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Why would you bother negating cover if you're going to follow with full auto? It has 0% critical chance, and flushes the taret out of cover on its own anyway. You're better off saving the APs (and unless you were in whip range already, it would cost you 2 of them) for another burst or for an attack that actually benefits from attacking a flanked target.
That's a good point, but I only have 2 AP at the moment (3 with haste). Still, I'm considering loading an earlier save and not taking the whip. What would be an ideal ranged weapon (or attack) to use with a whip since it's clearly not full auto?
Well, since you'd be in close range anyway, maybe a shotgun for the high damage? Or a pistol for its supposed high critical rate? I haven't tested either of those, so I'm not too sure about their actual performance.
My latest playthrough did combine the whip with an assualt rifle, but it worked mostly in a support role (my character would flush enemies out of cover for the rest of the team to deal the heavy damage), but later on in the game, once I finally got my hand on the taser and a decent rifle, the whip saw less and less use in combat.
Downside is you won't get to use the monowhip very much. You'll only have 1 AP for yourself, and you'll probably use it for mark target. It's mostly for when enemies get too close or have too much armor.