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Een vertaalprobleem melden
Don't base your conclusions on Hazard 3 gameplay, that's a difficulty for beginners. It's meant to be forgiving enough that you don't get too stressed while you have a low-level class and unmodded weapons. It spawns so few enemies that a class with lackluster crowd control like Scout can handle entire swarms easily.
There is no need to wait. Look for the assignment that unlocks Hazard 5 ("New Hazard Level: Lethal") and try doing it solo. It consists of Elimination, Industrial Sabotage, and Salvage on Hazard 4. Completing the first 2 missions as a Scout isn't hard, but Salvage is where you'll see the weaknesses of the Scout class and understand what kind of irreplaceable utility the Gunner has. On Salvage, you have to hold a spot without retreating twice to progress. If you get pushed and don't return to the circle fast enough, the mission is failed. You can't run away. The Gunner's shield and the Minigun's "Aggressive Venting" mod buy you invaluable time in solo. That said, Hazard 4 Salvage isn't hard for an experienced player, but it will surely be a sweaty run for a newcomer.
After that, you will be able to play Hazard 5 solo. Once you get used to Hazard 4, proceed to the next assignment, "Beyond Lethal." It unlocks various modifications that make Hazard 5 harder. That assignment consists of the same missions plus Escort Duty and has to be done on Hazard 5.
Hopefully, after completing those missions, you'll see how lackluster the Scout's crowd control options are compared to Gunner's and how quickly you can run out of ammo as a Scout after a few waves or a full-scale swarm, regardless of the build.
It must be pointed out separately that the Gunner's ziplines completely negate fall damage. People seem to forget about that important bit often. It speeds up the jumps to the central rig on Point Extraction (Mine Head) and On-site Refining (Mobile Refinery), especially in biomes with a lot of verticality (Dense Biozone, Glacial Strata, Azure Weald, Radioactive Exclusion Zone) where you'll still take damage by landing on an Engineer's platform from a serious height.
The Gunner's superior damage output and ammo efficiency can be topics for a whole separate discussion. Even without overclocks, its weapons are still strong. Consider just the Coil Gun: the "Fear Trajectory" mod lets you turn a Praetorian around and unload your primary weapon (the Minigun, for instance) into its weak spot. The Minigun's "Aggressive Venting" can act as a secondary shield while the primary shield is on a cooldown. The "Hot Bullets" alternative in the same slot ignites high-health enemies and lets you destroy robots faster. The Minigun's "Improved Stun" mod is super useful when a group of Macteras shows up: you can stun most or all of them before they can spit.
The shield lets you turn the odds in your favor, stay in dangerous positions for a while (which matters most on Salvage missions and in the Drillevator stage during Deep Scans), extract Aquarqs and Eggs safely when there are enemies nearby and you can't get to a safe spot quickly, and guarantee a few seconds of safety in many other situations.
A Scout can ignite them, and a Gunner can finish them off with the "Volatile Bullets" Bulldog. They work together really well, no need to pick just 1 out of the 2.
Not misleading at all, the Gunner has excellent DPS options.
I used to be like this, but learned better and now I keep my mouth zipped on new games I try until at least 50 hours or so.
No lol, EricR is right.
Now if the rest of the team can handle themselves however...
Next thread on same topic please.
Though this is just largely an opinion, I don't play engineer much, so for all I know, his platforms could be better.
there's a surprising number of cave prefabs where ziplines are the most optimal traversal tool, especially in missions with high cave complexity ratings
the only issue is engineers and drillers usually get there first, thinking they have better mobility, and make a half-assed route out of platforms/tunnels to the point where it's not worth spending a zipline anymore
its impossible to deny that ziplines are niche, but in situations where they do work, they're perfect for. thats why i wish theyd just give them a little buff to make them better a their existing role, rather than something as dramatic as a rework