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Noob question, can you change weapon during combat?
decent as in, it get rate of fire the more you kill with it
HOWEVER, Heavy Bolters specifically are FAR from the strongest high ROF weapons available. You should probably look into using one of the heavy Drukhari weapons or a (calibrated) heavy stubber instead. Not sure what act 4 has but I'm sure there's something.
Concentrated Fire, Bolter Spec, Rapid Fire (w/ Unfaltering Fire) and other skills like Revel In Slaughter, Devastating Attack, combined with talents for heavy weapons (Heavy Gunner, Broad Expertise, Rack & Ruin, Muzzle Velocity, Fired Up, Overpower, Breaking Point.
Equipment you want to look out for includes:
* Blessed Bolter Case (makes her ultimate disgustingly powerful, shooting at least 8 auto hitting heavy bolter shots you can clear the board of low health enemies or put a huge amount of damage into a single enemy)
* Long Range Aim Lens (range attack distance increase)
* Commissar Hat (improves critical hit chance)
* Tactical Backpack (adds 1 more shot to the heavy bolter, it's a reputation item)
* Recoil Gloves or Recoil Warboots (you only need one, so when you get boots you can change to a +1 ROF gloves).
There's even better equipment beyond those.
Set her up right and she can walk in front of the hardest target in a combat and pour 16 to 20 shots right into their face, then follow up with an ultimate of 10 more single shots that auto-hit.
But what makes the heavy bolter good is that many of its shots penetrate.
Build Argenta around a heavy bolter and she will be one of your strongest characters.
The main value of the heavy bolter and sluggers are the high rate of fire, the low damage gets boosted by flat damage modifiers.
Until you're working up the last half of archmil you're probably better off with a sniper rifle.
The key is officer turns, flashfire and soldier bonuses. At around level 40 each single round in the burst is doing 200-300 damage. Then on top of it you add "each time you do damage" talents and you are literally melting bosses.
you have to survive long enough for your archmil to warm up - they take 3-4 turns of continusously shooting to build up the stacking bonuses. A very well set up vanguard is necessary to give cover, as is a good strategist who will pop the "everyone standing in this corner is a low priority target" upgrade to zones.
there are lots of items that dovetail into this like gloves that give 50% more damage to heavy weapons if you haven't moved, optics that give range, a backpack of +1 rate of fire.
Basically this is an interlocking set of synergies that is grossly overpowered. Even worse and I haven't heard anyone mention it there's an "improved heavy bolter" that gets +1 rate of fire for every kill. If that's until end of combat that is so insane that it's game breaking. Even if it's end of turn, that is nuts.
without bonuses it's not an effective weapon but it builds up to being one of the best.
And as said, the more RoF, the better. Heavy calibrated stubber have the additionnal advantage of a very big magazine (156, meaning 13 burst fire. Most fights are over way before that).
Extra stacks matters. It's not just 1+1 extra damage from Inspire per tactician per turn (assuming 5 reloads), it's also additional resolve via Lynchpin, which builds even more stacks even faster feeding back into itself.