Video guide can be found here: https://www.youtube.com/watch?v=6y5MP1XeNnU&feature=youtu.be
I have an absolutely massive write-up that LITERALLY will not fit here. To see the entire write-up, go here: https://www.reddit.com/r/DestinyTheGame/comments/a2plic/code_of_the_missile_ridiculously_in_depth_pvp/
I will post an abridged version write-up here for those who don't want to parlay over to the Destiny subreddit.
[u][b]Ballistic Slam[/b][/u]
* Ballistic Slam always deals 130 damage.
* Ballistic Slam's greatest asset is the element of surprise, so use cover to approach with it.
* Always use Ballistic Slam from maximum jump height for maximum slam range.
* A melee is the fastest, most efficient follow up to landing a Ballistic Slam
[u][b]Impact Conversion[/b][/u]
* Hitting an enemy with Ballistic Slam grants 5% super energy
* Hitting multiple opponents grants 5% super energy per target (5% x 6 = 30% max in PvP)
[u][b]Inertia Override[/b][/u]
* When you pick up an ammo brick while sliding, you get a 20% bonus to damage on ALL weapons for 3.5 seconds (same as 2 stacks of Rampage)
* Ammo type and equipped weapon are irrelevant; you can mix and match weapon and ammo type and get the buff.
* The buff comes from picking up the ammo, not reloading the weapon.
* You need to run a special weapon because primary ammo drop rate is only 10% in PvP (special ammo drop rate is 100%, assuming they have special ammo)
[u][b]Thundercrash[/b][/u]
* Always jump before activating Thundercrash to avoid the weird "launch" animation from the grounded version.
* Use Thundercrash to shut down roaming supers (don't solo slam someone you dink).
* You can cancel Ballistic Slam into Thundercrash, so use Ballistic Slam to essentially double the range of your Thundercrash (Ballistic Crash is what I call this combo)
[u][b]Armor Perks[/b][/u]
* Run high Mobility and Resilience as the added jump height from mobility increase the range of Ballistic Slam, and the class is inherently reckless, so more Resilience will give you more time to "cause a ruckus."
* The best perks for Code of the Missile are Hands On, Pump Action, Impact Induction, Momentum Transfer, Traction, Outreach, Invigoration, Recuperation, and Better Already.
* Always run 2 Scavenger perks for your equipped weapons (Gauntlets and Mark) in order to get 3 ammo per green brick instead of 1 (e.g. Shotgun Scavenger).
[u][b]Mods[/b][/u]
* Run at least 3 Melee mods, but honestly I run 5 because Ballistic Slam is awesome and has amazing exotic armor synergy (3 mods = 42 second cooldown; 5 mods = 33 second cooldown).
* Run Grenade or Mobility mods if you don't run all melee mods (Mobility increase range of Ballistic Slam)
* Super mods are unnecessary because of Impact Conversion.
* Paragon mods are shit for Titans what's wrong with you? Don't run them you 4Head.
[u][b]Exotic Armor[/b][/u]
* Dunemarchers are the best because Linear Actuators + Ballistic Slam = kill huge groups of enemies aka miniature super on a half minute cooldown. Also, the enhanced slide pairs well with Inertia Override and shotguns, which are great for Code of the Missile.
* Mk44 Stand Asides generate a shield while sprinting which buys you more time to Ballistic Slam, and damaging an opponent with Ballistic Slam will give you back half of your melee charge, doubling the amount of time you can use Ballistic Slam and doubling the amount of super energy gained by Impact Conversion. Also good with shotguns because of the overshield.
* Synthoceps can one shot a group of 3 or more guardians with its perk Biotic Enhancement, but the main reason to use them is because they enhance melee range and the best follow up to a Ballistic Slam is a melee.
* Anteus Ward could be good but I don't have them so -blam!- me and -blam!- you too.
[u][b]Weapons[/b][/u]
* Aggressive frame hand cannons and slug/shotguns are the best choices for Code of the Missile. Aggressive hand cannons can 2 tap for a .53s TTK with Inertia Override, and the aggressive style of play suits shotguns well.
* Adaptive pulse rifles are also nuts with Inertia Override and are already pretty meta because of how easy they are to use. With Inertia Override active, adaptive pulses can 2 burst with 4 headshots and 2 bodyshots, reducing the optimal time to kill from .93s to .77s. Furthermore, you kill in 3 bursts with all bodyshots, reducing your time to kill from 1.4s to 1.13s.
* Ace of Spades can 2 tap with Memento Mori and Inertia Override, which is a .43s TTK, which is -blam!-ing disgusting.
* Whisper of the Worm and Marksman Scope Queenbreaker can one shot to the body with Inertia Override.
* Auto Rifles are decent with Inertia Override, but they aren't very good without it.
* Aggressive frame special snipers can one shot to the body against a 3 Resilience guardian or below (189 damage).
* Aggressive frame Fusion Rifles with Backup Plan are great with Code of the Missile because Backup Plan allows you to play aggressively and Inertia Override reduces bolts to kill to 4 on all Resilience guardians.
* Trace Rifles are OK because the reload from Inertia Override helps them a lot, as does the damage, but they overlap most primary effective range and aren't as good in CQC (which is vital because of Ballistic Slam).
* The meta is always the meta, so use what's best, I just thought it would be worth mentioning when Inertia Override makes the most impact on TTK.
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Edited by TheRockinDragon: 12/9/2018 6:32:44 PMSliding over nade launcher ammo does nothing as far as i experienced. Always still hit for 184 with or without it
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1 ReplyI like the A. ward against telesto! But I think they are bugged. The slide should be as long as dunemarchers. But I just got one-eyed mask so I can't see myself taking it off anytime soon 😁 catapult is probably the best jump for this subclass.
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1 ReplyAntaeus Wards are to situational imo. Dunemarchers win easily for aoe damage with ballistic slam.
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Amazing work. Myself, I am guilty of the abusing dune marchers with code of the missile.
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4 RepliesDo you have anything for Code of the Devastator in PvP? I'm desperate.
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1 ReplyEdited by mikadri: 12/5/2018 12:40:37 PMThank you very much for this great guide. I have copied it almost as you suggest,with only very small difference,cuz I don´t have the correct item. But anyway.I´ve always thought that subclass was pure shit,but with this build,-o my.Very strong and FUN. Need some practice though,but I can´t wait to try it out in that damn crucible,and try to pay back all my deads to shotgunners,heehh. Keep up your good work :) edit. I can see you now have those Anteus Ward,pls tell where you got them?
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Not just informative but entertaining. When I’m watching one of your videos and my wife hears your laugh I end up restarting so she can watch it with me. She doesn’t even care about destiny but she loves your light hearted and entertaining approach to the game as much as I do. Hhhhhhhhhhhhhhhhhhhhj
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Wow never thought of this. Great job.
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This has been very helpful, thanks!
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6 RepliesBallistic Slam is a melee attack but it doesn't get a buff when using Heart of Inmost Light :/
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5 RepliesDude this is a perfect example of this community’s ignorance. It’s not your post thats bad, it’s everyone saying that titans need buffs. A SUPER SHOULDN’T DETERMINE WHAT SUB YOU USE. Play style and thought process about your abilities should. I love this post.
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1 ReplyWow. After seeing this post I have concluded the only 2 things needing buffs in this subclass is Inertia override and the Supers PVE damage. Well done!
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Papa sliq at it again.
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Fun subclass, but extremely disappointing for comp. it’s good for QP against blueberries that group up and haven’t got metas.
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You're a pizza shit.
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Good stuff
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Insurmountable Skullfort and Code of the Missile make it one of the best Gambit and PVE add clear ever. I've gotten almost 9/10ths of my super from the first wave alone if no one else kills lower tier enemies. Once you get your super, it's very hard to run away from it once you're locked onto a target. Especially if you have 15 motes in Gambit. Hehehehehehehe, makes me remember some funny moments.
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Fistmaster Sliq at it again...
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2 RepliesIKR...it’s no wonder the community is screaming to have it nerfed.
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2 RepliesDaaang this is awesome. Erm, have any on Warlocks? :)
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Defender? I hardly know her. ;)
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3 RepliesHmm, you know. I didn't think about using dunemarchers with this subclass in PvP. I'm not interested and going to try this
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If you are going to run mk.44 just use super mods. 3 melee, 2 super. Maybe 3 melee, 1 grenade, 1 super. It's all about the super.
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1 ReplyGood job. [spoiler]Fatty[/spoiler]
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lol and people say hunters need nerfed.
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My titan friend gets triples all the time with a syntho powered slam.