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
AR long range capabilities par none.
Pistol great damage non stop at medium to short range at affordable prices.
SMG obscene fire rates at low to medium range. Dreadful accuracy at long range, expecting one AP a turn set on reload duty.
Right on. One cannon and one auto. Pistols hit pretty damn hard on a crit, and not having to burn a move to reload allows you to more than make up for any damage deficit by firing more.
- Shotguns: Massive damage at short to medium range. Can hit multiple targets at once due to cone. Nasty in a critical hit and doesn't require a lot of karma to make good use of it.
- SMG: A lot of people consider it the best weapon in the game, but I find it more useful as a backup. If you are going for a low Karma investment in the ranged weapon tree, it's an excellent choice.
- Pistol: Most versatile gun. Can shoot at/finish off up to three targets with one action point. High skill allows you to even disarm opponents. Good damage, decent range, a lot of options.
All guns are able to carry you through the game nicely. Where which gun is best is situational.
The savest bet is probably the shotgun, since it combines massive damage with some nice tactical options. The AR can potentially outdamage it, but you have to get lucky. Just because you fire a large salvo doesn't mean that every bullet will actually hit, even if you have a maxed out skill.
It's too bad cause I like the idea of toting SMGs, but had to switch to an AR early on due to the ridiculous amount of skills in there. Don't understand it. At short range the AR burst is extremely effective, there is no downside to not carrying an SMG..
It does make you more versatile though, which in my mind kind of equates to better. That's just my opinion, I know the it just comes down to personal preference.
One might note the Slapdash Pistol. It has hilariously high crit rates combined with unusually high critical hit multipliers, so with a high Pistol skill you'll rather often do 24 or 30 per bullet rather than its base damage of 6 (and, apparently, will never do a half-damage hit). This becomes pretty ridiculous if you have Chain Shot and are going up against multiple weaker opponents rather than bosses with several hundred HP.
Also, while neither official campaign does this, it's apparently possible for an author to make various weapon types illegal. In "Shadowrun Unlimited", for instance -- ARs, SMGs and shotguns are illegal without a weapon permit. Some modules also offer silenced pistols for when you're trying to not alert enemies from as far away.
Rifles:
Might be noted that Dragonfall adds sniper rifles set up to be veeeery accurate at long range but harder to use at close range.