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But yeah, things like blueprint-rounds, armor piercing and the ones increasing your aim are way better.
AP rounds are great.
Tracer rounds basically gives you a scope (I love this AND a scope on my gunnery spec grenadier).
Poison and dragon are very meh in comparison - mostly because they rely on you leaving an enemy alive for more than a turn, which is generally a bad tactic.
My preference is bluescreen; worth their weight in gold, moreso as you can buld them
http://gaming.stackexchange.com/questions/254775/whats-the-difference-between-the-burning-poisoned-and-disoriented-statu
Talons are awesome on flankers (+20% crit chance).
Tracers are handy on squad sight sniper builds (counteracts squad sight penalty) and low aim troops.
Overall they tend to act like a force multiplier, they make the good better.
Dragon and Viper work great early game and are good on a pistolier.
End game, you cant leave stuff alive for another turn in case it only gets a small tick.
Talon on a shotgun ranger turns them into a killing machine.
Bluescreen on at least one squadie end game, idealy 2.
AP ammo was the only one I didnt use much.
That been said i love the AP and the Poison ammo.
AP makes the gunslinger into a very potent force on the field. It can melt Sectopods in no time.
Tracers are also quite good if you can get them early on. Making even rookies have a better chence to hit - and they are good choice for Grendaiers that dont have Personal Stimpaks whit + acc.
Poison is not bad on gunslingers as well - as poision imposed movement and accuracy penalty on targets. So its quite nice to spank a gatekeepr few times and prevent him from hitting you.
Disorient lasts for 2 turns, deals -20 to aim, -6 to mobility and -30 to will.
Acid burn seems to be the same as burn.
Tracers are amazing for grenadiers/squadsight Snipers/OW specialists. More aim is never bad, innit?
Talon is life for any flavor of ranger.
AP is awesome for... anyone, honestly. Guys that shoot the same guy a lot in the same turn (gunslinger, rapidfire ranger, chainshot grenadier, guardian specialist) benefit the most from it. I personally think that there's little reason to use bluescreen rounds if you have a steady supply of AP rounds.
Blue screen rounds are great for lol hacking a bot you decide you arent going to kill as they mess up their hacking defenses meaning its really easy to get yourslef a sectopod to joyride around in. Good times
Yah but each tick only does 1 point of damage. I have had plenty of times where I attack a Archon (new floater) and stack poison status and burning status on him with special rounds. Next turn, it is always 1 point for poison and 1 point f or burning. It never deviates for me, so the damge is quite terrible.
hmmm... Bluescreen are better against Mechs (both varieties), Turrets, Sectopods and Andromedon shells (*cough*) and also make the target easier to hack which can be nice, while AP win against closed Gatekeepers (which is really the kind you want to kill quickly...), Andromedons (non-mechanical, duh), Berserkers (I only saw two of those through my entire campaign though for some reason...) and Shieldbearers, and marginally help against all the things with 1 armour that float around like Mutons and Cryssalids - but against anything that's fleshy and has 2 or less armour, you might as well use Dragon/Poison since that will do as much or more. And besides, shredding armour isn't all that difficult with a good Grenadier, and once you've done that AP falls off hard.
Huh?
I've seen burning deal 5 points.
Ussually it seemed to be at least 2.
Anyway, its not like we get a chioce on ammo....I tend to look at it like this, am I going to benefit from bringing another grenade on this character?
If I would be better off with a nade than thats what I give them.