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Then shoot with your las gun and compare the result :>
Later in the game you won't one-hit everything. But you can prone-almost-everything. Which makes most of the rounds rather "calm". If you bring 3x Soldiers & Arch Militants (MC, Argenta, Ulfar).
But yeah, having one stormtropper with an onvercharged lasgun is fun as well - even if only for RP reasons.
Why would I do that? That sounds so dumb. Why not just let my assassin sniper do what she does with 1/4 the amount of support.
Okay, I see. I never got past turn 2 in most fights playing on hard. So, Meh.
That said imho solid weapons are way to go for soldier mc. Bolters for Argenta.
My sniper most certianly does benefit from base damage increases. He has around a min of +450% damage after crits and exploits/talents. On his main target he has hit 900%. So, +10 damage becomes +90.
And yeah sure, but its still taking longer to finish the fights than my sniper. Who regularly wins the fight after 1 round.
Nothing like a good heavy bolter and Heavy flamer. Just something.... Pure, about it.
I know, its why Operative is a fun burst weapon user. Since you can stack insane base damage with tactical knowledge. You just lose out on an extra attack. But you are, largely, entirely self sufficient. My point was that snipers do benefit, and in a rather good way. Not -as- good as the 5-10 10 RoF weapon does, but its still great.
Cataclysm, exterminate, fired up, critical velocity... she was getting 4-5 bursts out on her own turn (regular action, wildfire, run and gun, and steady fire, etc.). Steady fire on her first turn is grantee if you chant + inquisition ring. 3 burst out on extra AP turns, 2 out on extra MP turns (wildfire and steady fire). Many of the base stats on the guns do not matter, including damage. You just want Armor Penetration and Rate of Fire. That's it. Everything else is unimportant.
Once you get to low 30s, nothing compares... Most fights don't make it to the second round.
Snipers and psychers had their time in the sun much earlier in my playthrough. Psycher with the 3 target arc lighting was good early. Cassia remained OK throughout with 200+ single target gaze, but that's only 1 kill per attack and only 2 attacks per turn (with the staff), where as a burst generally kills at least 2 enemies and you can put 5 bursts out. Snipers were cool for 3-5 levels just after I got Yrlette, but got old real fast. That's why I phased out Pasqal too... I love plasma guns in WH40K, but in this game, there was no way single attacks could keep up with multiple bursts of full auto fire.
I disagree, there is no more satisfying feeling than standing in your spot, and just removing enemies from the map anywhere you want.
And I agree, plasma guns/melta guns got the short end of the stick in this system.
Because you don't want the opponent to even play once ? Most fights my officer has a free turn, play, buff argenta, argenta play, game over the 50 goons didn't even play.
And I'm not even abusing master tactician buffs. Purely from critical versatility and fired up, without any buff, Argenta deals 150 on a crit... per bolt hit. She's shooting 8 of them per burst. She burst for no AP.
You say "most fights don't go past turn 2", most of my fights don't go past Argenta's turn. Her first turn, that is.
And I'm not even using a MC Hive + calibrated stubber + personalised weapon (or whatever it's called), with Cassia and 2 mercenary officers. I'm sure it would reach some level of absurdity shooting 14 rounds per burst and having the MC clean the map before even the first mob activation 100% of the time.
Edit : 28 with rapid fire. 36 under heroic. That's +72% damage with the trinket.
So, why ? Because I don't have to click 11 times per turn. I just click once and everyone is melted.
It's hard to explain how OP and broken that setup is to people who haven't played it =) People are like "My dude is awesome, I can snipe 2-3 targets dead during my turn!"... good for them, let them be happy with that. I'm sort of disappointed if Argenta's kill count is under 10 on any of her turns. Same with my MC, who's also a soldier-arch... he's a bit less effective, but if I don't kill at least 6-8 targets, something went wrong =)
I don't like the burst weapon carry cause they take several actions to ramp up and the attack animation takes a long time. Also not much range, have to run around sometimes. Though they're very OP too of course.
Argenta is also pretty suboptimal for a heavy gunner build, custom main fortress world psyker kind of blows her out of the water.
I am currently in act 2, level 23 and alternate between Cassia, Idira and Argenta for who gets the Finiest Hour turn to mop up all the remaining enemies before they get their first turn.
Even Idira who is mostly leveled up for buffs can hit for 110 lightning damage per enemy. That's 440 for 2 AP if you find a group of four. Which you often do. And all the overkill hits more enemies. Pretty easy to clean non boss encounters and even some bosses.
Cassia can do the same with [Held in my Gaze], just a bit slower. Same for Argenta with burst fire and a heavy bolter.
And I don't even really use [Inspire] most of the time.
You guyz are comparing burst weapons and las, of course burst do more damage, but it also has collateral and less range.