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Shotguns are devastating with the right perks and good positioning.
Some Pistols are good with the right perks and good positioning.
A few SMGs aren't that bad, if you specially build for them.
Some ARs are good with the right perks and dedicated mods.
LMGs are very good, if you can feed them the necessary ammo.
Explosives are very good, if you have high explosives Skill.
As for Rifles: A silenced K98, something you will have after the Rust at the latest, will carry you through the most of the game no problem and is arguably the "worst" Rifle available.
Rifles profit from perks and mods, but they don't need them at all to be very good. They also work equally well in any range that is below their maximum, since there are no close range penalties that would open up an incentive to carry a shorter range sidearm.
Is the reason why we critizise balance really so hard to spot?
Do people really believe that comparing fully modded high tier ARs like the FAL or Galil to the easiest to get Rifle in the game that takes 20 scrap to be silenced is a convincing argument?
Burstfire providing an overage of 120% base damage compared to a single shot from the same weapon for 3 times the ammo is just laughably bad.
It's only bad if you can't manage your ammo. And higher amount of bullets also results in higher crit chance per turn, which is relevant for crit builds.
There's nothing wrong with rifles being powerful. It's how humans started shooting things, for most part. But you don't bring a scoped rifle in room-to-room fight and enemies seem to know, at least in some places, that they don't need to come out and expose themselves.
Well if your only complaint is about early game K98 ok... i don't think it's a big deal, but yeah maybe they shouldn't give you a ton of those in the first maps, just one would be enough
The best mod for AR's with a char build for burst is the Recoil Booster for 15 scrap you get 80% dmg boost over this rifle(with FAL) for 1 less AP and more ammo consumption ;)
On the other hand Dragunov with burst mode is just too OP.
However i do agree that the minimum range on snipers in JA2 was much better and it's something to be added for both gameplay and realism fun in JA3.
The only enemies I ever encountered "not coming out" where stuck somewhere in the map as a last straggler. And in this game there is 0 incentive not to take a scoped rifle into the kind of fight you described. 6 guaranteed kills per turn are plenty enough for anything the game throws at you and while you don't need to, nothing stops you from adding grenades or an LMG for ♥♥♥♥♥ and giggles.
Truth be told, most of the time even 4 snipers with K98s are enough an you can have 2 guys with ARs setting protective overwatches around your sniper perch for RP-reasons.
If you feel you need a burst capable weapon, the Dragunov is your rifle. You can also get it guaranteed with the best scope available and the most expensive thing about getting multiples would be to wait out the days between refreshes.
You know what increases critchance? Headshots. Guaranteed headshots all day, everyday. And with rifle base damage almost no enemy in the game will survive a crit to the head. And crafting 30 AP rounds is enough for 30 armored enemies, instead of 10 in the best case.
Not to speak of your core conceit "crit builds". I already pointed out, the ARs can be good with dedicated builds earlier, didn't I?
My core complaint is, that even the "worst" rifle with 20 scrap worth of modding and no perks is serious competition to the best fully modded ARs in the game. And that isn't because the rifles are insanely good, it's because burst fire is so laughably bad.
Why against nerf ? Sometimes it can make the game more fun.
okok well i agree that burst is more a "mid game" thing and that it's not good early, but i don't think it's that bad, i use it a lot
The problem with burst fire is, that you need the perk for it to be effective at longer ranges, and more so - the fact that the perk isn't an option from leveling.
On the other hand if you have full squad with this perk and 80+marks you can constantly kill ~10 enemies per turn easily.
So to be fair it's quite well balanced and also realistic - in RL you shoot single shots - to preserve ammo and for weapon control. Even in CQB bursts are rarely used.
Maybe in JA3 the lethality from most weapons is too high. I remember in JA2 1.13(yes, mod :)) i had those long fights with both my mercs and enemy in good cover and neither was able to inflict significant damage if any at all - you had to use flank tactics or some sort of HE to break through.
Edit: Oh look it is at 2.2! Winning! https://www.metacritic.com/game/pc/diablo-iv/user-reviews
other AR either don't have enough dam (all 556/ak-47) or shot range without aim bones (ak-74 with 24 range and 2 aim bones)
only ar-15/Galil are better with high level perk and JHP.
but if u added up with perk and other stuff even mp5 with horrible damage can do great with stealth expert to instant kill most of enemy.
for reference dam/ap without aim SVD 5.14 , mp5/famas single 3.75 brust 4.8, FAL single 6 brust 7.5/10 , m24 6.57, and AA12 with god like damage 13dam/ap
this is no aim so thing is worst for early game which u usually need aim 3 times make those weak weapon weaker due to AP cost.
i'd say add smg/handgun to breach&clear perk , some damage to 556 AR. and long barrel for AKs .