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I'm sure it was something else, as she didn't receive the "Gutsy" achievement until a few days after reaching the lv cap.
Okay, I guess I'll be "speculating" on my final builds (as in +30 weapons and whatnot).
I would say that I like a pretty deliberate playstyle, stopping to take something out from as far a distance as possible. However, I'm also Mr. Panic Modo who likes to spam his shotgun and/or machinegun A LOT when under duress.
Moving on, my crowd control of choice is a machinegun because it's not as limited by range as the shotgun, and Charge Shot 1 and 3 can no longer be used on them.
Government +5 Firing Speed +25 Capacity
- Damage 6
- Fire Rate 4
- Long Mag 10/Autoloader
- Daze 5/Critical 5/Piercing 2
High Roller "Steady Hand" +5 Firing Speed +25 Capacity
- Damage 6
- Fire Rate 4/Reloader/Daze 5
- Long Mag 10/Autoloader
- Critical 5
- Bind 5
Muramasa +5 Firing Speed +25 Firepower
- Damage 6
- Critical 5
- Outrange 3
- Charge Shot 4
- Fire Rate 4
- Cloak 2
Now this is from a purely theorycraft standpoint, though it is based on my preferences and playstyle.
Government is pretty much my standard carry. A powerful handgun with a respectable fire rate when upgraded, this is a good weapon to use when you're just seeing one or two unsuspecting victims and pick them off. A 5-Slot M92F would also be a good candidate if I wanted to have both Critical 5 and Piercing 2.
High Roller is a great weapon, but the recoil is ridiculous. Because this build will maximize its Firing Rate to 7.5 (or 10 if possible), a "Steady Hand" tag is required to mitigate a lot of this recoil. Its lower capacity can be mitigated by autoloader, but it is still a good idea to pay for Capacity Boosts as this provides extra ammunition.
Oh yes, the Muramasa. I could have put a Pale Rider in this slot, but like I said, I only ever want to engage in long range if I use Charge Shot. It's also much easier to aim with the scope than the OTS crosshair. Also, that long barrel is just goofy. It doesn't work like it does on a M500 like in RE5.
You're probably noticing the Critical 5 upgrades on here. This is pretty much extra damage that is only affected by RNG. Sure you can argue that Outrange/Infighter is a better option (definitely Outrange over Infighter on these, shoot them dead before they reach you), but I like Crits. Contrary to popular belief, Critical Hits do not just occur when you land a headshot. Ever notice your damage changing to a higher value when you're shooting the same hitzone repeatedly? Yep, you're landing a crit. Also, stacking that bonus to named bonuses that ups critical hits is freakin' sweet i.e. Steady Hand, Long Range+, and Jill's Samurai Edge.
The number of times you've co-op in Raid Mode.
-auto reload (sniper)
-cornocopia (sniper, shotgun)
Are these not in the pool of rewarded gold (box) parts at the end of ghost ship?
Of course, the loot was so not worth the effort. It was like playing Diablo III.
Bazinga
http://steamcommunity.com/sharedfiles/filedetails/?id=149148427
How do you unlock pirate jill?
I'll add a list to the OP for all the unlocks in a bit.