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
As far as sidearms: I've only had use cases for them when I had 1-2 AP left and a shot I could take or 1-4 AP with an empty primary weapon that has a 5AP reload cost. I think their presence in the skill trees is kind of a waste (like hipfire accuracy bonuses on Leaders which only applies to sidearms for them).
Why does hip fire accuracy only apply to sidearms for leaders? I am unclear on that.
I also toss them where enemy reinforcements are coming in if I can get my heavy to overwatch the area.
Side arms are OK for heavies, since they'll stun on the second shot (even on a miss) if you have BULLETSTORM [Lv2]. In general, I think they're pretty good for secondary shots when you don't have enough AP to use your main weapon because you need to move a little.
The low accuracy on pistols means they're only usually able to do a small bit of morale damage instead of real damage, so I also use them sometimes to push enemies to suppressed or broken when they're slightly over the line. A guy firing a 0% chance to hit pistol shot that suppresses a guy and lets somebody crit him to death is nice. If it was going to take 2 shots anyway, I prefer to save ammo for my main weapon on one guy.