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The Galil is, surprisingly, my favorite assault rifle; it's a total crit machine due to its higher base crit chance and all the crit boosters you can mod onto it.
M105 shotgun beats all the others in general use. Yes, the double barrel can achieve higher potential burst damage using double-barreled firing on unarmored targets, but the M105 with mods can reach out to assault rifle range with more shots in the tube to Expose and Bleed most targets; it's ultimately more ammo, AP, and wound efficient due to how much safer it is.
Surprisingly, the only pistols/counted-as-a-pistol weapons I've seen are the pistols and revolvers most mercs start with, along with the uzi your IMP starts with and the customized revolvers that Tex rolls with. I haven't seen any other types, and I imagine by the time I do everyone will already have superior rifles; handguns really don't have anything going for them outside of meme dual uzi builds for Vic.
I haven't found a useable SMG; assault rifles are just as effective close-up as they are at farther ranges, while also having higher overall stats than SMGs. SMGs would need insanely higher crit chances or much lower AP costs to justify the range disadvantage over assault rifles.
The only melee weapons I've seen are the generic knives, generic machetes, Yuri's unique gut hook knife (just a standard knife that causes Bleeding on all hits), and Blood's infini-knives. I did find a "sharpened" machete with high base damage, but it lost that "mod" after a single hit. Balancing weights are also rarer than diamonds for me.
LMGs are good for mass scratch damage, but terrible for actually killing and super ammo inefficient; they're vital for siege moments but otherwise awful. The starter MG42s are nearly useless; they are the only weapons I've ever had jam and would do so regularly even above 70%. The RPK is much better.
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There seem to be some unique weapons (or so rare they might as well be unique) floating about.
The Confidante you can get for not ratting out Herman is a good early-game stealth sniper, but it will quickly be outclassed by any Tier-2 rifles with a silencer mod.
The Winchester rifle might be unique; I've only found one and the location was special.
Got the Winchester from Flay
at 3 ap per shot i find it easy to trigger 2 crit inspire. One of my merc with stealth kill approach use smg for how mobile it is. No idea if investing 1 gold perk and 3 perk for stealth killing is bright idea tho
Hit and Run
Fast Runner
Weapon:
Unarmed
Can solo entire enemy squads in 1 turn if they're stacked closeish together.
or it just the intended JA experience?
1. Craft tonnes of 9mm AP ammo, which is easy because you swim in 9mm
2. Have a nimble character like Mouse, Fox or IMP run around with an SMG using the 1-per turn skill that pretty much puts 3 bursts for the price of 6-7 AP.
3. Profit.
IT just needs skill to use - recognize the effective range, when to close gaps and/or reposition. And fiddling unfortunately, as you cannot select specific targets for run and gun.
Bonus if you can get quickscope (free 3 aim if shooting first) and a red dot (3+ aim levels apply marked to enemy). Shoot once for 4 ap to mark, then run and gun to put 3 auto-crit bursts into an enemy. Total of 10 AP. Here lie the insane crit chances you asked for :)
This is how SMGs are used. Their bonus is that you can have extra move *and* 3 bursts for 6-7 AP. Compare that to Assault rifles which are slow and steady advance.
Also, freemove almost negates that run-and-gun advantage from SMGs.
That's until and if they patch it, seems kind of buggy atm
If you like to play aggressively, they're pretty great for use while you're relocating.
Getting three free burst fires at enemies while you're moving is not a bad thing...
Equipping your Assault Rifles with the tactical grip for having the swap be free is great for repositioning with the SMG and then shooting the AR in the next turn.
But well in my main play I didn't noticed any single SMG upgades unlike Pistol with Desert Eagle, could be a part of the problem.
The Dragunov still has a unique selling point by having a higher ammo capacity. If you have the perks Reactive Fire and Killzone you do two interrupt attacks per enemy that misses you - here the Winchester often runs out of ammo, while the Dragunov can give you more interrupt attacks and can take out more enemies outside your own turn.
For Machine Guns the RPK-74 is a very solid gun. With enough accuracy it can take out a lot of enemies with minimal AP cost, although ammo capacity (90) is the lowest of all machine guns so your Overwatch is limited to 9 long bursts. The Minimi is also okay as basically every machinegun is godlike and the Minimi can be used to save ammo for your better weapons as it uses 5.56 ammo. The best Machine Gun is the HK21 as it has the higest damage and the highest ammo capacity (180). Try to save ammo for it so you can use it in tough fights. I can't recommend the MG42 as it does not support mods which means far worse accuracy.
Regarding Assault Rifles the FN FAL is good, but I haven't used it much as it uses an ammo type I want to save for my HK21. I didn't like any of the other assault rifles.
The same applies to all Handguns and SMG. I haven't found any use for them outside of the early game. I also haven't used any of the Heavy Weapons, as Machine Guns are much better for dealing with groups and if I need to blow up a wall I just use grenades. I haven't really tested any Shotguns or Melee Weapons so far.