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since this is an old save before the feat change i crafted a new sniper rifle to see what will happen and its the same.
Hopefully somebody else can provide some useful info.
To avoid this, start combat manually first, use Shooting Spree, then use Snipe. In combat mode, the buff won't run out until you end your turn
so this feat basically replaces the 2 shot opener with a spearhead when it was 24 per shot, know you can open with 2 shots with the heaviest sniper available!
OR Get 5 shots with the Rapid Spearhead if you use Blitz, Psycho-Temporal Contraction, and Adrenaline/Vitality Powder. :D
Base AP = 50, Adrenaline + 20, Psycho-Temporal Contraction + 20 (with perk Psycho-Temporal Acceleration), Blitz + 20 (with 60 Movement Points converted, so tabis all the way) = 110 AP (Won't be including Vitality Powder because it's non-craftable, nor Fight Response because getting 7 Will'll starve this equation of the Perception needed to make all these shots count).
So here we have 26*4 shots = 104 AP, then if your opening shot is a Snipe, you'll have one of those 26 refunded provided you pick your targets well, which will allow for 26*5 = 5 shots off with a Rapid Spearhead, which if decently progressed in the game and providing you haven't moved yet and have your Focus boost, could very well mean 5 dead enemies and Shooting Spree already half-way to being usable once more, and allowing for two Aimed Shots per turn, provided your second shot was an Aimed Shot and all hits land & zone some pipeworker out. Say we get the Shooting Spree Specialisation that increases refunded shots by 1, we'll then have 6 shots to play with, which is pretty spicy.
At this stage, there's no reason why you shouldn't be able to get away with 4 12.7mm shots, or 2 12.7mm + 4 7.62mm shots. OR you could main a 12.7mm Corsair, and off-hand a crossbow with Marksman AND the Bolt Quiver to allow for two 12.7mm nukes, AND 5 special bolts to be shot off, for CCing any remaining problematic enemies. Furthermore, adding a Pneumatic Reloader to a Cyclon (reducing AP cost to 17) while using the Bolt Quiver will actually allow for 7.85 (which means that Vitality Powder show allow for 8) additional crossbow shots. Forgot about that one! Go with Hardcore City Chips (+5%), Focus Shot (+15%), Digital Scope (+10%), and maybe Recklessness (+7%) & Scrutinous (+7%) and all of a sudden those 7/8 Cyclon shots (after your 2 free 12.7mm blasts) have a 52% chance to crit.
Add Ambush to all of this mess and you've got yourself a killing machine.
I love snipers.
Very true, however 12.7mm sniper rifles generate a LOT of noise, so unless you can re-stealth quickly, you may need those additional shots to save your bacon.
You know, I still need to try a gunslinger build. My main argument for using the crossbow instead of any other sidearm is the ability to use special bolts to have more control over enemies on the battlefield.
once i used an antimaterial tactical vest with pistols and after sprint expired i was pretty much a sitting duck. had really big dt though against guns.
I found exactly that on my energy pistol character, where after aimed shotting, tasering, and executing, I'd have to run as fast as possible away from everything. Luckily Rathound Regalia & decent Tabis more than allowed for that to happen, but in the event I got caught short, I'd be reloading a save.
Mid-game armour'll normally consist of Rathound Regalia & whatever leathers I need for a specific task. I don't normally take Sure-Footed, so Mutated Dog Leather/Siphoner/Chemical Assault Armour are usually in my repertoire for DC/Expedition.
Endgame armour'll usually consist of whatever infused leather gives the best bonuses, such as infused rathound for that +8% crit chance, which when combined with the above bonuses and a good quality set of Seeker Goggles, you can push 75% crit chance when necessary. I just love having crit chance, because although Snipe + Aimed shot are brutal, regular sniper rifle/crossbow shots tend to feel pretty tame in comparison, and on the higher difficulties those extra crits really count.
I've accepted that snipers are supposed to be squishy, so rolling with low-defence armours isn't as much of a problem as long as shots are taken from sensible positions and you have some contingency plans. Vanishing Powder Grenades are fantastic for stealth characters, especially snipers who usually have a lot of distance from their foe to begin with and as such have time to make an escape while the enemy walks over to your last-known position.