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I bought the deluxe version because of FOMO and i can say they are both MEH so are the costumes, i asked what the best pistol was earlier today except red9 and blacktail and no one said sentinel nine and by the time you get mid to late game the shaker will be obsolete, "deluxe" and "pre-order" bonuses are for mugs like me, take my advice and don't bother with them, if they were that good they would be in the base game!
the pistol, however, is just the default pistol with bigger magazine, so it's garbage
It's not really worth it.
Skull shaker is at least more unique overall and as Balux said, takes up very little inventory space. Weaker than the starting shotgun, but also takes up... less than half the space if memory serves. Pretty sure skull shaker is 1x5 while the 870 is 2x6
So they are pretty much extra ammo and money
Pistol is.... ok. It is just same as any other pistol but Red9 - good on normal, useless on hard+ untill you get it maxed. So you never use it... as any other pistol.
I usually sell any weapons I don’t use so I’m not sure, but if I send a weapon to the typewriter storage is it there for every playthrough or that specific one?
Which case and charms are the best? And how do I unlock the last 2 cases after the red one?
Do I need to buy the dlc weapons to unlock their in game models from the shop?
For the Sentinel Nine , it is an improvement of the default pistol with a magnificent skin (this is Leon pistol in Resident Evil: Vendetta)
- Basic pistol (Damage: 1.00; Capacity: 10; Reload: 1.00; Rate: 1.00; Accuracy: 4.00)
- Sentinel Nine (Damage: 1:10; Capacity: 19.00; Reload: 0.90; Rate: 1.19; Accuracy: 4.00)
However, in truth pistols are inferior to simply replacing them entirely with an SMG which can fill the same role while being great on bosses and have superior ammo economy due to dmg to pickup/craft ratios being noticeably superior over the pistols generally. Further, it gets even better ammo economy on top of that by being one of the best weapons for staggering both normal mobs and also special mobs like the bullmask/chainsaw letting you then get more frequent melee prompts which are AoE to boot).
Skullshaker is a very weak, and I do mean weak due to the spread, weapon even at full upgrades. It is quite bad as a dmg weapon. What it does do is save tons of space (benefit debatable) and has great use for just knocking down and running past targets (notably for speedruns). The main use most see it for, though, is the space. Due to the way ammo drops from enemies/non-preset locations/breakables works is based on weapons actively held in your inventory (not counting ammo in clip, larger clip capacity = more ammo not penalizing your drops). Due to this it is recommended to generally carry three weapons max and two weapons at least for optimized ammo drops towards your preferred weapons and better ammo economy. This means you tend to have space in your case due to not holding a ton of weapons thus quite defeating the purpose of the Skullshaker... The final shotgun is basically a massive upgrade over the skullshaker if you ever want to go that route, otherwise Riot Gun is typically far better as a shotgun.
To your other three questions...
- Any weapon stored, including knives/sprays for healing, and charms/case types are kept between all playthroughs unless you sell to merchant. Merchant does have a buyback option if you need to buy weapon back.
- Best case is usually Gunpowder or Large Resource cases. Handgun Ammo will totally f up your ammo drops so do not use it ever, both main game or DLC. It is your priority to remove when possible. Usually, either gunpowder or large resources are your two main bottlenecks for stuff. Use whichever is more ideal depending on the type of weapons you use / craftables. Bonus tip: Merchant restocks 1 large/small resource per chapter so try to buy 1 so he doesn't sit at 3 before end of each chapter if you feel you need it (though, personally, I never feel it is necessary but just mentioning). Gold case is pretty bad for people who can't manage ammo well enough because it considerably distorts ammo drops as money, but it does add a significant amount of income if you are killing everyone over the course of an entire playthrough (you wont see much short term gain but will long term). Overall, due to amount of money you get and ammo economy being most relevant I do recommend against the money case for most people and stick to gunpowder/large resource.
- No idea about the models as I am to lazy to even unlock them with the points I have as I don't care about collectible achievements/model viewer so I'll defer that to others.