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No wrong way to play, im at this point grasping at straws to make this fun.
Concealment is important for crit builds, keep it below or equal to 25 for it to work.
- a high accuracy weapon to take care of snipers, and preferably (but by no means necessarily) one that can one-shot them
- a weapon that can kill shields from the front (can be replaced with Shock & Awe aced)
- a weapon that can wear bulldozers down fast
- a good anti-crowd weapon such as a grenade launcher or shotgun
- a weapon with an ammo consumption small enough to be kept fed throughout the entire heist without issue, whether or not you bring your own ammo pack or ammo skills to make this easier
Most weapons can do several of these (e.g. sniper rifles tend to be good sniper and shield killer weapons). A high accuracy assault rifle and a grenade launcher let you fulfill all of these to some degree depending on the specific weapons you have chosen. Also, some of these points can be sacrificed if it's going to be relatively unimportant for the heist you're going to be playing (e.g. lack of anti-sniper weapons won't mean much if snipers are rarely encountered).For example, all the shotgun skills from enforcer, put behind akimbo goliaths with a duckill attachment, is a lot like walking around like a living claymore that can go off at will in any direction. But that is not going to work so well with akimbo smgs, or any other weapon.
Another example, is say for LMG. While a powerful weapon (I feel they were a bit over buffed when improved a year or two ago), they are only going to reach that full potential, if you have the your extra ammo bags, pickup, penetration skills for automatic weapons, etc. You may also want more of a perk deck, that plays well to holding ones ground and regaining armor and hp off ones kills (biker works good for this to where your an unkillable one man army on lower difficulties, lets say everyone up to very hard, and still quite effective on overkill, but not quite an invincible feeling).
Judging from what you said you've tried, it seems you have a preference for full autos. The only build I have focused in anyway towards that is an armored LMG specialist (described above), and a pretty strait up old school enforcer. Both are pretty heavily armor focused, and other people will have better ones to suggest, for more mobile or akimbo auto using builds. Most my builds are task/job focused (role in crew), with only a handful of combat specific ones, being particularly weapon focused.
Along with that, Grinder works great for both the playstyle of holding down a killzone or tearing through the crowd and moving on, but it does take some getting used to as an accidental run into a bulldozer's face or a sniper's sightline might drop you dead. Works up to DW included.
True, and the only reason I mentioned ammo bags, was to cover the pillbox/hold ground for extended time situtations, or that situation you get where someone else is running around with extreme ammo greedy weapons, leaving none for anyone else to pick up. Its also for the bulletstorm benefit of using from using them.
Basically day 1 Rats, Cook Off, and so on.
It definitely was more important before they buffed them (when they had half the damage), since you were likely to use twice the ammo that you do these days. So I guess, I also mentioned them, purely out of old habit.
izhma
ksp lmg
akimbo stryk pistols