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#1.
SMG: 1 action to fire, 3 shots, large hit penalty
HMG: 2 action to fire, 5 shots, even larger hit penalty
The hit penalty is easily offset by the #shots. The 2 action to fire is, however, very prohibitive early on. They are the weapon that scales to the most ridiculous levels to some of the perks that add flat dmg per hit (one of the perks intended for melee applies to all, I forget which - brawny maybe?), and the bullet that adds dmg to all hit has been broken off balance since release.
#2.
Sniper rifle is also 2 actions to fire vs simple rifle as the biggest gameplay impacting difference. However, there's a bit more to it. Sniper also suffer some larger short range penalty so they are harder to play on some indoor maps and tend to be weaker until you have a larger crew. Most weapons get to shore off their weakness as you level them up but some of them require a hell of a grind. Like HMG become the all-powerful weapons somewhere around 5th perk IIRC.
#3.
The sawed off shotguns as secondary weapons are pretty awful. The main weapon shotguns are bad at first but decent later albeit last time I played still weaker than hmg/smg just because of the stupid +10 bullet scaling on multi hit weapons. They have a hidden point-blank dmg increase that allows you to one shot most non-elite enemies once you get better shotguns. But nothing particularly impressive. iirc +10 if adjacent, +5 if 1 tile off and double that with epic shotguns or something along those lines.
I'd suggest to ignore shotguns until you get to a game where you can hire Rebeccile (I believe is his name? The highest tier con artist that comes with his own epic shotgun and all shotgun perks unlocked) to play around with a shotgun and see.
Still, I think the melee perk tree is a lot more conducive to the point-blank / melee style than the shotgun tree is. Melee becomes fairly reasonable once you get the +hp per kill perk #2 or #3. Shotgun feels impossible to play without a healer on the team.
#4. correct. It's just about the stats listed on the weapon. And correct its a weapon without additional special purpose that I'm aware of. I don't recall ever seeing a quest with a crowbar option.
#5. There are demolitionist abilities and there are consumable dynamite and grenade. Lack of cooldowns on the consumables or on the combo of the two and the occasional throw through walls has been among my biggest reason for reloads across all playthroughs. Too little counterplay to a set of enemies randomly spawning with enough dynamite to one-turn kill any crew hire and possibly you.
I only use shotguns if that's the only skill the character has, even then, I'm probably going to use melee with them every time unless I'm using over watch.
I'm nearing the end of my first game, and I ended up with pretty much only SMGs and Rifles (plus a good bit of Melee.)
MGs are pretty broken on units with the +10 dmg trait and become completely insane in the late game once fully leveled. They're slow early but worth the trouble. If I play as someone with some melee ability for the early game, I'll usually pair it with MG as soon as I can to start grinding the levels. In the late game you can basically one-shot anything besides bosses with MG and double +10 sources.
Melee: Really good, the only real disadvantage being that making melee attacks often leave you out of cover and vulnerable.
Shotgun: I confirmed my suspicion that they're not great, and I can't see any compelling reason to use one, except perhaps if you've acquired a Unique or Epic one that's a lot better than other options at the time. I hired the high-level Japanese Con Artist woman and had her go around with a shotgun to see what they were like at that level. She's... OK, but not spectacular. The Shotgun Blast can be surprisingly effective, but is difficult to have ready when you need it.
SMG: Still seems like the best beginning-to-end weapon type in the game.
Rifle: Also good from beginning to end, and penalties for shorter range use seem to be less of a problem at higher levels.
Sniper Rifle: Usefulness is wildly variable from fight to fight, and even in a larger squad, I'd rather have a Rifle most of the time.
Machine Gun: REALLY good at high levels. I even specifically avoided using the +10 damage rounds with my top-level Enforcer's MG, and she was still regularly wiping out armored guys with a single burst.
One of the problems with many weapons, but notably the MG, is really a problem with the gangster leveling system itself. No matter how much you use them, your starting guys have an effectiveness ceiling that's much worse than that of the top guys. I think leveling up a MG user is always going to be less effective than hiring someone who's ALREADY at a high level with the weapon when you can afford it. Rifles, SMGs, and Melee seem to be the most reliable weapons for keeping a "starting" gangster viable throughout the game.
I kind of like an Enforcer with a shotgun and high mobility as a "sweeper," running around and finishing off the enemies who have already taken damage.
one tactic i use if i want to move around with a sniper is move them and then put into overwatch, make sure the enemy has to either run to a dif position or move out from behind cover to fire for it to work and ts pretty reliable in my experience
Did they really fix how special ability kills yield progress towards weapons? It used to always provide handgun proficiency points. It was driving me insane on one of the melee ability bosses the last time I tried to play this game and I don't recall there being any patch since.
I also agree that Overwatch tends to be the best use for snipers - that and a good pistol. I love Diana Maduro and her crazy dart gun.