more damage than its three-burst variant, making it an overall weaker, limper variant
Suggested Changes:
- A baseline ~21% damage increase to this variant for better opportunistic per-shot burst damage
- A slight reduction in recoil to improve its overall stability but increase kick on subsequent bursts
- A slight boost to overall impact to make it more reliably stagger all enemy types for punchier feel
- Increase maniac damage modifier to ~120% and reduce its infested damage modifier to ~70%
- A new sound effect to make each shot sound like a larger caliber (fluff/variation)
The current state of this variant makes it an overall worse choice over the 3-Burst Vraks. Not only is the damage increase per shot marginally ineffective, its significant recoil and kick makes it very difficult to keep sights lined up on heads and medium- to long-range targets in general.
The goal of these changes is to refit the Agripinaa variant into a punchier disabler oriented toward staggering and killing specialists and elites. With its damage transferred from infested to maniacs, it will be less reliable to gun down hordes of poxwalkers or poxhounds, but will be able to stagger them reliably with its higher base stagger.
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The Vraks Mk VII Headhunter Autogun (Semi-Auto) currently has:
- An underwhelming single-shot action that exposes the weak per-shot damage of the weapon type
- Unstable horizontal and vertical recoil that makes it difficult to keep shots lined up on weakpoints
- Only a slight boost in damage to its two other variants, making it overall weaker and unsatisfying
Suggested Changes:
- A baseline ~45% damage increase to this variant for better opportunistic per-shot burst damage
- A reduction in recoil to improve its overall stability, and increase recoil recovery speed per shot
- Reduce hipfire accuracy to differentiate its capabilities more as a high-damage sharpshooter gun
- A significant boost in overall impact to make it fully stagger most enemies in 2 to 3 shots
- Increase unyielding damage modifier to ~120% and its carapace damage modifier to ~20%
- A new sound effect to make each shot sound like a much larger caliber (fluff/variation)
This variant is significantly different from the others due to the fact that it’s a semi-auto weapon. I am looking to the XII Infantry Lasgun for inspiration on how to better refit this weapon into more of a sharpshooter role for close- and medium-range engagements.
The goal is to make this weapon highly reliable per shot. It should be oriented toward being an ogryn killer. As the theme of the Headhunter Autoguns is anti-flak, this variant should have some damage going into carapace to allow for punchy critical hits against carapace-armored enemies.
The change to recoil should allow it to behave more like how semi-automatic weapons generally behave. They’re designed to be accurate, pinpoint weapons that allow you to make each shot count, and stable use of the weapon will reward each trigger pull, while rapid fire will still result in rapid loss of control.