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Early game when my stats are still low to handle assault rifles well, I often slot 'ready steady' to reduce recoil. That mod has no bad effects really. I'm not totally sure how Pyro works against robots or mechs, but certainly it should not improve it and in worse case makes it less effective. Equalize is ok, but it does nothing against normal enemies and still uses the mod slot, so makes me wonder if swiss cheese would be better (especially if the weapon base armor penetration is bad)
I use mainly Ajax and Psalm 11:6 assault rifles. Ajax has more power per shot, but Psalm has the 30% burn chance which you cannot easily make with Ajax (would need 2xTier 5 pyro). Then there is the fact Ajax has only 30 size mag compared to 50 in Psalm (no, you cannot put a Mag size mod in Ajax because all slots you just used for Pyros). I feel Psalm is still useful in late game even it cannot take any mods.
I use Strigoi muzzle break and Kanetsugu sight in all assault rifles if possible. They increase crit chance and reduce recoil (Strigoi). Cetus silencer rocks especially at tier 5.
Don't know if you have Phantom liberty, but you should note Barghest (the main 'gang' in Dogtown) has own version of almost every gun. They have often different base damage, armor penetration and mag size. Like Barghest Ajax has more base damage, but only size 20 mag. Then there are special xmod2 weapons to be found in Dogtown (they are iconic), and they have improved stats (and two mod slots)
just curious which ajax setup would be good?
Swiss Cheese/Big mag or Pyro/ Swiss Cheese
Do weapon mods really stack like this? I've never tried it...
Still though, for non-Pyro, many have tested them, myself included, and they do stack.
I am not personally 100% on all of them, I have only tested Equalizer and Pax, as those are the two non-Pyro I actually double up on, I am taking the word of others that the rest function similarly, and I have not experienced anything to make me doubt it.
However, if you are unable to one shot regular enemies without Pax, Pax is the better option, because you can pick off the regulars and switch weapon (or use hacks) against the skulls.
About some specific mods:
- Big mag. You get quite a massive 20% increase in loading time, which in the beginning could feel a lot if the default reloading time is long. I don't use this. E.g 30 round mag would become 47 round mag with tier 5 big mag. Rather get a gun with a bigger mag.
- Pyro. It _converts_ part of the damage to thermal. So it should make weapon worse against thermal resistant opponents (robots, mechs,... Adam Smasher?). It is good against normal kind opponents (most of them). Swiss cheese might work better against thermal resistant targets
- Swiss cheese. This might be of no use against opponents which have no or very little armor. Better against more mechanical targets (opposite of pyro)? The only small bad side is it increases stamina cost slightly (rarely a problem late game)
- Pax. Less than tier 5 pax also reduces combat damage, so cannot recommend it in any other than stealth weapons. Also I would not put it into an automatic weapon, because shooting disabled enemy second time with pax makes it lethal
- Equalizer. It improves inflicted damage only against veteran/elite(those with skulls) enemies. No effect against others, so for them it is just wasted mod slots.
You are allotted 3 weapon slots, so dont hesitate to have specialized weapons IE: double Pyro for trash mobs, electric damage for mechs, double Pax stealth weapons.
Darn it's like that saying "Jack of all trades, master of none." I can see why it's either double pyro or equalizer.
kinda angy there's so little info about weapon mods and how to build non-iconic weapons.
With that being said how would you build the Omaha non-iconic?
I went with supercharger and spinetickler cause I don't have PL DLC
I 100% suggest getting the DLC, it is extremely good.