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Headshot Damage is usually reserved for snipers (semi auto) where they snipe long range undetected despite the glare they could still do a peek shot to prevent that.
People move fast in this game to do a proper headshot. Don't forget, you can double jump, side step, glide and all those fast movements doesn't guarantee you a headshot whenever you use shotguns, SMG and Assault Rifles.
I prefer headshot dmg because if you try to shoot in the head during a gun fight you will have more chances to win. Also, don’t forget when you spray, some of your bullets can hit the enemy in the head, even considering the fact that you were not aiming at the head
strigfield dmg only works when people are in paper mode
headshot for people with good aim and strighfield for people with bad aim
Headshot for... muskets or w/e you call those single shot rifles who benefit a lot from the extra "ambush" damage
Autos can get either doesn't matter.
(Headshot is generally better in a straight 1v1 shootout but I more often encounter "string battles" where people try to NOT die in a 2v1 so that they can be rescued, try to be sneaky on teammate by wall climbing, etc.)
single shoot is snipers
and auto sniper rifle is dmr
i prefer headshot for ar, smg, dmr and stringfiel for shotguns and snipers (shotguns and snipers dont have headshot upgrades anyway xd)
Also, even if you don't finish your enemy, your teammates will.
(I killed many players with tiny health on stringified, using, Ignis or emberplit. stinger also works if you want to spray.)
on SMGs, such as Yvette's or Flavia's. I choose firerate upgrade. I finish em off so quick that my opponent don't have have time to stringified. (literally, they ain't know what hit 'em.)
oh, and shotguns too. cuz.. SG feels bit weak in this game compare to snipers.
If you play FPS games, you'd normally think headshot damage is the "ideal" upgrade without a single doubt. In this game, it's more on damage numbers. Some games apply instant headshot kill but that doesn't apply here.
Here's an example for Michelle's basic stats as an Assault Rifle agent:
basically a headshot is already a crit in this context doubling the amount of the lowest base raw damage of 17.
It takes a 5 total headshot to kill a player with Heavy Armor upgrade. (215 HP total). The farther you aim, the less damage you deal. It's original lowest damage value at 10m dealing 17 damage is just 14 now at 50m which makes it 6 headshots total instead of the usual 5.
Whenever you try to headshot someone, they are always in the move or stringified/gliding or jumping. Spraying and praying your 30 rounds of ammunition as a way to justify "more chances to hit the enemy to the head" also exposes you to the same. The longer you fire 30 rounds mag dump at someone, the higher the chance you'll get return fire from someone else on their team. In ideal scenario, you don't do full mag dump of 30 rounds on one person especially when its a team based game where someone will assist their teammates that's under attacked.
Whenever you fight someone close to 1-3 meters, they always go stringified when there's no cover around. For every close quarter combat, it's ALWAYS a STRINGIFIED battle at this point on.
The usual 5 headshots at medium range ends up becoming 4 headshots for an enemy with Heavy Armor. It takes 6 if shot at farther range down to 5.
+12 extra damage
Comparing +5-7 EXTRA damage to FLAT +12 EXTRA Damage PER bullet (in ALL RANGES of penetration value) during stringified and yes, the stringified damage applies to headshot during stringified making it more beneficial as an overall upgrade.
To those who say, they'll get Stringified Damage Reduction, that also applies to you in equal setting in contesting objectives where everyone goes stringified if NOT, jumping. If a person is side jumping or double jumping, you can't aim for the head easily either.
In an actual team combat scenario, there's Celestia, Kokona, Fragrans doing healing or armor regen so a +5-7 is a small damage improvement compared to the other. You want the best? that's the answer math wise in theory crafting. Snipers/Semi-Auto/Single Shot weapons are exempted from this rule.
Audrey = Suppressing fire with LMG
Baimo/Eika = Shotgun will hit due to spread
If you trust in your aim a little bit, you should always try to go for headshot damage. Getting more headshots than the enemy will turn a fight in your favor, while not getting headshots means you have to either shoot at enemies that dont shoot back, or hope they dont hit headshots on you.
If you plan to shoot targets that are stringified a lot, or duel with players who stringify between reloads, then stringified damage can be useful. This is especialy true on Audrey, since players often try to stay alive in her suppressive fire. But even here, if enemies dont strigify then you can down them a lot quicker with headshots as Audrey.
By default i would choose Stringified damage on snipers, audrey, and shotguns as well. With the exeption of Bai Mo headshot build, if you have the aim.
Everything els benefits from headshots too much, even if you use hipfire and never ADS.
Reichii is a sniper and his Critical Hit upgrades are as follows:
https://strinova.org/wiki/Reiichi
He may doesn't have a charged aiming damage mechanics due to using a semi-automatic weapon in replaced of passive ADS scanner but any rifle with a scope is a sniper.
In fact, he can Switch Scope Magnification just like Kanami and Kokona.
He even has 4.0X Max Scope Zoom just like Kanami and Kokona from Handling Upgrades.