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I still prefer the sniper line, however, because pistols don't benefit from weapon mods like Scopes, and when it comes to AOE damage, Kill Zone is better than Face Off, and I leave single target damage to my Rapid Fire Ranger.
I think they synergize well with Grenadiers/EXO suits, though. A lot of heavy stuff leaves enemies with a small amount of health, and Gunslinger is most efficient at cleaning up those sort of enemies. It's less good if you have a squad that intends to crunch down on big targets one at a time.
Gunslinger is my least favorite Sharpshooter build, but it seems to work well if you support it.
Personally I think the Devs probably thought it would be "cool" to add pistol skills but, it doesn't make a whole lot of sense. Better if they would have made a whole other "Gunslinger" class that focus on pistols and maybe melee. It's just counter intuitive on the Sharpshooter class.
http://steamcommunity.com/sharedfiles/filedetails/?id=620214894
That is a Gunslinger a month prior to beating the campaign. He finished with 180+ kills. People seriously underestimate what they are capable of.
Also keep in mind that you don't have to go all the way down one tree, nor do you have to use the pistol exclusively. If you prefer long watch over return fire, that's an easily justifiable skill to grab even for a gunslinger.
My spec was return fire (until I had aim at high enough to mitigate the negative modifiers, then respec for long watch), lightning hands (this ability should be taken in any spec, it's hands down better than deadshot), quickdraw, faceoff, steady hands, fan fire. I went with predator/warden armor for the extra utility slot, aim pcs, scope and hair trigger (free action when you do use the rifle is fantastic for this spec), dragon/talon/ap rounds (your choice really). The extra utility slot is up to you, I used it to carry an extra meme beacon.
"demo" cracks ém up .....pistolero finishes them off (sort of a short range "killzone" plus the explosives can also possibly clear the enemies cover or line of sight)
however i would reccommend to NOT get overconfident on using him first line ........that can easily backfire
a concealment ranger can also add well to that if you are setting up an ambushes for instance
(in a W.A.R. suit and/or grenades)
Edit: He also set another 3 aliens on fire
6x sniper rifle shots from serial.
1x standard pistol shot from death from above.
I've done 8 kills with my long range sniper build too ^^
At close range the aim penalty is too great for that, thats fine at long range, but not at close,
Thats why I made reference to the environment
Edit: and I'm talking about just with one attack not in combo with the others
So sadly once every 3 turn you get to ultilise your gunslinger. then 2 turn he or she has to act like a weak sniper. (which isn´t bad. )
Better build is a Sniper with lightning hands, and fanfire (Sadly Serial is so good)
Then you can once every 3 move deliver higher then standard sniper rifle damage.
And use kill zone in between the leaving only one turn normal boring 1 sniper shot :P!
Look it isn´t that sniper is bad, infact early game they really carry the team together with a ranger. till your grenadier have Salvo and Chainshot.
Same as Specialist aid protocol really carry the team early on, especially on higher difficulties.
The sharpshooter really carries the team from lightning hands onwards. till grenadiers get salvo and beter aim.
Thus you want to keep the sharpshooter close to the team so it can take out every 3 turn . 2 targets.
That literally deafeats the object.
"Using gunslinger they are better at close range"
"Well i'd just go to long range"
Sometimes there is no option, which is why I am highlighting the conditions gunslinger is certifiably better in
KZ may not yes, but serial does that so much better and then some more. And if you can get a height advantage (which happens in 80% of scenarios) you don't even need someone to remove cover for you to go to town.