Aliens: Dark Descent

Aliens: Dark Descent

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Rex Jun 21, 2023 @ 3:26pm
Heavy Pulse Rifle any good?
Is it worth to pay 200 materials for it? I see no difference in stats except 25 more rounds in the clip, 0,1% more crippling chance (which is useless if you have 13% more crippling chance already) and well slightly more salvo length. It also has no grenade launcher and reload time takes longer. Thoughts? I could buy 6 upgrade slots for the marines for that amount and have 20 materials left.
Last edited by Rex; Jun 21, 2023 @ 3:27pm
Originally posted by General Spears:
It have more DPS and more rounds but you loose the grenade skill for this marine. So it is worth having 1 or 2 in your squad but more is questionable.
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General Spears Jun 21, 2023 @ 3:30pm 
It have more DPS and more rounds but you loose the grenade skill for this marine. So it is worth having 1 or 2 in your squad but more is questionable.
Eightball Jun 21, 2023 @ 3:31pm 
Could be good to mix one in with the other pulses, so that one of them is always firing while the rest are reloading. I think extra rounds in the mag is quite valuable as reloading is when you are weak. You only need 1 grenade launcher in the squad, to use the ability. So probably worth it.
pRaX Jun 21, 2023 @ 3:35pm 
Does it? That's not really what I'd gather from the ingame values shown to me.
It literally says it's the same damage but regular pulse rifle has a higher fire rate and ergo you'd think the heavy is a downgrade.
Rex Jun 21, 2023 @ 3:39pm 
Originally posted by General Spears:
It have more DPS and more rounds but you loose the grenade skill for this marine. So it is worth having 1 or 2 in your squad but more is questionable.

Just to clarify. It says 1-2 damage for both. Both have 1 ammunition salvo per minute. So it's just the 25 more rounds which gives it more dps but there is no actual damage increase for the weapon itself correct?



Originally posted by Eightball:
Could be good to mix one in with the other pulses, so that one of them is always firing while the rest are reloading. I think extra rounds in the mag is quite valuable as reloading is when you are weak. You only need 1 grenade launcher in the squad, to use the ability. So probably worth it.

Yeah, i might give it a go.
Last edited by Rex; Jun 21, 2023 @ 3:40pm
Eightball Jun 21, 2023 @ 3:50pm 
Originally posted by Rex:
Just to clarify. It says 1-2 damage for both. Both have 1 ammunition salvo per minute. So it's just the 25 more rounds which gives it more dps but there is no actual damage increase for the weapon itself correct?

Thats possible, the dev said it has more DPS, which is correct assuming the same dmg but more ammo in the clip. Any time spent not reloading is more DPS time. And only requiring 1 grenade launcher should mean the rest would be more efficient with the heavy.
Dastardly Jun 23, 2023 @ 1:24pm 
I believe the workshop info screen lies. It tells you that it costs 1 ammo per burst for both the regular and the heavy pulse rifle. But once you buy the heavy pulse rifle, equip it to a marine and then hover over the icon it states that the regular pulse rifle shoots 2 ammo per burst and the heavy pulse rifle shoots 3 ammo per burst. Meaning you get more ammo and a higher fire rate. So it's definitely worth it to replace all but one of your regulars with heavies.
Cat Jun 23, 2023 @ 1:40pm 
The info is bugged, the dev made a post about it. The heavy is an upgrade at the cost of losing your grenade launcher, I usually keep at least one marine with grenade launcher for that reason.
Agent-KI7KO Jun 23, 2023 @ 9:47pm 
Pulse Rifle is two rounds per .75s

Smart Gun is four per 1s.

Heavy Pulse is three per 1s.

Comes to about 4dps on Pulse Rifle, 6 on Smart Gun, and 4.5 on Heavy Pulse.
DarkPoolz Jun 23, 2023 @ 10:32pm 
Originally posted by Agent-KI7KO:
Pulse Rifle is two rounds per .75s

Smart Gun is four per 1s.

Heavy Pulse is three per 1s.

Comes to about 4dps on Pulse Rifle, 6 on Smart Gun, and 4.5 on Heavy Pulse.

If the DPS as you say, I wonder if it is worth it rely on just less marines with grenade launcher. If your one and only marine is knocked down for example, you won't be able to use the Grenade Launcher at critical moments. You also need an initial research cost to unlock Heavy Pulse. Not sure if it is worth unlocking. I rather spend the cost on bringing some more sentry turrets for the extra firepower instead.
HealthBar Jun 23, 2023 @ 10:56pm 
Originally posted by Agent-KI7KO:
Pulse Rifle is two rounds per .75s

Smart Gun is four per 1s.

Heavy Pulse is three per 1s.

Comes to about 4dps on Pulse Rifle, 6 on Smart Gun, and 4.5 on Heavy Pulse.

If this is true, thanks for the info.
Then based on what Agent said, I don't think it's worth it. +25 mag size, +1 per burst, and +0.5 DPS upgrade at a cost of Grenade skill and most importantly, 200 supplies? That's not a good deal for me. In the end, players win over aliens by spamming CP, not primaries.

I would rather instantly shoot a grenade when someone has LOS to an alien, and spend those supplies on double CP regen upgrades for my Sergeants instead.
Last edited by HealthBar; Jun 23, 2023 @ 10:56pm
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Date Posted: Jun 21, 2023 @ 3:26pm
Posts: 10