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
Energy - Higher range, low stagger weapons, higher velocity, minor damage boost on ACS stagger. Strong upfront damage without a need to stagger.
Explosive - High damage, high stagger, low velocity rounds, damage falloff based on distance from explosion epicenter, mixed damage boost on acs stagger generally on the low end.
Coral - Bypasses defense offering consistent performance
Coral rifle you might discount it due to the lower basic shot damage than the huge laser rifle, but it has a mile long effective range so is one of the only guns in the game that does not bounce, ever. So it was real good for a time crunch "Break stuff before it escapes" mission, even though i had access to stronger weapons.