Intravenous 2

Intravenous 2

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Should I enable the Supporter Pack DLC?
I'm always worried that these sort of DLCs will unbalance the game, just to provide people who paid extra with 'better' weapons. I know you still have to unlock them just like other weapons in the game, but I have no idea how powerful they are compared to the others as I just purchased the game.

Should I enable/disable the DLC? What do people who have played before think?
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They're pretty niche, actually. The Vector 10mm requires 10mm auto rounds, which can barely be found. Its ammo conversions let you use it as a relatively normal SMG, but why not use the MP5 variants which are 9mm from the get-go and have multiple backup magazines? The .44 revolver also suffers from ammo scarcity, and the hand-cannon niche is already filled by the magazine-fed Desert Eagle. The M1911 seems to just be a worse Mk23, if mostly by virtue of magazine capacity. The DP-12 is neat, but not so effective it beats the auto-shotguns. The Five-Seven and P90 don't have ammo on levels either, but are otherwise fine I guess. Why carry the 5.7 pistol when you can use the already-subsonic and plentiful .45 pistol, though? Ultimately, the weapons are good for messing around, self-imposed challenge runs, and lower difficulties, but don't break the balance by being blatantly better versions of in-game weapons or some such; I think to their detriment as far as usability goes.
mezzy12 Apr 16 @ 7:18am 
Thanks for such a comprehensive answer :) I think I'll enable them on my second playthrough!
Just wanna adding two of my scents:

DP-12 Shotgun's mag capacity make it one of two best shotguns. I'd recommend slug to cure drug addiction, one shell at a time.

Also, I'd recommend Revolver for closer maps, where you will come in close encounter with enemies since it is one of few weapons that guarantee one hit kill in close distance, even when enemies is agitated(when they get reduced damage, that is).

Rest of the weapons, like Killstash said, are good for messing around.

Among all DLC weapons, DP-12 is the most useful one since it is good for "stopping" enemies, that is, when many enemies charging you in one time(sometimes more than 7), DP's capacity allows you quickly sweep all of them, and force the remaining enemies to retreat and camp("Tactical" AI that ), thus buying you time. It is like Saiga but with a larger mag(reloading one by one is quite irritating, though). When you pick the run-and-gun tactic, I can not recommend this gun enough.
I love the DP-12. Prefer using 00 buckshot with a choke. So still get a nice spread from distance and beefy stopping power up close. Slow reload isn't much of a concern as enemies will be cowering and slowing advance by the time you feel the need to reload.
And you get plenty of ammo to wipe out most of a map. And 12 gauge is common enough that you can restock from corpses.

The M1911 could use some rebalancing to make it more viable. Like make it do slightly more damage than the MK23 and carry more ammo for instance. Otherwise you only grab it for nostalgia.

Not tried the 5.7 weapons yet. But they do have high penetration if I'm not mistaken. Which make them useful against armored enemies.
Im seeing a lot of 1911 heresy going on here...
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