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
Here is where the real difference becomes noticeable. Take a pair of pointmen and a pair of assaulters or breachers or whatever. If you play the random killhouses against heavy resistance you often get a loaded room. Lots of tactical bad guys with armor and one maybe even two of the heavy guys in the solid black armor. One flashbang and the pointmen with USP's can take down a few white-shirts a few tacticals and the heavy before it wears off. The Mozambique bypasses the heavy's armor and kills on third shot. Which is how it should be, if aiming for the head only a ballistic mask (http://www.interamer.com/ballisticfacemaskleveliiiafull.aspx) might help you and even then broken nose/sinus bones etc. would incapacitate via trauma to your head.
Take same scenario with breachers or assaulters, they would take much longer to wipe that same room due to them having to shoot the heavy several times even with rifles or other armor piercing rounds like the MP7. I have a replay where I just use pointmen and when running against a heavy I just flash, move in, have 3rd guy toss another flash to keep up the stun just in case the pointmen couldn't finish him in time. By the time the 2nd flash landed the heavy was dead for almost a second. Now I simply use assaulters for long-range shootouts only and most of my troopers are either pointmen or breachers, I just use the shotgun to pop doors if needed (lighter than hammer) and switch to pistol for the Mozambique benefit.
1. Having a have a full doctrine tree and a fully upgraded squad gives you more of an edge in-game than any combination of weapons.
2. The most reliable way to clear a room of hostiles (any armor level with no hostages) is with an automatic shotgun, the higher the rate of fire the better.
3. For all other CQB situations the best multipurpose weapons are the MP7 and the Glock 17 due to the combination of armor piercing rounds on the MP7, high mobility and high ROF.
4. The M4 is the only other weapon that is balanced enough to be used effectively indoors, so it's sometimes appropriate (but not essential) to use it on larger maps with outdoor areas.
Also the Mozambique/Triple tap function with pistols currently only works inconsistently and cannot be relied upon. I've had missions where I've had a trooper fully loaded and only feet from the target drop a full clip into a black armor dude only to get chopped down by him after being forced to reload. This is not a huge problem for me because surely this is a possible outcome in real life too and if it worked on cue every time it would take the danger completely out of the 3 enemy types.
My position mostly remains unchanged. In DK the best way to win quickly with no casualties is to have a fully upgraded squad with weapons that fire very fast.
Oddly ignoring stats I feel the HK USP my favorite pistol out the of lot, the S&W M&P while a favorite in real life just gets my troopers killed a lot in this game, same for P226 I love that gun to pieces but it just doesn't hammer the targets like I need them to in DK. And for some reason I have better luck overall with the HK416 carbine than with the M4, even though the M4 has higher damage. Don't know, the guns seem to feel more different than stats lead you on to think. I might also try the FN57 (FS AP in-game) to match with the P90, since they were designed in real life to be paired up anyway :)
I also went the way of the M4. Based on stats, at least, I thought it was the best way to go at that point to take care of most situations (again, before fully upgrading) so I got them all M4s. And also got Mk 17s that I can equip on a guy or two if needs be. The M4s seem to work pretty well because I usually flashbang first anyways, and if I send in 2 guys for instance they can usually get the job done. The black armors and such can be a pain though.
After being on the forums tonight here I didn't really realize that maybe my Assaulter-centric force isn't necessarily the best it could be. I have most with M4s, then a shieldsman (used sparingly; may switch to pointman), pointman, 2 stealths (some maps are big and have multiple points that I could enter from so I usually like to send stealth guys in as far as possible), and a breacher with a semi-auto or auto shotgun (don't remember the exact gun). If I give more of my men P90s for instance, and higher cap, higher ROF pistols, etc maybe I can do even better.
One thing's for sure though, I am very disinclined to touch that 2nd drug cartel campaign mission no matter my guys' loadout lol. Would giving my guys P90s allow them to massacre the bad guys at the long range on full auto, as opposed to being massacred themselves in but a second? Lol. Here I was thinking giving them long range weaponry was a good idea...
Yeah I had I think everyone through 1 flash into a different area, then had them go around to shoot. I think they still got massacred somehow. Maybe I just suck, lol.
Anyways, I'm curious, how would using say P90s work for it? Also what about having say a couple guys throw multiple stingers, and then have a couple throw flashbangs?
I've been away all this weekend without my computer so I couldn't test these out; perhaps I can try tomorrow though.
Flashbangs just stun, and then you do the killing or arresting.