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DRG Analysis > Boomstick Analysis

Boomstick Analysis

This is also available as a post on r/technicaldrg.

Intro

The Jury-Rigged Boomstick is a strong secondary weapon in both solo and team gameplay. It provides a burst of damage and utility on demand, combining raw damage, ignition, stun, blowthrough, and ranged effectiveness into a single, flexible, instant package.

The main use cases of the boomstick are substantially different in team versus solo play.

In solo, the boomstick is an important source of AOE damage which is lacking in many of Scout’s primary weapons. If you want to clear bugs in solo, the boomstick will let you do it - and with fire spreading between densely grouped bugs, horde clear can be achieved with surprising ammo efficiency. You can also use the boomstick to instantly ignite Praetorian gas clouds for a big burst of AOE fire and ignition. Fire Bolts fill a similar solo niche, and are easier to get firespread value with, but lack the same AOE stun and burst damage. The boomstick also offers Scout’s best instant group killing tool in the Double Barrel overclock, which we will touch on later.

In teams, a general rule is that the job of horde clear can be done much more quickly and ammo-efficiently by the rest of the team. Therefore, while you can still use the boomstick to get a few bugs off of you, its main role is substantially different. In general teamplay, it can help chunk down the most dangerous enemies, while providing instant relief in the form of stun. But there’s an even more powerful use. Despite the boomstick’s seemingly wide spread pattern, it can ignite some enemies at surprisingly long distances. This allows for a simple and devastating teamwork tactic where you light up an enemy, and your Volatile Bullets gunner promptly obliterates it. Frequent targets for this strategy include Spitballers, Breeders, Menaces, and Goo Bombers, though of course it is not limited to those.

What, specifically, does the boomstick do? When you pull the trigger, you get a spray of hitscan pellets in a random spread. With a good build, these pellets will penetrate through several enemies and deal Kinetic damage, Fire damage, and Heat to all of them. (The heat will apply even through heavy armor, which blocks other damage types). Each pellet has an independent 30% chance to stun on hit. You also get a small “shockwave”, which is a burst of Explosive area damage in a modest area in front of you - good for popping groups of Swarmers. The shockwave area covers a pill shape, where the rounded tip of the pill extends out to 4m in front of you, and the diameter is 3m. It ignores armor and has no falloff.

Build breakdown

The standard boomstick builds tend to look like X1X13. There are a number of resources already around to explain why these are taken, but I’ll explain things again here for completeness.

Go-to upgrades

Actual upgrade choices

In summary: Double Barrel specializes in close range solo brawling. Shaped Shells specializes in picking out single targets, and hitting at long range. Everything else is a generalist.

Compact Shells (clean overclock)

A generalist overclock that provides ammo so you can take both damage upgrades (21313). It has plenty of both ammo and damage, and is good in both solo and team play. The reload speed buff is also nice. I will use this as a reference point for comparing other overclock builds.

Jumbo Shells (unstable overclock)

Another generalist, providing damage so you can take both ammo upgrades (11213). This build performs extremely similar to the Compact Shells build, but with a smidge more ammo, a slower reload, and it’s concentrated into fewer pellets. The lower pellet count gives more variance, which means it’s easier to get a lucky hit far away, though its range is still much shorter than Shaped Shells. Of course, the variance can be a double-edged sword, causing you to miss an ignite or stun at range.

Alternatively, you can lean into bigger damage and less ammo with 21213 (ammo+damage) or even further with 11313 (ammo+pellets). The full damage build, 21313, is not often taken with Jumbo because the ammo gets quite tight, and it tends to kill things outright which makes fire spread more difficult.

Because of the reload speed penalty, learning to reload cancel is most relevant with this overclock - though not truly needed.

Stuffed Shells (clean overclock)

Another generalist, but its benefit is slightly weaker than either Compact or Jumbo. Compared to the Compact Shells build, Stuffed Shells 11313 has less damage and 21313 has less ammo. Nevertheless, the overclock is by no means bad.

Special Powder (clean overclock)

Less combat power than any of the above, but it gives substantial mobility and is therefore still a popular sight in modded lobbies. Aside from having lower stats compared to other overclocks, Special Powder also can’t easily be shot while jumping around - a very common movement pattern to reduce melee danger in high difficulties. In exchange, you get flexibility to bounce around the cave completing objectives, get out of danger when your grapple is on cooldown, save fall damage, and maneuver in ways that would otherwise be difficult. When there’s no convenient grapple target in the direction you want, or you’re at the bottom of a 40 meter pit, Special Powder comes in very handy indeed.

Full damage 21313 is probably best (giving the same performance per shot as the Compact build, but with less ammo), but any ammo/damage combo is viable if you want to lean into the mobility aspect. Popping both shots quickly with Double Trigger will allow you to fly faster and farther, but requires more confidence in your aim. I find that I still finish reloading before I hit the ground, even without the reload speed upgrade.

Double Barrel (unstable overclock)

Great close range specialist when taken with the shockwave upgrade - 12233. It instantly deletes all grunt variants and many medium-sized bugs including stingtails, and has a shockingly large amount of ammo. Do note that you will be relying on the shockwave to deal most of your damage, as you aren’t taking damage upgrades or blowthrough, and the biggest bugs often have Explosive resistance. The increased spread makes it very weak at mid to long range, which means Double Barrel isn’t great for team roles. However, it’s great in solo when paired with a ranged primary. Try using IFGs, pheromones, or just a good old fashioned choke to increase bug density for maximum blast wave value.

Shaped Shells (balanced overclock)

The in-game description doesn’t say this, but Shaped Shells reduces the spread area by a factor of fourteen. It hits like a truck at long range when every other overclock would be too dispersed. Hitting all your pellets means you are free to take tier 1 ammo to offset the overclock’s ammo penalty, while still having incredible stun/damage/ignition power. The tight spread does make it pretty bad against groups at close range. But since you won’t be using it much against groups, it’s viable to take tier 4 armor break instead of blowthrough. (This is most useful if your primary somehow doesn’t cover armor break - such as if you’re taking the Drak-25 Plasma Carbine.) To summarize, 11313 and 11323 are great options.

Technical analysis + tips

The Boomstick has a complicated pellet spread. The crosshair makes it look like a rectangular area, and it is, but the rectangle is bigger than you think. (You may have noticed an occasional pellet landing outside the crosshair.)

There is a heavy bias toward the center of the rectangle. I don’t know what the exact mathematical description of the bias is, but I image-processed a bunch of screenshots to get some empirical samples of the vertical and horizontal spread patterns. I also tried guessing what the actual curves were and then fitting them, but I doubt I got them right. Anyway, here are the results:

(For each image, the first plot is the horizontal distribution and the second is the vertical distribution.)

Base Boomstick:

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Double Barrel:

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Shaped Shells:

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(Yes, this is from a bunch of image processing on pellet hit decals.)

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We can then use these empirical distributions to make performance vs range graphs for a few different builds:

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Note how close-range biased Double Barrel is, and how good Shaped Shells is at long range. Some extra notes on these graphs:

On a slightly less useful note, here’s some trivia about the crosshair:

Other resources

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