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Yes firstly count the damages per turn. Then you can add some extra element to consider:
- Some extra mobility is a plus and even more with short range weapons.
- A stun chance is good to get, probably 5% with the Double barrel pistol.
- Aiming is a good option if you have a high aiming, it will be for the custom revolver.
Test each in few combats will give you a feeling, and you'll probably find better. It can depend of character build and how you want play the combats.
The revolver+ does really good damage but you need the perk so that crafted weapons don't jam, the shotgun doesn't need one because it fires only once before the reset:) but wit the pistol the change is additive so it's 10 for 1st shot, 20 for 2nd, 30 for 3rd etc
Now...if you don't have these skills and want to avoid having the gun jam problem i strongly recommand the heavy crossbow using the metal bolts:) it could be a main weapon or a very deadly finish weapon, you just need more points into throwing and you are set to go
https://www.youtube.com/watch?v=dVT7yUajYpg
Frankly Martial is quite improved and now certainly superior to Melee (not sure about Chainsaw with some specific build), but you still can't really play full close range a character. Like before 1.08 most of the game is fully playable close range even if harder, but there's still a few exceptions showing that the game isn't designed for a full close range play.
EDIT: In fact I'm starting to suspect a bug with critical cancelled by DR for close range. I'll make some tests end game with the respec.
I'd keep both, use the revolver when the enemy is closing in and then shoot with the shotgun, that way you've got what, 7 shots before reload?
The Revolver using crafted ammo (round) has in fact only 5 ammo magazine. But it's still 10 shots if you equip two. And to reload both you better open inventory and reload them through it, if I'm not wrong it would mean 5AP cost instead of 6AP, if you haven't the ability reducing reload AP cost for pistols.
Using crafted ammo as a secondary weapon and to save ammo is a very solid choice. In 1.08+ Martial was very powerful since 1.08+ and eventually still a more powerful choice, but in my opinion, not better for a Pistol+Shield run. Even less since 1.1 with a character with a very high INT because a trick to get a lot of free Close range skill points is now a lot harder without a significant scamloading.
But the trouble of crafted weapons is the 10% jamming chance. It's not an overall 10% of damages, it's the possibility to lost randomly a lot of AP on one shot for not shot. Equip two pistols would also temper this a bit.
There's an ability that cancel jamming, but it is quite far in the tree, and only for some specific thematic run very oriented to crafting, and hardly an overall efficient choice.
Myself when using Homemade ammo, I tried only for first parts of the game and for secondary weapon use to save ammo. If the combat is no problem, I prefer equip the custom pistol and Custom sawed-off shotgun that has the pistol category, or custom pistol and close range. And if the combat is ok to save ammo but potentially with some risk, I prefer equip a custom pistol and a stronger not crafted pistol/smg just in case it went weird because of jamming or because combat is harder than planned.
But I have yet to use such approach out of a pistol+shield run, like with Automatic or Rifle as first weapon.