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This may have sounded kinda rude, but I didnt mean it, just can't phrase better.
AA12's weak point is lacking ammo as you pointed out, also lower per shot damage contributes to it if you compare the stats. Even though ammo pool looks aplenty, it's not the most efficient weapon to clear stray trash off from you for the long run. You are bound to pack it with a heavier pistol to pick off single targets and machete to flinch combo, which not many been fond of.
It's a matter of preference, as you're not entitled to like its strong points so much to ignore the drawbacks. You may become an excellent trash sweeper behind a big specimen when you had to pass it to your winger (sharp or another support) and gain slightly more effective range but ammunition is a problem as picking single targets is wasteful now and machete flinches are harder to pull compared to katana or fire axe.
Well, guess as its a matter of preference, I prefer to chonk down enemies in groups, at distances where accuracy isnt the greatest concern.
Thank you again, enjoy some pancakes!
I wont delete the thread, lets see what others have in mind.
I've never heard of the [Fire Axe + Shotgun] combo being somehow "not allowed" on HoE or AA-12 being mandatory. Support Specialist has more than 2 optimal loadouts, and not all of them have AA-12:
HSG-1 can be replaced with the starting pump-action Shotgun in every loadout. Performance-wise, HSG-1 is a better option, but the starting Shotgun is a decent weapon as well, and it can act as a stopover until you get the HSG-1.
AA-12 is less powerful than the starting Shotgun, Combat Shotgun, and HSG-1 in terms of damage per single shot. However, it is better in terms of sustained damage (per multiple shots), and it has less downtime between shots. It's the only weapon that solves many issues with shotguns as a weapon class:
Combined with the Hunting Shotgun, it turns into a great combo weapon for dealing with multiple Fleshpound and multiple Scrakes.
Its main weaknesses are the relatively low damage per pellet (combined with what is essentially the starting Shotgun's spread) and weight, but both of them can be remedied.
Aside from that, I'm seeing the following issues that originate elsewhere.
1. Neither of the loadouts you've mentioned has a strong handgun to conserve ammo. You're saying that having an Axe lets you kill single enemies without wasting ammunition. You can't take an Axe with the [AA-12 + Hunting Shotgun] loadout, but that's not the issue here. You're running out of AA-12 ammo quickly because you use it like a Commando's rifle. Instead of doing that, pick off individual trash zeds with an off-perk MK23 or Handcannon and reserve AA-12 for groups of trash zeds and large zed takedowns.
2. You're claiming that having an Axe lets you flinch Scrakes. That's true, but the [AA-12 + Hunting Shotgun] combination lets you do it, too. It leaves enough space for a handgun and a Machete. Machete can flinch Scrakes with alt-fire head hits. While a Fire Axe lets you flinch Scrakes with body hits, you shouldn't count on always having access to an Axe. In HoE games with randoms, you might be one death away from losing it, and getting it back isn't going to be a cheap option. Playing a Berserker for 1 wave mid-game just to get a free Axe can make you a detriment to the team as well. Practice with Machete (doesn't cost a lot to obtain) in test environments, and you will not have to rely on costly body-flinch weapons (Axe, Katana).
3. The team is lacking a designated trash cleaner, and you have to deal with large volumes of trash zeds on your own. Substitute the Hunting Shotgun with HSG-1, leave AA-12 as it is, get an MK23 and a melee weapon to flinch Scrakes. You should have [AA-12 + HSG-1 + MK23 + Katana/Axe/Machete], an excellent trash cleaning loadout that still lets you deal with large zeds effectively. It has two good trash-cleaning shotguns and a generous ammo pool.
That said, the Combat Shotgun, the starting Shotgun, and the HSG-1 definitely feel more convenient when it comes to pre-damaging Scrakes before a finishing Hunting Shotgun blast.
There is a key you can set for switching to last weapon/item. By default it is unbound. Makes it a lot smoother for swapping weapons or swapping off injector etc.
Once you get used to using it, it is hard to live without it ha ha
Substitute "x" with the key of your choice.
The default bind for slot 3 looks like this: