Miller: what are your impressions?

Its borderline. If they make it more in line with reaper though I won’t complain.

I like them so far, but I don’t know what I want to do with them. Thinking I should get a favourite cabin and experiment with that.
So far I’ve tried it on machinist, master, and harpy, on legs, augers/omniwheels, and wheels. Might try an omnibox tracks build next.

Made a small speedster buggy for them 9k haven’t taken it out yet though.

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First thing I noticed when taking this into combat the sounds of the guns really sucks it’s way too soft. I can’t hear them over everything else. It had me checking the counters often just to see if I was firing or not. The spin up sound is also really too quiet I cant tell when I’m doing partial spin ups via the noise.

Beyond that sticking with Jay for it same rad/shiver set up as I suggested before worked out pretty good.

well… tbh i prefer the miller over the reaper. main reason is ammo. reapers need ammo crates which are explosive, millers dont and the millers can fire an explosive shot. its not bad in raids tbh. it works really well against enemies with explosive crates on them as the explosive shot penetrates and does alot of damage. ive exploded a ton of ammo boxes with it on bots.

hey trombones work with them as well. they cost 2 energy, heat parts and you can have 2 of them on your vehicle if you want to run a cooler and radiator. or just 1 with 2 coolers and 2 radiators.

are you drunk while your aiming your gun? xD
or is your driver drunk? lol.

Even before I actually got them, I figured that they are mainly PvE weapons. They are actually less durable and even harder to hide than the Whirl autocannons, and you usually put only 2 of them on your car, that can’t be good in PvP…
I plan to make a raid build with 3 Millers, a Torero cab, and a Shiver. Maybe I will swap the Torero to a Favorite, but it will be a long grind, since I have neither of those atm and they are expensive AF. I think 3 Millers should have very respectable DPS, although the PvE scaling might screw me over if I go too high with the build’s PS.

They work fine - one nice side effect of explosive shot is, you can aim “under the car” to pop fuel barrels if any - works unexpectedly well. They perform just fine on a growl+seal. Not OP, not underpowered - unexpectedly well balanced.
Why are people complaining its not OP enough?

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The only negative thing I said was the sound needs fixing…

The slow pivot was annoying me, so I tried pairing it with an oppressor and some buggy wheels, and I’m having way more fun now. Harpy seems to help the explosive shot more than I anticipated, and I can fit both on an averter.
I’ve tried a few codrivers, but currently favouring Jay, thanks to a tip earlier in this thread. It appears that only the explosive shot charges the perk, and they occur at the perfect rate to activate it.
Probably going to rework this so that I can shoot sideways better, but for now it’s working for me:


image

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Very nice looking build. I just slapped two on my usual PvE build, I will try to make a build with 3 if I get my hands on an Apollo.


I ended up putting a fused Chill, Taymir, and RN Seal in it. Quite fun in Patrol mode, often I can shoot almost uninterrupted through the enagement until all bots die. DPS should be higher than 3 Spectres, but somehow, I make less MVPs than with those, and there isn’t much of a PS difference, either.

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I’m going to try pairing two with an aurora, or possibly trombones. Feels like a better way to get more DPS, and still have some energy for cooling. Also definitely going to get a Favourite.

I was trying to figure it out as I noticed it charging during sustained fire as well. It’s also not counting a lot of misses if you view it firing via a scope which makes me think maybe it’s a hitscan.

I quite like them, they are really good yet do not feel OP. Definitely one of the better weapons in the game. I was going to say that they’ve completely replaced Equalizers, but after some more thought I don’t feel that way, equalizer aurora builds still have a place in the wasteland even with millers being a thing.

Many people like to pair up the millers with an aurora, but I find that running just two millers works out just as fine. I also noticed that millers in general do much better in heavy brick builds rather than fast little builds, to which equalizers feel much more suited for, due to being able to better hit targets while moving around a lot. It can be done with the Millers but it’s much more harder to keep hitting a moving enemy repeatedly with Millers slower bullet travel speed and rate of fire than on the equalizer, while also being on the move yourself.

The explosive perk is pretty neat and sometimes ends up being a lucky shot that deals major damage to en enemy, but equally as much it feels like it does not really make a difference

8/10 very good so far the best weapon to come out of this season

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They seem cool, sadly I can’t use much dps weaponry with my playstyle, my friend is running 2 with a skinner on small tracks and flinging people, its doing well

I usually run my machine guns with Billie (remember, PvE, your weapons don’t get aimed at), it’s a 25% damage boost in about half the time I keep shooting. It works well. I also tried Falcon, but I can’t seem to take advantage of his skills. I’m somewhat skeptical about Jay, but I’ll give her a try, too.

My theory is that it’s not counting the normal shots at all (possibly a bug), and only counting the explosive projectiles. If the normal shots counted, they’d be occurring too quickly to trigger the perk.

That’s the oddity of it though they count them perfectly on the weapon perk though, every shot that hits charges every shot that misses removes one. The co-driver perk should only charge once every 3 second but every miss should wipe the total I would think that charge counter would sit at 1 charge most often and the first shot fired is counted. I was thinking it might be an artificial count that just isn’t reporting correctly. As so long as my crosshairs are over the enemy at the start and stop of firing it seems to only count it as one shot on the co-driver until 3 seconds passes. It could be something as simple as enough shots happen that it just bypasses the misses as only one binary field is used for hit or miss so it defaults to last shot fired too. If I stop firing right before the target explodes and there are still enough shots in the air to destroy the target it doesn’t de-charge the perk even if a few of the shots pass after the explosion.

So I actually tried Jay, and yes, only explosive shots count. When the perk works, it works really well, but the way I see it, most engagements happen within 80 meters, which is too close. I guess I’d still use her if I wanted to PvP with these weapons, but for PvE, Billie is def the best.

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You mean Miller is hitscan or just it’s one explosive shot?

Because I can tell you without a doubt I have to lead my Miller shots at longer distances to land my bullets. So the Miller definitely fires projectiles.

I mostly wanted to check if its hitscan or not so it can be ruled it out. Something else strange is going on with it.

Fair examples:
I can start firing with the crosshairs over a target get the point and then continue spraying wildly without loosing the bonus all the way to overheat. Tap firing can get you to 4 charges before the 1st explosive round. So it’s counting more then those.

I’m thinking it’s only counting the last shot on the second mark. Like if I do the fire wildly thing I mentioned above but don’t instantly go to another target fast enough it will clear the bonus. The slight hesitation is enough to clear the bonus. Shots are missed in both situations but it’s a matter of how many and for how long.