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But, at the start of Ch2 I respecced my soldier mc and argenta for it.
While he was doing a good job, a certain encounter showed me some flaws.
Now they dish your real good damage. And personally I really like the look and feel from that in this game. Overpenetration with a high ROF weapon is just hilarious to watch.
SInce the game system is new to me, that some talents are really good, but kind of ok on paper. While I have played both PK and WotR some hundred hours, the DnD/Pf rules are relatively well known.
Since the respec, I came to the conclusion that the weapons raw damage is nice to have but not the most important. Most damage comes from talents synergies and team buff support.
That being said, depending on your difficulty, buffs are everthing, which you seem to already know.
You can try having second damage dealer that will be deadweight in act1 but useful later like Pasqal and Plasma.
But overall all ranged weapons I found so far were all good to use.
The xeno ones have mostly better stats. Lower recoil, toxin, more ROF, more range.
The talent for them is definetly not wasted.
Then you get to live the true heavy bolter fantasy, watching her spray into a pack of enemies and kill them all... and still be able to burst twice more that turn.
Also - pretty awful that the storm bolter can't be equipped by Ulfar.
Imho the game is mostly about synergy of the group, pyro would probably work a bit more fun with a couple of flamers - I like my tank in front 2 snipers taking care of enemy snipers and 2 psykers and navigator run amok but it feels like you can get about every variant you want to work if you skill your team in that direction
deathworld origin soldier/archmil using heavy bolter / revel in slaughter / wildfire
psyker captain/tactician pure support. bio/sanc takedown and buffing <-player
I go for the high int player so that I don't dumb my way through dialogues
that's my home run hero trio