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
When you pick up ammo, you trigger an ammo pickup for 50% of normal pickup to other players in your team. Cannot occur more than once every 5 seconds.
From the wiki: When using this Deck, choose weapons with high ammo pickup rate as the ammo shared is dependent on the weapon used.
Sharing is caring: when you are healed, teammates are healed for 100% of that amount.
1 unit of ammo equals 16 Gambler HP and a few bullets.
4 units of ammo equals 20 Gambler HP and slightly more bullets.
I'm pulling some random numbers out of my ass (don't know exact values), but let's say 1 unit of ammo equals 3 Bernetti bullets, and 4 units equals about 12 bullets.
The Gambler picks up some ammo, getting 2 units (6 Bernetti bullets).
Their teammates get only half of the Gambler's pickup, so the teammates get 1 unit of ammo (3 Bernetti bullets).
Say the Gambler's teammates aren't using our hypothetical Bernetti. They will still get only half the Gambler's ammo pickup. The teammates would still get 1 unit of ammo, but that means a different amount of ammo.
With a full Gambler perk deck, all of the Gambler's teammates will also get the healing effect.
1 unit of ammo could equal 2 DMR bullets or 23 LMG bullets (pulling random numbers out of my ass again, but you still get the point).
But it doesnt'matter. just keep having fun experimenting with builds: you can have fun with experimenting with builds after the beta is released as well.
Most skills are in the new system as well, some are free. You might not be able to recreate the exact same build, but certainly something similar.
But make something that works for you with Gambler <3. Best teamperk, certainly with 2 on a team.
as a team each drop will give 18*2.5=45 average and 400% ammo.
gambler is not very good if your the only one with it becuse it gives a lot to your team but only a small regen to yourself.
in the beta there is a 40% pickup reduction so this deck will be even more useful.
2 is enough. That makes room for Maniacs, Armorer & Crew chiefs. Teamperks<3
4 is really not needed, overkill.
Teammates receive the same amount of HP btw, nothing more nothing less. If you mean less hp in comparisment to other decks, then yes. But it's still quite doable as only Gambler.
EDIT: But it will not be a good deck on long range heists.
EDIT2: You also receive more HP depending on the team. Lowest on HP means 3 stacks, up to 64. Doesn't work with bots.
but if your team have other decks like muscle ECT that dont give team benefits then they will end up more powerful but you will be left behind.
this combo can work if you want some frontline players to do most the fighting and any others can use team perks and support them.
but its not good if you want a balanced team where everyone helps everywhere.
Gambler's healing effect is good enough for the gambler himself. If you get the cooldown right, it's really easy to boost yourself back up to 100%.
Teamperks work well together, but can defintly stand on their own. If not, there are always skills to supplement.
You don't need to min/max in terms of a teamloadout. Yes, Maniac & Gambler are awesome together, because they supplement. But each deck is good on it's own.
Try some armorbuilds as well^^ I have a Bulletproof Gambler, just for the sound. And the Regen, HP and Ammo for everyone.