Quasimorph

Quasimorph

Any weapons that are deceptively good?
Weapons that you expected nothing of but ended up being decent or even good.

I will start chainblade and jackhammer. I expected them to suck but the chain blade is brutal and jackhammer can hit many times.
Last edited by Kanjejou; Feb 18 @ 9:06pm
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Showing 1-13 of 13 comments
alerell Feb 18 @ 9:33pm 
1) Penance - Pierce Chance 100% plasma on just fuel is incrdable.
2) Wheel of pain - with regular nails (Pierce Chance 80%).
3) Crusher - 4 hits per AP (Blunt 132 avr. dmg) for just 1 fuel and cond.
4) PV-277 - Pierce Chance 95% high range & crit.
5) Jahannam (mercurian quasi As.Rifle) - Beam deamage with igvas (agains tezclan / vines qusi).
6) Crossbow - with nails of pain 58-115 dmg with Pierce Chance 100%.
7) LPS Whip - even after nerf still good.
8) Shake - with stun grenades
Originally posted by alerell:
8) Shake - with stun grenades

Even better, the Shake is the only weapon that can be loaded with any available ammo type in any order and amount, so you can stun, burn, frag, and so forth in any order in a given turn. I've said it before, I'll say it again: The Shake is easily one of the most busted weapons in the game once you start upgrading its ammo capacity.

Anyways, OT:
The Flash MG-76 is an exceptionally good weapon for early-mid game upgrading, provided you get the recipe. Its high damage output is only really balanced out by the low capacity and long reload. The former is cheaply remedied with upgrades, while the latter can be ignored with a good vest.

The AEP-Alpha is deceptively strong due to its damage type being hard to counter and secondary hit effects. It's great for how light it is. Obviously the Supremacy is better, but it's harder to come by due to being higher tech.

The Silver-SE and Enigma series weapons both offer silencers and excellent damage with pierce or other effects. The Enigma Supreme is a good candidate for upgrading, too.

The Zeus is significantly stronger than it would otherwise seem because of shock.

The Sharvara, Mantis series SMGs, the Le MAF 2150, the Kovrov 3301 and the Torment MAF all put out rifle-tier damage with pistol ammunition.

The Architect is a meme. Triply so if you get your hands on nails of pain.
thebadman Feb 18 @ 10:58pm 
Oh ♥♥♥♥, did not realize Shake accepts stun grenades on top of making them impact grenades just like explosives, if you can load multiple ammo types its indeed interesting quirky weapon.
You sure can, though it can be time intensive to set up your preferred load order. Shame you can't do the same with shotguns.
alerell Feb 19 @ 4:42am 
Originally posted by Commisar Jon Fuklaw:
The Zeus is significantly stronger than it would otherwise seem because of shock.
Oh, yeah! I forgot about that one. It's extremely useful. With it, you can reliably kite Baron of Ceres and Teohuatzin on impossible difficulty. You can stun opponents in doors and then throw a molotov cocktail towards them. Or you can heal using Dr.Jones (requires 1 turn to heal) as enemies tend not to shoot each other in the back.

Originally posted by Commisar Jon Fuklaw:
You sure can, though it can be time intensive to set up your preferred load order. Shame you can't do the same with shotguns.

Well, upgraded Shake is super late-game stuff. And it supposed to be busted.

Could you clarefy in which order the grenades are loaded?
To the end of the magasine (first one loaded remains first) or to the start of the magasine (you load one and you shoot last one you've load)?
hi for the shake, if im back on the ship, i will empty its inventory of grenades, and then drag them in 1 at a time, in the order i would like them to fire out. eg, usually 1 stun + 1 fire, 1 stun, 1 fire etc.
but sometimes i will do fire first on defence missions, so that the fire has a chance of stunning them while i stun elsewhere etc but usually in non-defend missions i do stun first, because there is more chance of items being on the floor to be burned if fire was first.

(if im in a mission, i usually empty it out into my inventory and then to the floor, and then i drag 1 grenade from the floor into my inventory and load up that grenade, and then i do the same for the other ones in turn)
Originally posted by alerell:
snip
Getting the first few upgrades isn't super late game unless you get unlucky with unlocks (granted, this is more common now because of 0.85's item bloat, even if almost all of said bloat is associated with common item chips). Even corp-specific weapons/armor are reasonably priced for the first 10-12 upgrades, and since the Shake doesn't really benefit from anything except ammo capacity...

Regardless, to answer the question: grenades are fired in the order loaded.
0000 Feb 19 @ 6:50pm 
A.R.C. electric machinegun

Destroy high end realtek soldier in 2 turn.

The bad thing about arc is the reload speed, and 16 ammo capacity (need reload in 4 turn)

If you can make this stuff into 1 turn reload machine, you melt realtek like nothing.
Last edited by 0000; Feb 19 @ 6:54pm
Kanjejou Feb 19 @ 8:12pm 
Thanks for the post even tho most weapons you write about i havent unlocked... so i consider them kind of...rare gear to get your hand on...

Never got a Shake for exemple...
but the flash MG-76 as many energy gun is very nicoe and you get it very early... and the chip often end up in your hands anyway.

Also arent you all talkign about supe rhigh tech gear? except Commisar Jon Fuklaw
Last edited by Kanjejou; Feb 19 @ 8:20pm
Shake appears as soon as day 0, not rare tech at all. Make effort to check weapon chests and racks and you will find lots of weapons otherwise not yet unlocked for mass production by factions.
Originally posted by Kanjejou:
snip

To be fair, most of my mentions are mid-tech. Quite a few mid-tech options are pretty amazing either out of the gate or with a few upgrades. There are quite a few low tech weapons I am extremely fond of, notably the Course VKT and the Border Mark 2, the latter of the two I have shilled extensively here. I have a problem and that problem is I can't stop using shotgun builds.

Originally posted by thebadman:
Snip numero dos

There is a guaranteed Shake and several grenades in the second tutorial mission on the second floor (the one you must take the stairs to get to). It's a bit more difficult now because armor on the elevator guards is randomized, but it's still possible to end the mission with a Shake, a PV-277 or XTS-665, and two sets of People's Front armor.
Last edited by Commisar Jon Fuklaw; Feb 19 @ 11:00pm
Kanjejou Feb 20 @ 7:10pm 
I do love the Border MK2, slightly higher damage per shot and longer range make ammo efficient and deadly against most ennemies.
Kanjejou Feb 21 @ 7:13am 
Originally posted by alerell:
1) Penance - Pierce Chance 100% plasma on just fuel is incrdable.
2) Wheel of pain - with regular nails (Pierce Chance 80%).
3) Crusher - 4 hits per AP (Blunt 132 avr. dmg) for just 1 fuel and cond.
4) PV-277 - Pierce Chance 95% high range & crit.
5) Jahannam (mercurian quasi As.Rifle) - Beam deamage with igvas (agains tezclan / vines qusi).
6) Crossbow - with nails of pain 58-115 dmg with Pierce Chance 100%.
7) LPS Whip - even after nerf still good.
8) Shake - with stun grenades


thoses guns are good but i wouldnt say they are all deceptively good...
Penance is a 2500credit gun.
PV-277 is 1600 credits
Shake is a 2k gun using costly ammunitions
LPS is a 1200credit guns.

Crossbow crusher and wheel of pain i do agree are quite nice.
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Date Posted: Feb 18 @ 9:05pm
Posts: 13