Hello everyone,

I just killed my most recent Lich and got myself the Kuva Zarr. Wasn’t the biggest fan of the original Zarr but I figured the Kuva version might be worth some time… if not it’s still MR.

Anyway I give it some mods and go into a mission… it doesn’t do so well because of it’s limited ammo cap. No problem, I’ll just slap some Vigilante Supplies on it and I’ll be golden.

Nope. VS didn’t fix the problem like it usually does for good weapons with ammo problems. This surprised me because unlike other weapons that VS can’t fix I know this one is considered to be pretty good.

I know Overframe exists and could give me builds that’d definitely work but for now I’m just trying to understand this odd shotgun/launcher. What am I missing 'bout it?

  • sandriver@beehaw.org
    link
    fedilink
    English
    arrow-up
    3
    ·
    1 year ago

    Now that enemies aren’t ammo pinatas any more, and due to the reduced AoE radius, Zarr and Bramma (and Ogris) both have ammo starvation issues that you specifically have to build around. Envoy is the only radial weapon that really escaped unscathed, and you can also use Tombfinger since it has a battery. Tombfinger is fairly weak and spammy though, with a single shot charge mechanic like OG Ogris.

  • Rylatar@dormi.zone
    link
    fedilink
    English
    arrow-up
    3
    ·
    1 year ago

    I assume you don’t have space for some base damage but you might need to use Carrier or Dispensary while leveling. Kuva Zarr only picks up one ammo per pickup so if you aren’t killing with it, you will not get ammo really.

  • Encinos@dormi.zone
    link
    fedilink
    English
    arrow-up
    2
    ·
    1 year ago

    Any gun is useless with only 4 mods, it’s the same case with my Kuva Bramma, I didn’t bother to invest in it since I already got a fully built Kuva Zarr, it barely scratches SP enemies.

    That said, Kuva Zarr felt weak to me as well when I first got it, I had to bump up the elemental bonus to start feeling it.

    Also, after the the ammo nerf, I found ammo mod more useful than VS. It’s a 90% ammo increase vs 30% pickup, the difference is quite obvious especially on these heavily nerfed weapons where they only pickup 1 bullet at a time, unless you’re really rooting for that 5% crit tier enhance.

  • SenorAvocado@dormi.zone
    link
    fedilink
    English
    arrow-up
    2
    ·
    edit-2
    1 year ago

    You get 1 ammo pick up with zarr, bramma and ogris. Before this wasn’t a problem because you had different types of ammo(rifle,pistol,shotgun,sniper) meaning you get 1 pick up per ammo type and you could always have ammo but it was changed to primary and secondary ammo types only, drastically reducing available ammo and viability of these weapons.

    Incarnons have replaced these weapons now for the most part

    • ubermcwinsauce@dormi.zone
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      Huh, I never noticed that ammo types were just primary/secondary now. So how do ammo mutations work after the change?

      • sandriver@beehaw.org
        link
        fedilink
        English
        arrow-up
        1
        ·
        1 year ago

        Every weapon now has a unique “ammo per pickup” stat. Mutations just let you pick up the other type of ammo at a penalty. The ammo consolidation was partly to nerf the ammo economy of the worst offending radial weapons, since they still only get 1 ammo per pickup, but get significantly less pickups now.

  • MarauderIIC@dormi.zone
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    Yeah, try Carrier’s Ammo Case and/or take it into maps with lots of enemies (Mot for example) so that you get the most of each shot.