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12/4/2020 7:21:11 PM
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Overload Mods Feel too Inconsistent for Solo Play

I've killed Overload Champions before in the 1250 and 1280 lost sectors. They are not unkillable. However, I feel they are quite overtuned. Doing a solo lost sector means you have to prepare correctly. Their health regenerates far to quickly to rely only on raw firepower, they have the ability to teleport at will, restore to full before you can even reload, and kill you almost instantly if you even try to use a sword. You can't fight these things without a disruption mod. However, with disruption mods, they are entirely doable. If you can keep one stunned, they are chumps and can be walked over. The problem is that the current overload mods are either bugged or are just too inconsistent. As far as I know, there are currently 3 ways to disrupt atm; auto rifle mod, scout rifle mod, and grenade mod. I have tried using the weapons, and they disrupt after about 2 seconds of firing, but they don't seem to be able to disrupt the same target again until about 15 seconds later, which is far longer than an overload champion needs to recover and then either kill you or teleport away and heal to full. The only "reliable" way to solo one is with the grenade mod since you can couple it with the other mod that gives your grenade back when you stun a champion. This seems like a perfect system, but unfortunately it's not. I've had times where I'd throw a grenade and get the stun, and then be able to chain the grenades and stuns indefinitely. I've also had times I'd get the stun, then throw another grenade, only for it not to stun and be out of options to stun aside from just waiting for energy regeneration. Additionally, I've had times where the grenade would stun, but only for 1 second. I just don't understand how the overload mods work. They feel too inconsistent to rely on, but it's impossible without them. Am I doing something wrong? I was using the solar and duskfield grenades with the same luck on both, trying the grenades as soon as I get the stun regeneration and sometimes when the previous grenade ends. No matter what I try, it feels random when the grenade will stun and for how long aside from the first stun.

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  • Ugh yea, I only started playing about two months ago and tried the Cosmodrone garden and got owned a month or so ago. Tried it again last night and kept having problems with the overload captains jumping around like crazy even with overload mod active with an auto rifle. Saw this and another post or so on reddit, and switched to scout mod using royal chase (burn was void dmg, so it did double duty). Took out the captains in couple seconds (pummeled with scout until stun, then chopped up with sword).

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  • Overload Polaris Lance works very for solo content. You can keep at range, the gun reloads itself if you're landing crits, and the explosion/burn keeps a fairly constant damage.

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  • Divinity can stun them instantly, every time. It can also kill them if you leave the laser beam on, or switch to your sword for the quick win.

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    • It's just overload auto rounds. They suck. The grenades and scouts work fine

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    • The overload champions are just bugged. I've put two autorifle clips into them without them stunning. That on top of the loot in 1280 lost sectors just not working, I think I'm done doing them. I did 5 1280 lost sectors solo today, it took about an hour. I got nothing but glimmer. Their definition of "common" is not applicable.

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    • I’ve noticed that stunning an overload champion with my warlocks solar grenade or my hunters swarm grenade is immediate and effective. Champion is stunned and stands still. If I use the titan fusion it says he is stunned (I get my grenade back, so the game thinks he’s stunned) but he stands there shooting. Doesn’t port around, but shoots. The champions seem buggy in general lately. You shoot an unstoppable round and an unstoppable champion, you get the unstoppable sound but he keeps on keeping on. Yay

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      • Well said. I had the exact same experience and I'm a 1271 Titan. The only way I have been able to kill them is with massive Fire Power within a few seconds - like a 3 shot Burst of Truth rockets. My Xenophage simply doesn't have the hit power to kill them fast enough - they always start regenerating after they get stunned and being Grenade disrupted is unreliable.

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      • Don't you mean, TELEPORT NONSTOP.

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        • The closer/higher your light level is to the level of the overload will drastically improve how easy it is to stun. Also shooting an overload with something like and overload scout while pacing your shots will usually stop it from regenerating period. Thermal Overload mod from the seasonal artifact helps with this greatly. I would recommend looking at some YouTube videos to help you. Also hitting precision hits it more likely to stun/activate overload rounds.

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        • A scout rifle with explosive payload works really well for stunning overload champions

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        • I hear ya. I use the grenade mods from the artifact, but its kinda nuts that I can disrupt an overload Captain 6 times in a row within 6 seconds and they always gain health. I can kill them easily enough, but the proc is so inconsistent. I found the closer you get to them, the more they fidget and higher the chance they ignore the proc.

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        • Surge eater thermal overload and a overload scout rifle. 🤷🤷🤷

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        • No joke I had an overload captain teleport and dodge my grenade 3 times in a row and I had to wait for my nade to recharge each time.

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        • I said this back when we still had the bunkers. Too many bullets to stun

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        • Yea I had some issues with the master lost sector perdition today. I was using thermite grenades on my titan and it was very inconsistent in stunning the overload champion.

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        • Lost sectors are fun once, then kinda boring lol

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        • Entire game is reskin trash......

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          • Trying out the master lost sector. The overload Minotaur was standing IN MY OVERLOAD GRENADE....and not being overloaded and not giving my nade back. I mean, wtf. If I’m gonna kill that thing, I need to move in while it’s stunned and kill it or it one shots me at 1267.

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          • How the hell are you supposed to beat this lost sector. I have all the “right mods/weapons/power” and still die to easy? Are “normal”people not suppose the get the new exotics or what🤷‍♂️🤷‍♂️

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            • With limited lives in the most sectors and the overload mod for my auto rifle working half the time it’s nearly impossible to complete. Bungie needs to get their heads out of their asses where they have been since they first nerfed the Vex in D1.

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            • I got both of my new exotics when I was 1230 and didn't have an issue. I didn't have the grenade mod for overloads either. Used a scout and submachine gun with Anarchy. Shot the overloads with my scout, shot 2-3 Anarchy grenades, then continued to shoot the overloads with the scout. But make sure to kill the surrounding enemies or lure the overload champions in order to single them out. Had success with this everytime and didn't need restart the lost sectors at all

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              • I haven’t had much of a problem with these. I use Artic Haze (60 in the magazine) with Duskfield grenades to keep them stunned. Seems to work well.

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              • Sometimes the weapon mods just refuse to activate, even on auto rifles. The visuals and the status on the side wouldn't even pop up at times when holding down the trigger and that Overload Captain would just shred you.

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              • Its very inconsistent. It’s annoying and frustrating.

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              • The grenades make there being no point to using the terrible selection of guns. The auto and smg champion mods were very very poorly implemented.

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              • Edited by Natdeguerre: 12/6/2020 2:19:06 AM
                Overload mods for autos are not great, but for scouts and grenades they do work. I ran a bit short on heavy ammo today on those twin barrier hobgoblins. Had to wait for the super, which was kinda annoying. The teleporting on the overload Minotaurs and captains could use some toning down. They’re like giant mad squirrels.

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