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Far as I know aim assist is only for the controller, but I dunno your controlled preference =P.
The best shotgun hands down is the M37A3 Pump Shotgun, or at least the most safe option, you will 1Shot runners on insane with headshots. But other shotguns like the Medved or the new Scattergun are very fun and can work on insane in some builds. The automatic shotguns (type 21, Type 76) are also viable with some builds, a gunner with overclock will melt elites with one of them. But as I said the M37A3 is a very reliable option, stay calm, aim to the head and you won't die if a pack of runners are coming your way, even prowlers.
I don't use a lot of smg's anymore, I prefer shotguns, most builds out there use shotguns.
Rifles: Kramer, Zvezda Plasma Rifle, M41A2 Pulse Rifle, Type 88 are solid options for automatic fire rifles, M41A3 Burst Rifle in the burst type. For snipers if you want the classic bolt action powerful rifle the L33 Pike is the King, hands down, for semiauto snipers the Twilight is amazing, great stopping power and high fire rate, M42A2 Scout Rifle is also nice as semiautomatic sniper rifle.
Pistols: there is a great variety in this type of weapons and most of them will work nicely, some are shotgun style, others are automatic pistols, finally the classic semiautomatic ones, try to cover the range that your main weapon is not managing (i.e.: if you use a shotgun you want a pistol effective at long range)
Heavies: Smartgun and Heavy Pulse Rifle are the most useful and safe options, there are flamethrowers and grenade launchers, very fun to use and with very high DPS, but one mistake on Insane and is game over.
About attachments you want to improve the best features of your weapon and minimize its flaws, don't let some stats like more critic damage fool you, you want reload speed and rate of fire, it means more DPS, perhaps you want to fix a bad default acuracy, or small ammo pool. But your build also changes the stats of your weapon, so this is another important factor, i.e: a tech perk increases a lot the reload speed of your gun if your turret kills enemies, with this perk you don't mind slow reload weapons.
The first heavy weapon comes in 6th with the L59 Minigun.
All the rocket and grenade launchers are garbage for sustained DPS. The only way they become good at sustained DPS is with Lancer and using his Onslaught ability which negates the reload, which is where these weapons struggle for getting a good sustained DPS. Sustained DPS means including reload time versus Burst DPS which ignores reload time. But using Lancer in this way will burn through all your rocket ammo in about 1 minute.
The absolute garbage tier weapons are the snipers with the L33 Pike being in last place with the worst DPS. All the snipers are bottom tier for sustained DPS. Even for burst DPS they are lacking.
As far as mods, I avoid all stability and accuracy increase mods, for the most part. That's because of how the game calculates these buffs. When you get a 50% stability increase, this is not a true 50% increase because of how the devs have chosen to do this math. They take the difference from your stability and 100 and then apply the buff to that difference. So if you have 80 stability...a true 50% increase would mean 40 more stability. But the game instead, takes the difference....100 - 80 = 20 and then applies the buff to this difference, so ingame you would get 10 more stability, which is actually only a 12.5% increase.
Fire rate is a multiplicative buff and I always pick it.
Weakpoint damage is an additive buff and I never pick it. You will always get more DPS from the fire rate multiplicative buff than the weakpoint additive buff.
Reload time and magazine capacity are both multiplicative buffs that have a significant impact on your sustained DPS. If you do 100 damage per second and have a 2 second reload, then you are doing 100 damage every 3 seconds for a sustained DPS of 33. If you cut your reload time in half to 1 second, then you are doing 100 damage every 2 seconds for a sustained DPS of 50. A 52% increase in sustained DPS.
I always pick fire rate first, then reload time, then magazine size to increase DPS. The only time I pick something different is for the optics when I go with the accuracy increase since the optic choices in general are not that good.
Just as important is team compo, the most efficient combo for Extreme and Intense is Gunner, Recon and Tech. Camp chokepoints, that's the way the game is meant to be played on Extreme and Insane due to idiotic balance.
Agree to disagree =P. I prefer standing out in the open and using awareness. Afterall, what is one of the first things Herrera says in the campaign? "Don't get tunnel vision!" it really creates some intense moments.
An argument can be made that that standing in the open is more fun but it can't said that in this game it is more efficient than farming a chokepoint.
Magazines: Again Firerate > Reload Speed > Anything else. Although the Armor Piercing Rounds is also a good contender.
Optics: I always take Laser Sight on any medium optics slot as it procs the Red is Dead perk of Recons. On small optics I go for either Hybrid Sight or the Micro dot sight depending on weapon. Large scopes I usually don't use those type of weapons so cant say.
Barrel: Polygonal Rifle ftw. More firerate and enemies take more damage, no brainer.
Armature: Quick Charge Armature is best imo. Firerate, reload speed stability all in a nice package.
The game doesn't present many chokepoints, as doors lock behind you. The only way to make the chokepoints is to glitch the doors by having a member stand in them. Ironically, that is why people complain about wanting crouching, because the only time people are cramped, is when they are glitching in the first place =P.
There are actually quite a large number of chokepoints outsides of glitched areas. There is a good video on youtube that lists them all. Crouching would be very useful on pretty much every campaign 4 map even without chockepoints.