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
- Competitor's compensator and TBTBS suppressor (you'd need TP basic) [12]
- Stability Boost [4]
- LED Combo [8]
- Plastic Stock [4]
- Stable shot basic [8]
- Steady Grip aced [16]
For a total of 28 (base) + 28 (attachments) + 24 (skills) = 80 stabilityMight i ask, is the KSP meta right now or what? sorry if my comment seems out of the blue, it's just that i came back after a long break and i saw that they had buffed / nerfed some weapons
Also All LMGs are meta, you don't need much tweaking on them go for them even if you don't build for stability at close range they melt everything.
I think the Buzzsaw 42 is usually favored over the KSP for its higher rate of fire, but I don't think it's strictly better. They are equally matched as far as accuracy and stability go if I remember correctly, but the KSP compensates for its lower rate of fire with a bigger magazine and - more importantly - a faster reload time
Also, if you missed the LMG buff, then another buff you might want to know about is the addition of Graze, which gives sniper rifles some pretty amazing crowd-clearing capabilities (you can one-shot entire groups of enemies if you ace it). Basically, it produces an invisible cylinder around every sniper rifle bullet that hits, and every cop in it takes either 20% (non-aced or bodyshot) or 100% (aced headshot) of the damage you inflicted on whoever you hit (not counting damage beyond what was necessary to kill them)