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i got a +1 damage to snipers early on the campaign, it has been really helpful.
Just think about it: you get +1 damage to ONE weapon type at the price of delaying for 10 days +1/2 damage and an extra slot for ALL weapons.
The only exception here would be a situation where for whatever reason you take shots with a particular weapon type much more often than with others.
If you get +1 ballistics +1 Assault Rifles the haven troop guns I believe get upgraded +2 damage.
which helps them get thru armored enemies.
Its very useful. How often are enemies still alife with one or two health.
Take it.
Forgot shotguns. They do +2 now too.
Pistols have very limited use in early game on Legend as Sharpshooters are very weak at that period of the game.
Take a simple example.
So the summary is that on average you will have approximately 1 mission in May where half of your squad does 2 less damage per shot than they would otherwise. 1 mission in May-June where the other half of your squad does 2 less damage than they otherwise would have done. And about half a mission per weapon type (except pistols) in the later game where you do 2 damage less with one particular weapon type.
The upside is that in every other mission (until perhaps March or April of the second year) you will do 1 more damage per pistol shot.
So clearly you get a lot more damage overall (assuming you use an average of one pistol user per mission) from taking the breakthrough. The main disadvantage will be that one-ish mission in May where you're dealing a fair bit less damage than you would. It'll be a judgement call on how hard you deem that mission to be compared to the rest of the campaign and how much you use pistols/autopistols.
This kind of argument will hold for every weapon type damage breakthrough. The exact balance of the scales will tip depending on which weapon that is and how you play and utilise your classes. So if you stack rangers, then taking the shotgun breakthrough is going to be much better than not, whereas even if you like grenadiers then since they are mainly using grenades and shredding armor you're losing much less damage by skipping the upgrade point.
The tech level breakthroughs are a very different kettle of fish, since once you upgrade your tech you lose all benefits (except for a point of damage on claymores, I think) and they are a strict short term benefit vs. long term loss situation. The conventional upgrade probably then isn't worth it and if you get into April before it pops and you're going mag first then it's case closed (although if it comes early and you go plated armor before mag, then maybe - again a judgement call). Personally I'd take beam damage upgrade if it comes fairly early because you have beam weapons in the field for a really long time.
Anyway, this all got a bit lengthy, but it was an excellent question!
They are weak very, very early on, but you can't get the breakthrough very very early anyway, as you need to complete at least one research project and a 10 day breakthrough.
Once you get to sergeant/lieutenant pistols are competitive, although some players will still use other resources and not fire them much. There's also templars to consider, as they tend to use their pistol a fair bit until they've levelled a couple of times and you have a reaper to scout.
Probably, depends on your playstyle. I don't use Sharpshooters much early on, and if I bring them on early I need to babysit them anyways. Templar I would prefer to rend to proc parry most of the time. Can't justify picking up +1 to pistols just for those instances.
I once got +1 to Pistols after my 2nd research, and I skipped them. But yes I eventually picked up the breakthrough during the late game. Because it has way more mileage during then.
It's not really even late game you get them, it's post-game. You have to intentionally prolong the campaign to cycle through breakthroughs once every other research is done. But yeah, if you're not using pistols then the pistol breakthrough won't be worth taking.
From my perspective of playing maybe 40-50 missions with +1 damage per shot (3 per fanfire, perhaps 3 on average per faceoff, a couple of lightning hands a mission and 2 shots in most other attacking rounds otherwise) it's a colossal amount of damage to miss out on over a period that will include three chosen base assaults, at least three alien ruler encounters and most other challenges in the game.
I don't get Fanfire until very late into the game anyways cose Col Sharpshooter. And Faceoff isn't something I like using often due to the way I play Sharpshooters. They need to be in range of multiple enemies to maximise it's use which I find I don't get into those situations often. Lightning Hands yes I suppose. Still not worth it imo.