Talk:Supra Vandal/@comment-74.96.199.63-20170505040743

I have to admit that I'm a little disappointed that the only immediately discernible improvements to the Vandal version are QoL-oriented, but the base Supra has always been a little underrated when you mod it for its augment and pure corrosive in solo play.

With the Supra Vandal, a cheap, 2-Madurai-forma build with Serration, Split Chamber, (regular) Bane mod/Shred, Entropy Burst, Infected Clip, Stormbringer, Malignant Force, and High Voltage provides quite a lot of scaling killing power. Add in another Naramon polarity and you can comfortably slot in a Primed Bane mod, Heavy Caliber, or--if you absolutely, positively want as many Corrosive procs as possible--either Hammer Shot or Catalyzer Link, but at that point you're better off going for more raw damage.

Having also tested how this performs with Heavy Caliber, you're still going to have to stand uncomfortably close to enemies to land consistent headshots for double damage. Despite the Supra Vandal's accuracy stat with Heavy Caliber being displayed as 9.6 over the regular version's 8.3, it still appears to have more spread than the regular variant by default. If you're up against heavily armored enemies, I'd strongly recommend going for a Primed Bane mod instead, which will at least allow you to hit things consistently beyond short range over theoretically better damage output.

Ideally, if DE were to buff the Supra Vandal later down the line, I'd just advocate for bringing the base status to 10% and/or adjusting crit chance to 5%, 2x multiplier. As much as the QoL changes are appreciated, having no direct improvement in damage output over 8+ seconds of holding down left click is admittedly disappointing. A little extra status on there in particular would reduce the dependency on its augment for scaling purposes and make 60/60 element mods more desirable in builds.