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It does sound a bit over powered if you can just make your ammo on the fly. Or tedious if it takes too long to make one charge.
As for damage, it is pretty solid, but you'll have to get all the beam hits on target. I counted 4 very fast hit-scan shots per firing when attacking an object and looking at the HP bar. The listed damage is 10, but that's usually per hit since there are other weapons with a low damage number but high hit rate to make up for it. So if you aim well enough, you are doing 30-40 damage per shot.
i mean it also doesnt count towards accuracy if you hit anything wierdly enough so...
yes definitely its so weak with 10dmg even the 9mm is better, the good side is that you practically have unlimited ammo since you can recharge it for free.
Yes it has low damage but it's only 2 pounds and quick to pull out and shoot, so it's grate to combo with another weapon.
it does 10 damage per hits and 5 hits per shot. meaning 50 damage per shot. That is more then any pistol other then the revolver. and ties the pipe pistol.
While true, it still "feels" weak due to the surrounding features.
It's minuscule charge, reliance of charge stations, and lack of XP when used just makes it "feel" bad so some considerations to improve it wouldn't necessarily be a bad or overpowered way to go.
It DOES do a good job at security but having 1 (mostly pointless) use seems a bit redundant for a pretty cool weapon concept (and literally the first "Super Techy Gun" we can craft)
But mostly I just would like it buffed because the very first thing I used it against was an armored exo and it took an ENTIRE charge to down. If I recall correctly despite pathing the enemy to a place where it gladly stood still and took every full laser- it still needed a quick whack on the head to finish it off and was then forced to go find a charge station to continue seeing what it could do.
There's plenty to be said on how that's an "armored" enemy but it's also one of the first "real enemies" (not reaper) you can test it against progression wise unless you're expected to craft this shiny new gun and go shoot basic pests which doesn't HAVE to be a bad thing, but-
I think having an actual infinite ammo hand crank wouldn't be overtuned for a weapon that doesn't exactly "shine" in the level of content it was introduced alongside. Getting this far into the game and suddenly having access to an infinite ammo peashooter to clear earlier zones- or slowly handcrank through current ones, sounds far more reasonable than the current charge method it employs which makes going backwards feel like the only option for this rather mediocre thing.
Basically, if it had the hand crank it'd have more identity and would feel ever-so-slightly better tuned to the content it came out alongside while also becoming a good backtrack sweeping option, and I don't think either newly encouraged use-case would suddenly make this thing busted considering when/where you get it.
usually i go quill rifle *fully automatic retrievable ammunition and 30 damage per shot and does not require any special armor piece to operate* and the laser pistol just becouse its ranged and does not need to carry ammo in inventory and can swat off the reaper its great for pests i also carry the lightning spear
Though I thought it did 4 hit-scan shots. At least when I tested it on an object (like a crate) I saw 4 really fast ticks of damage.
Otherwise, if it offered some amount of Accuracy XP I'd be more willing to use it, even if it was reduced, since its ammo is free.
Now that it has extra sounds, the crank sounds even more amusing.
like a 1 in 1000 chance it plays pop goes the weazle when you crank it