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Well that's what I was wondering about, why would they make an entire "class" that doesn't really work all that well for a good portion of the game. I thought I was just missing something, but it seems that's just how it's designed. It would make more sense if you could swap loadouts on the fly, but that's not possible either - I guess you could in between fights, if you know the missions well enough.
You can swap loadouts on the fly now. There is an option in gear called loadouts where you can save several loadouts, even goes as far as swapping mods on gear.
The reason they arnt viable is the amount of damage they would have to do to keep up with say a strikers set in terms of dps, would be so large it would be severly unbalance. One or two shotting bosses with headshot crits. It would just be the new explosive bullet damage glitch snipers had back in 1.1.
engage from distance and you are good to go, make sure to prepare a rifle in case someone rush
Their damage isn't why they aren't useful, again, I kill most everything in just a couple of shots (and my gear isn't all that great, i've only been playing a few days since two years ago). It's that for that damage the tradeoff is super squish and requires good aim (headshots), which means you do not want to be close at all, which means you need range and no obstacles in your path - the latter two being less common.
Anyway, thanks to those that replied. I guess I was just hoping that I was missing something.
Using that setup, how well can you solo 93 to farm for the gear you are wearing? How do you heal, I assume you must take some damage. If you don't take damage, how are you not taking damage?
pier 93: a mobile cover, a support station, and peek shot technique, i usually didnt take enemy shot due long range advantage, even they are kill me long range, support station always get me back up
i finished like 5 times pier 93 with this, happy with 6/6 hunter faith and now i farming dtech and good talented m700 carbon instead of classified
Generally I will take a few shots just popping out to pop a headshot, but usually the issue is they zerg me or flank me. I really haven't given mobile cover any thought, as I figured it would be destroyed in a matter of seconds, if it isn't that could work to create better spots, might give that a try. Thanks.
CONS
- No PVP, most of time hostile players will close in well before you'll be able to get enough bonus.
- You can also forget about soloing anything on legendary or heroic, challenging is your cap now, even with healing station.
- You can also forget about soloing underground or resistance, confined space results in you not having range advantage. Healing station will only give you false confidence.
PROS
- With full bonus you can oneshot basically anything from regular baseball bat guys to some named elites, and even if you can't oneshot them in the head you still can most of time oneshot their weak spots.
- You can stay out of enemy weapons range while still packing a punch against them. This combined with good teammates and supressor and as a result you do not need health stat at all.
- Long engagement range means that you can simply run away if things get nasty.
However you're gonna need a friend who can act as bulletsponge while you snipe bad guys from afar (D3, nomad etc, basically anything that increases survivability).
I'd also advise this setup:
1. 9k firearms is enough, then around 3k health and rest into electronics
2. M44 allows you more freedom with weapon tallents at expence of mag capacity but extended mag will do the trick
3. Supressor is a must have
4. Regarding weapon mods, invest as much as possible into headshot damage
5. Don't forget to reroll gloves to sniper rifle damage
6. Get yourself a solid backup gun with a very high RoF (LVOA or Bullfrog if you're lucky, basically anything that has ROF >800). Just do it, you'll thank me later
7. Take turret as your first skill, you're gonna need it. Also, if you have mods that increase its performance - do not hesitate to use them. Flamethrower turret is a solid choice, always.
8. You'll want seeker mine as your second skill (I prefer cluster mine but any of them will do).
9. Take Tactical link as your signature skill, it boosts damage AND reload time, and it also boosts RoF which is good as it will significantly boost your backup gun damage in case of emergency, thus (assuming you have ~9k firearms and extended mag and proper talents on secondary) turning you into unstoppable killing machine for the next ~17 seconds.
I get 593k for the first headsot and my damage cap as of now is around 1.6m
9.5k Firearms. I can solo underground just fine, Very few people will be able to solo legendary on any build but yes def not hunters faith. For PVP ill agree maybe in DZ it probably wouldnt be great but you can play it just fine in last stand and in skirmish. I have been trying it out in last stand and usually will end up with 15+ kills and top 3 on my team. M700 is a must in order to take advantage of stacks.
Sentry's call was great before it got nerfed, at that time you got 15% bonus head damage per mark, now its only 5%. this nerf make it useless, because with max 3 marks its only 15% bonus head damage.
if you really want to make a different with sentry's call, you have to collect the full classified gearset which is way better than the normal 4 piece sentry.
Hunters faith isn't bad, you just have to use it the right way and it can dish out loads of dammage.
Deadeye is great with mdr's, since mdr's is crit hit/damage, so with the weapons own
crit + deadeye + bonus crit from mods and gear. with this option you will get a crit beast.