Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I also found your past comments about the heavy bolters (copied the thread below). It sounds like this game could have used a better manager or team lead who could have helped improved the weapon balancing.
https://steamcommunity.com/app/1222370/discussions/0/3034852313325931516/
It still has as uses though but you just have to be a lot more specific than other weapons.
Though I realize the first mission is really a demo/trainer for the game. For new players it's probably a good idea to restart the game a few times like I did to learn all the basics.
I wasn't able to upgrade the Mastiff, yet, but will do so after this mission. My Mastiff likely requires to be tanked up a bit to avoid getting killed quickly.
The Long Las in Assault Mode doesn't get enough of a rate of fire-increase to truly be viable for instance. The bigger magazines are especially unncessary as a result, especially since you lose the damage from the overloaded magazine.
The Heavy Bolter isn't bad, but considering that it's so much harder to make work than the Bolter for instance, while providing little in return, is a bit annoying. The Special Barrel is required if you want to actually get more damage out of it than with the Bolter, but that makes it one of the more inconvenient guns in the game.
Fair enough on your points. A developer cannot be expected to balance a game like this forever, not being a Triple-A title.
I'll may experiment with the Heavy Bolter once I get to it, but based on the following weapons guide (linked below) I'm not sure I'll have to mess with it. But at least I can play around with it in the Gladiator Arena at Martyr's End to see if I like it or not. If the Heavy Bolter sounds good and feels good to shoot then maybe worth me spending more time with it.
Weapons guide link by Incredibly Average:
https://steamcommunity.com/sharedfiles/filedetails/?id=2508643779
The plasma rifle for instance was in the mediocre weapons along with the long las which are two incredibly powerful weapons.
Yeah that’s them I can never remember what their ingame names are because I rename all my guns.
You did the same thing I did; I played through the first mission twice before I realized what was going on with the mission selection.
I've noticed that the Hashin's Eye isn't quite as good a weapon as it could be. Due to long-lases being situational weapons (they are sniper rifles, after all), they're better when you lots of opportunities to use it, and those opportunities are few and far between. Then again, that just might be my own dislike of sniper weapons speaking. Let's face it, Hlaine "Mad" Larkin, I am not.
What I don't like about the initial scoped weapons, for the Strikers I found, is switching to scope seems to have a delay, while perhaps realistic, does take up some of your reaction time. Maybe switching to iron sites takes the same amount of time, just the further zooming in with the scope makes the transition appear to take longer than I would expect.
However I'm playing on a large OLED TV and can spot most enemies to shoot at a distance pretty well. So I may not need to rely on scoped weapons that much. But I'll try the dedicated sniper rifles once unlocked before I make a judgement.
The meter for ADS is called handling Ingame if you want to make that stat better.
That's probably part of the problem, but Hired Gun is also just a pretty fast game where combat mostly takes place at short and middle ranges. So something like the pump-action will just not be very good in comparison. Same can often be the case for Snipers, as has just been pointed out. So, do you just throw that out? Or add it to give people some more variety?
EYE - their first game - had an Assault Rifle which was clearly worse than the other one, and it was way too obvious as that is likely to have been an oversight.* Similar case with the Heavy Flamer in Deathwing, which is easily one of the best options against swarms in the game. And as most of the game is fighting swarms, well...
*It was kind of the low quality AR that most Feds and Looters were using.
Tl;dr: Probably not just a balance issue.
Haywire pulse solves that issue.