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With the Halt you have to choose:
1. either do OK damage, but no stagger
2. or stun and deal almost no damage (it can't oneshot a bot trooper at melee range)
Worst part is that the stun seems to need multiple pellets to hit the target to trigger, so it won't instantly stun everything at medium range.
So the question is... why? Why bother with an awkward ammo swap if you could just run a good shotgun that can both stagger and kill? A CQC weapon with no stagger is automatically bad against bugs past D7, and it's not much better against bots.
The stun has some utility at medium range where you can spam multiple enemies and stun them, but it feels kinda pointless when you could just be killing them.
I still think it needs some other component to it though. Recoil, resistance, whatever. You need to get hit for the passive to work, but you can't afford to get hit any more than any other armor. Especially since this only comes on light and medium armors.
It has the nerfed Slugger stagger, which means it can stagger all small bugs, but not Commanders and up.
The stun is quite good (much better than against bots), but far too clunky to use. The gun needs two triggers instead of a magazine switch and it would be actually amazing against bugs because you could make better use of the stun.
TL;DR: Halt is an OK bug gun. Completely trash on bots.
GIVE UNFLINCHING 30% RECOIL REDUCTION AS SECONDARY PASSIVE AND MY LIFE IS YOURS!
How did someone approve this without a secondary minor passive?
It would be good with a minor recoil reduction to play into the stagger reduction.
And the white colouring was given to light armour. lesigh
The Reprimand is reload-heavy, but good, and frankly has a lot of overall damage with 125 dmg, 25 round mags and 9 mags; that extra mag is what gives it an overall extra damage-dealing edge over other regular primaries. I'd like to see it be one-handed still, and wouldn't mind it losing a mag for that even. SMGs being one-handed generally seemed like a core theme, and would let you use it while moving better or with a shield, it's basically a UMP45 after all. As an overall damage-dealing weapon, it's just really good as expected.
Loyalist is good because it's a pocket Purifier, even if it has half the damage (seemingly?) and magazine capacity (though 4 mags is still nice). Just like the Purifier, you're meant to charge it, and shooting on demand is for urgent need when you are ok with giving up your ammo reserves.
Thing is the "only one perk" theme for armors is becoming the normal and it's BS. The only acceptable ones are extra padding and the handling one (i don't count the melee bonus damage); the rest are situational at best.
Anyway, the fact that the SMG is not one handed and does not have a scope or is not particularly accurate kinda make it a worse adjudicator, even with better damage. Unless the durable damage is high i see little point on it.
The shotgun is unwieldly. It may be good if they give access for a hotkey to change modes on the fly, but as of now i have not seen anything to pick it over others. Far from it.
I have not tried the booster, but "situational" falls short to describe it. I hoped it would also give an overall boost to speed, even if small, so even with high HP drain it could be a "high risk, high reward" sort of thing, but no. No advantage over the stamina one, and picking both sounds over the top.
No idea about the pistol.
Now that I think about it, the gun has the same exact problems as the real life equivalent of the Punisher - switching tubes is dumb and awkward.
No love for Democracy Protects? It's the one thing that can actually save you from a Strider's Doom Rocket.