Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1) You nearly always want to go with 1-hand stuff as Escher. the passives ar ejust to good to pass up on imo.
2) Dual Wielding either melee or rnaged has very limtied benefits.
You get a bit mroe front loaded damage due to two magaziesn compared to one, but sicne you also pay for realoding two wepaons instead of oen when they run dry the difference is very small.
Similary, the benefit from having two different dmaage types/effect types is low imo.
The only real benefit is if you got some strong one-off Ap cost reductions that are % based, as then you can get the reduction form the 30 AP for dual wielding instead of from the 15 AP for just one hand. Though I find as Escher I didn't have that many of them.
3) Definitely skill the null grenade early on the escher saboteur. the 1-handing will mean mroe htis o nthe enemy no matter if solo or dual wielding, so their stacking deffensiv ebuffs can stack fast.
There's also a bug aorund currently with randomly stacking glaze hit chances in melee I encountered yesterday which you can't do anything about, but the Null nade will at least help with the unbugged cases. (and with Iron will, which the AI seems to like a lot later on)
Overall, I'd go with a chainsword and pistol combo. The chainsword works fairly well even with mediocre melee stats, as so far I ofund no stat that actually influences the secondary effects liek bleeding, so oyu get full value even on a not that melee specced fighter.
The Saboteur is the "master carry" in every gang, potentially getting mulitple buffs for picking stuff up and still being able to use their abilities even when running around with 2 boxes/objectives on their shoulders. By that point, any passive that focus on "one-handed weapons" do no longer work. Just something to keep in mind if you intend to use them in that role.
Anyway, currently I using a Hand Flamer + Sword, but rarely uses the weapons except for ambush or overwatch. Will probably switch to Hand Flamer + Unarmed, or Laspistol + Unarmed just to get better initiative.
so, coming to think: hitting once with dual costs the same AP as hitting twice with a single weapon, right?
Therefore, does it make sense to go 1 weapon only and have the extra INI?
I use the saboteur's skills more than their weapons, especially chem-synth and homemade grenade. It's possible to run with pistol and unarmed for higher initiative, but I find that Saboteur's have high enough initiative anyway so it's not a big deal, although I play Orlock rather than Escher so YMMV there. I do like having the flexibility to engage in either ranged or melee as the situation requires though.
I have the spudjacker on her for the high stun chance. If she gets charged and survives, she can get a hit in and may stun her opponent before disengaging and running away.
True, but it also ocsts you as Escher. If you don't have a pistol equiped you can't use the passive for extra melee evasion, which is pretty good imo.
But comes down to preference in the end. Maximise melee or ranged, or go mixed for maximum versatility (and extra buff si nthe case of Escher)
Reason for the las pistols is the other one handed options for them just don't do enough damage compared to the las pistol.
I tried running with just one pistol and an empty hand, but I found that there wasn't enough killing power against a lone target in case I needed to drop someone carrying two objectives to stop them from getting away.
https://steamcommunity.com/sharedfiles/filedetails/?id=2229859655
So, I’d put all exp into nades and nade buffing skills and make it rain from the catwalks.
Having the melee weapon for that back and forth if it occurs is nice, spudjacker's stun allows you to draw things out. Putting traps at the base of ziplines also makes them annoying. Coagulant stops the DoT on yourself if you want to go for a clever ruse or chose all things poorly and need to run away. The debuffs from the sab weapons could fit into certain builds. There are the one handed versions which can keep the melee evasion buff up and still have options.
But the real answer is chem thrower, we all know that. Just gotta gamble for it, so whatever ups your gambling potential seems like the best option atm.
That actually makes no sense. Shooting 1 laspistol costs 15 AP. Shooting 2 Pistols at once costs 30 Ap. So either way, 15 Ap per shot.