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you can get the plasma rifle in security if you lower the security level and that pretty much replaced both. the vast majority of enemies past that point are bots so the shotgun and stuff lost their value quick.
So I guess Ion is useful because I can control the amount of energy per shot even at a high setting?
It's still great for taking out cameras at low power, and once I find a recharge station on a level, I set the charge to high and just run back to recharge if I don't have batteries in stock.
Speaking of which, the high charge Illudium-Cadmium batteries only show up in the last quarter of the remake, really bizarre choice there as they would have been mega useful early on.
Sparq is only really worth using on power setting 2 or overcharge in combat, 1 is just for shooting cameras or making noise when you want the enemies to cluster up into a killbox.
I have been using the Sparq extensively when playing on levels with ready access to energy recharge, hoarding my ballastic ammo for now (Reactor Stage, having explored Storage and Flight first). However in future I may replace with Ion Rifle and only use near recharge stations.
As the game progresses, enemies will be more deadly and energy should be conserved for Shields.
Never even really used the Ion, Pulse, and purposely ignored the grenade launcher due to lack of space. Still, I was satisfied with the weapon variety.
1. Skorpion - Best all-around weapon. Most importantly it's the best weapon for getting surprised by a big bad. Pop shield and just drill them down with the top DPS Skorpion provides. One clip of Teflon is enough to kill almost anything without reloading and it empties in a few seconds. Just make sure to use Teflon rounds, the regular ones are bad for anything with armor.
2. Assault Rifle - The Skorpion Lite once full-auto upgraded. Smaller clip, bigger recoil and lower DPS limit it's power in "oh ♥♥♥♥"-situations, but its still a solid all-rounder. As a bonus, it works well even with regular rounds against armor.
3. Magpulse - Two pumped shots will kill almost anything in this game, provided it's made of metal and stays in the bubble. Great weapon for when you have the initiative, just popping around a corner to take a shot and going back to cover to let the bubble do it's work. It's weakness is "oh-♥♥♥♥"-situations, where it's just too slow to kill big baddies and you get torn to shreds without cover.
4. Grenade Launcher - A single EMP grenade will mostly guarantee a zero-damage-taken victory over almost any single endgame enemy. Great weapon for "oh ♥♥♥♥"-situations and reavers. The stun will buy enough time to kill endgame enemies with Skorpion, Assault Rifle, or even a Shotgun. Diego seemed resistant, the stun didn't last the normal duration. Other grenade types aren't as useful. Mutants are easy so gas grenades are overkill and frag just didn't do enough damage to enemies that mattered.
5. Railgun - Almost guaranteed one-shot kill for almost any enemy in the game. Would be higher if it was guaranteed one-shot. Very good way to chunk something in an "oh ♥♥♥♥"-situation and then switch to something like Skorpion to finish them off quickly, in case they didn't die to the first shot.
6. Magnum - Reliable workhorse before you get the Assault Rifle and Skorpion. Fairly low DPS makes for a bad weapon in "oh ♥♥♥♥"-situations tough.
7. SparQ Beam - Best weapon until you get the Magnum. Still decent later if you get the damage upgrade. Could possibly be higher on the list, but I ditched it early for lack of space. Take this rank with a grain of salt, it might be better than Magnum had I given it a chance.
8. Shotgun - The range and clip limitation are a bit crippling and even at close range, it's not _that_ powerful. Decent enough until you get Magnum. After that, it's mostly useful for conserving ammo when fighting easy mobs, or drilling something down after an EMP stun without wasting more important ammo.
9. Ion Pulse Rifle - Too much energy drain and inventory space for the damage. Energy-hungry Magnum on high-setting. Way too slow on overcharge to be safe to use.
10. Plasma Cannon - Massive energy drain for damage that is barely more than an Assault Rifle or Skorpion. Overheats too soon. Alternate fire is random suicide. Top place for biggest disappointment, but at least it's faithful to the original in that regard.
11. Laser Rapier - It's not really feasible to melee anything really dangerous in this game. Could be used to save some ammo killing easy mobs but you'd probably take a shot or two closing the gap and I'd rather just shoot at things from cover. Not enough damage to really go ham on any big bad, but could be combined with EMP grenade to save some ammo. Still not worth the space imo.
12. Mini-pistol - Useless against anything remotely dangerous. Can't even be used to save ammo because the best weapon uses the same ammo.
13. Other melee weapons - See Laser Rapier, but with paltry damage. Useless once you have Mini Pistol and SparQ.