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I just got my hands on a Plasma Shotgun and its... Great :)
Vs Unprotected Targets: Ballistics
Vs Armor: Plasma
Vs Shields/Inorganics: Laser
Now this does depend on weapons, shotguns do a lot of dmg and you can get hand cannons at least for ballistic and plasma that do a lot of dmg.
Overall I think Plasma is the best, good vs armor and almost no difference vs organics. Plan for me is use Plasma as primary and laser (when I get something better than the pea shooter pistol) as secondary for use vs shields.
As for when you find new weapons, that depends on what random prototypes the various mission target facilities contain. Pay your local district information broker to find out, and don't be afraid to travel to other districts to see if they have better loot.
Gate Passes to the Grid and Industrial districts only require you to more or less finish the two main compounds in Downtown, and once you have access to both of those districts you can get Gate Passes to CBD. Though it might be kind of difficult to get access to the information brokers in each of those districts. But once you have activated all the information brokers you'll be able to buy info on what each facility has to offer, at which point you can go for the ones that have the weapons you want.
Last game I finished with plasma minigun and plasma cannon for the soldier, and laser sniper rifles for all the others. Master Technician gives extra damage with lasers for the Hacker, and laser does extra damage against inorganics like drones and mechs, and also against shields. With shields gone the soldier's plasma can chew away armor. The plasma minigun also has a slightly shorter range (lower accuracy), sometimes forcing the soldier closer to the action, which was good, since Harden and Draw Fire can be used to reduce damage taken. Bad part is that when it's time to retreat, the slower soldier is already lagging behind.
Support and Hacker also had plasma rifles, but I didn't use them much because of the soldier's plasma minigun. Too much of a hassle to switch weapons every time an enemy had only armor and health. Infiltrator had a boomstick because I wanted to see if it could be used efficiently up close after a melee attack left a target with only health and no armor. But I didn't get around to that more than once or twice. (They all had Wetcorp third arms for additional weapon slots. I was planning to get them Nanofiber Muscle V2 for arms and legs to wield heavy weapons, but didn't buy it from the Black Market until the very end, at which point I felt that laser sniper rifles were good enough.)
In general I'd recommend weapons that do knock-back area damage, like the plasma cannon, laser cannon and missile launcher. They aren't needed very often, but when they're needed, they're needed. And it's quite easy to fill up the ammo from all the ammo boxes the fallen foes leave behind. Especially when using an ammo vest for 30% extra ammo. Just have to watch out with trying to fire those weapons from behind cover, as sometimes the shot can go straight into the cover, for massive 'friendly fire' damage.
A soldier with a third arm can also carry all three of those weapons, and alternative between them faster than reloading them. Combine with Rage and Mark Target for really high damage. A plasma cannon with activated Plasma Furnace Inducer can one-shot a quad mech with that combo. But back to range: Three laser sniper rifles can take out a quad mech from far enough away that it doesn't react to being shot to pieces. So if you aren't getting tremendous power, I'd go with tremendous range.
I tried the plasma shotgun in an earlier (and aborted) playthrough, and it didn't impress me. I would've wanted to catch the target with more of the blast, but to do that my agent needed to get so close that he would default to a kick instead of shooting. Other than that it seems like a shotgun is like a sniper rifle: Slow with big hits. But unlike a sniper rifle, much shorter range, that often forces the agent out of cover.
I find the Plasma Shotgun packing quite a punch, especially with the Rage skill active. And unlike a sniper rifle, I believe the damage increases the closer you are, which opens up for some sweet commando action, flanking your target and then 'knock knock' on their shoulder: "whos there?" - BOOM.
And lets not forget about grenades; my main tool for decimating clusters of enemies at once, aswell as for taking out sentry guns.
Perhaps the stat screen gives false damage numbers, or maybe it's just really rare to hit with the full blast. In any case, they certainly didn't impress me. The enemy anti-riot troopers with their shotguns didn't deal much damage, either, so at least it kinda cuts both ways.
I guess grenades do everything that cannons and the launcher does, and without a lot of the risks as well. But the soldier can only carry three of them, and that makes them a lot more difficult to reload from ammo boxes. (Until this latest patch, which I have yet to play, the reliable Ammo Pack hasn't been very accessible in areas with elevations of any kind.)
Though I recently realised that most of the yellow 'Packages' in compounds are actually Munition Supply Crates, and just standing nearby one will give ammo regen! So I guess Ammo Packs won't really be needed from now on.
I did give my soldier grenades though which came in handy if I compeltely botched the entire mission (as far as stealth is concerned). I also realized that I could get incredibly cheesy with them by plonking down an ammo box and then just repeatedly chuck grenades over a wall. It mostly served to raise the alert levels to even crazier degrees but it was funny for a little while.
A kick for style, followed up by a spray of superheated plasma pellets burning through a body like butter. Whats not to like :)
http://steamcommunity.com/sharedfiles/filedetails/?id=512720549
I only wish the impact would also set the target on fire. That would be something ...
I believe hijacked Commanders also carry em. And you can also outfit your other agents with a spare one. I love it when I select my entire group, press G and target a huge cluster or sentry, and 4 grenades are being lobbed at once. Overkill is badass :P
Burst Dmg is nice but bit concerned about rate of fire. That being said, enemies, shielded or otherwise did die rather quickly....
Researching Laser SMG, will give that a go as well, see how it works. If only there was a laser rifle....
for handgun, all uses the plasma handgun (silenced). Handgun mostly should be used for stealth kill and type and damage seems irrelevenat most of the time.