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Having two of each in the party is nice. Though you may not necessarily want to double up in the Rangers you create, to leave room for what your recruits can do. And keep in mind that, in addition to ammunition limitations, there are limitations on how many upper-tier guns available.
On the other hand, if you don't know in advance what recruits are available, you don't know if you'll find one who either already has the appropriate weapon skill, or can be reasonably trained to use it. So if you want to add a recruit to use a second rifle type, you don't know when you'll get the chance.
Melee weapons can do reasonable damage. Your main challenge is getting a character to close quickly to make an attack, and hopefully be able to duck to cover after making an attack.
Submachine guns are reasonably good in the late game, when weapon modifications help their short range, and precision strikes can knock off enemy armor so you can actually penetrate despite SMGs' low armor penetration. In the early game it's hard to get much out of them.
Handguns also suffer from range and armor penetration problems. Again in the late game you can overcome some of these limitations, and the low Action Point cost helps if you want to use them to deliver extra precision strikes.
Energy weapons are great against certain enemies, lousy against the majority. Nice to have, but not really a power weapon. You will have a lot of battles in the early game where they won't be that helpful, though some tough battles where they can really make a difference. In the late game, you can always use them to deliver precision shots in those battles where they aren't delivering a lot of damage.
Heavy weapons can be great, but eat up ammunition, and you can't modify them, which I think makes them less useful late.
Shotguns are just disappointing. I can't think of any redeeming quality for shotguns.
Melee weapons were really good in original game, now they are just terrifying. Free atacks/arp perks, bonus armor ( bladed ) atacks of opportunity really good, and common melee build has high str and speed, aswell as perks like "Charge" so there is 0 problem to getting close and survivability is much higher that in original game. Solid choice and pretty fun to have atleast one "good" melee character and there are quite alot decent melee NPC's aswell. Also the backstab perk is supergood for melee characters, since it easy to get behind enemies and it's only 3 perception ( 6 skill points ) so you can easily get it mid/late game for that perk even if you already have high perception ranger.
The funny thing that AR's were already kinda best category in original game, epecially after energy weapons nerf, and they still recieved like best perks, tho i think still Heavy weapons 10 skill perk is the best, but again its the only 10 skill perk for weapons in game so it should be the best.
Don't forget Sniper Rifles have Deadeye at skill 10. That is an excellent perk (for a weapon that probably didn't need an excellent perk).
1.) It's mostly a melee weapon, but it for sure doesnt scale from str, and having squishy characters in melee on supreme jerk and probably ranger? isnt a good idea, at least shotguns damage dont pay off for that. So you will probably want to make a very specific build for shotgun user that utilize at least 5/6 str.
2.) Area attacks has same drawback as it provides bonus, it hits allies, which make actual melee character being attacked by your own teammate and require extra managing of team movements and still other melee suffer from it, and you need to spend perks to remove that, while other weapons do more damage and their perks far more superior.
Shotguns are just completely fun category, that at some point stop being fun since it sucks, the damage it provides doesnt cover all drawbacks it has, it's literally only weapon that actually have drawbacks but no extra bonuses except little aoe damage. I played with shotguns once and just started to level other weapons for that character, because everything was just better.
5 skill works good almost all arizona with any weapon. Do you just have all shotguns character or didnt see how other weapons work? They all have "preferred" range and with sufficent skill you will have good CTH on all ranged weapons, like ~90%+ crouching AR user that will be 30y away from enemy and will do like triple more damage per turn than shotgun.
It will destroy cover - except that not all types of cover can be destroyed. Cacti and boxes, for instance, can get destroyed, but it usually takes two shots. Stuff like metal barrels or wall corners generally cannot.
The Obliterator perk would be a fine squad support perk (remove an enemy's cover bonus so the rest of your squad can mow them down), except that it usually takes multiple strikes to remove the cover, it has a bad habit of destroying the shooter's own cover, and it will probably become available at juuuust about the time that you stop seeing destroyable cover. I had a shotgun-focused ranger in my last game and I don't think I had a single time where the Obliterator perk actually helped me.
1.AR user
2.Leader with SMGs
3.Blade weapon user
4.Two snipers (one custom and Vultures Cry)
6.Member I am not sure... Should I double up on one of the above mentioned or give him Blunt, Brawling, Handguns or Shotguns?
As i and other people said above you can use anything you want, just pick setup you will have most fun with, game is completely fine with it even on supreme jerk. Even shotguns, however terrible they are completely fine, since it's team setup and other people can carry him while you have fun.