Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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second weapon slot
What do you keep in your second weapon slot? It seems like splitting your weapons skills is a bad idea so keeping a melee weapon stops being effective when you cant hit a target anymore, so it seems to me keeping 2 of your main weapons in your hands is the best decision so you have to reload less.
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Showing 1-9 of 9 comments
xarfaks Nov 15, 2023 @ 8:28pm 
Works pretty well for SMGs you have the short ranged one with generally better reaction and lower AP cost and the longer ranged one. Even with the energy SMG the cobra or better king cobra makes a good reaction fire weapon. Also good when you dont want to waste energy cells.
Last edited by xarfaks; Nov 15, 2023 @ 8:29pm
CXXXV Nov 16, 2023 @ 7:21am 
Having two SMG is always helpful as burst-only smg are better, but sometimes you just need one more shot

Having two hammer is always helpful as while two-handed hammer is the right choice, you probably need to do aimed-leg first with one-handed hammer
unlimitedpower0 Nov 16, 2023 @ 5:50pm 
Originally posted by xarfaks:
Works pretty well for SMGs you have the short ranged one with generally better reaction and lower AP cost and the longer ranged one. Even with the energy SMG the cobra or better king cobra makes a good reaction fire weapon. Also good when you dont want to waste energy cells.
This is what I do now. I don't see any reason to carry anything that you don't have a skill in. Maybe later you get get enough exp that you can make use of other weapons but it doesn't feel like that will happen.
Marcos_DS Nov 16, 2023 @ 5:57pm 
I use two weapons of the same type but with different AP requirements. Or different stats & fire modes. like a sniper rifle for long range knockouts and an assault rifle for bursts and reactions.
Yograin Nov 16, 2023 @ 6:02pm 
A dagger for stealth mission takedowns.
Sardonac Nov 16, 2023 @ 6:09pm 
Depends on weapon, but generally a paired type:

Rifles: Assault Rifle + Rifle with Bullseye
SMGs: 5 AP SMG + 3 AP SMG
Shotguns: Doublefire Shotgun + 4 AP 'cheap" shotgun
Pistol: Fast Revolver + Slow Long Range Pistol
Melee: 5 AP + 4 AP blade/blunt

Basically it gives you options. Killing a target with an assault rifle that triggers the 50% crit bloodlust feat, so you can swap to rifle and bullseye the next target at 90%+ crit. Its also good to temporarily swap in an energy weapon for tough fights.
Wrath of Dagon Nov 16, 2023 @ 6:21pm 
If you have two revolvers it takes twice as long before you have to do the first reload.
Neyreyan_Youtube Nov 17, 2023 @ 5:51pm 
Originally posted by unlimitedpower0:
What do you keep in your second weapon slot? It seems like splitting your weapons skills is a bad idea so keeping a melee weapon stops being effective when you cant hit a target anymore, so it seems to me keeping 2 of your main weapons in your hands is the best decision so you have to reload less.
arguably the 2nd gun is going to be the same class but a reaction gun.
Usually you need a gun with accuracy/crit and another one with either automatic fire or reactions.
Another discussion can be made on the aimed attacks vs the double/triple/auto but the problem is that they use different stats and mechanics like aimingm,crit, RECOIL control and using stims does affect this as well.
So technically it depends on the player on what he specs into
unlimitedpower0 Nov 18, 2023 @ 10:31am 
Originally posted by Yograin:
A dagger for stealth mission takedowns.
When I made this post I didn't know thats how stabs worked lol. For some reason I thought your character just had a knife, this is one of the only siturations that carrying 2 different weapon types is good. When I first started the game I had almost everyone carrying melee in their second slot and it just ended up not making any sense because no one was specialized in melee. It also feels weird to me that you would carry two freaking assault rifles but thats how things shake out:OPWS_MonkeyDLuffy:
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Date Posted: Nov 15, 2023 @ 8:15pm
Posts: 9