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?
Kuva Zarr used to be awesome before the AoE/ammo nerf - it was my favorite weapon, since I’m a geriatric and play on a controller, so I can’t aim to save my life… Right now it’s barely even viable though, unfortunately. So, your not really missing much to be honest - is just use it for MR and forget about it.
Edit: if you’re looking for another weapon that can delete an enemy it hits AND everyone else in the same zipcode, try Torid with an incarnon adapter (the latter will be obtainable from steel path Duviri circuit soon-ish). Beam weapon, not AoE, but it’s immensely satisfying.
Would suggest getting the kuva tonkor. It’s the new zarr
The AoE nerf really fucked the Zarr’s viability.
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.
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
Huh, I never noticed that ammo types were just primary/secondary now. So how do ammo mutations work after the change?
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.