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The ammo for energy weapons is almost non-existent, but I got an energy pistol, SMG and saw *sigh*, and saw a scoped energy rifle at a trader (would have required master trader to get I suppose). By non-existent I mean I got 10 ammo and a NPC was offering me two more for 1k ny the time I reached the Habitat.
Pistols have an abominable range, but so do all weapons except rifles. One of the SMGs has a range of 2. All ranged weapons have a big handicap: you cannot shoot through your party members. If one gets in the way, the enemy is completely safe from you. Keep that in mind when placing your party on the field.
Often someone will get blocked, no matter what. At the fight before the brothel the distance and the small bridge across assure that your numbers matter not much. At first most are out of effective range, and moving across the bridge is tricky, if you don't want to block everyone except the first two.
I did not go for pacifist and found some fights impossible. The frogs will get you (that group of seven with psykers is impossible for now), the darn plant will get you (takes practically no damage and regenerates more than you did anyway), and some of the two-legged problems will get you, too. The ambush in Mission Control took me several tries due to the setup and the cover.
Wearing armor practically requires the armor feat or you get a hefty penalty for wearing too much. Some armor pieces are exclusive to each other and take more than one slot, especially helmets, but they don't advertise this. Some arms are "full armor" and these don't work with jackets. It is a bit of a mini-game to piece together the optimum armor sets for the party.
However, armor is not too effective. Evans went down in one round in several fights, simply because the enemies went for him together. Maybe he is just unlucky?
Shotguns are strong too but take longer to get off the ground. SMGs you generally build around grazes and armor pen - that makes them fairly strong once they get going but still have a bit of a struggle against durable targets.
Rifles generally fall into either single shot or burst builds. Single target are flexible crit builds with decent versatility. Burst rifle builds have high stat requirements to optimize for bursts (strength 8 for -1AP to burst) that make them harder to work into a typical build. I think single shot builds are generally better, just build them around high reaction to get a lot of free shots.
For melee I prefer blunt weapons to blades. They're both usable I just feel like stacking penetration and knockdowns with blunt weapons works better. Doubly so in a party where other people can exploit the knockdowns.
Of all the types I think Pistols, Shotguns and Rifles (single shot) are easiest to play with. Optimizing SMGs and Assault Rifles is a little harder due to stats and the crit penalty to bursts. Generally I either ignore crit and focus on normal hits/grazes, or stack crit so high that I can crit even with the penalty. (much harder) Its just easier to headshot something with a 60% crit chance.
Still it's worthwhile to keep a melee weapon in your secondary slot even if unskilled just because sometimes melee/shorter ranged enemies like to charge past you towards softer targets so free reaction attacks. Not uncommon to see your team slice/bludgeon an opponent twice as he maneuvers around them then shoot him with reaction fire in these situations.
Yeah you can do it with snap shot with pistols/rifles. It penalizes your crit rate but its also the cheapest attack in terms of action points. Short/Long burst with assault rifles will also work.
but I can understand how youd never figure that out
as for the original question I think knives are the coolest weapons in the game
For ranged, I think I like pistols the best, but they do have damage issues. Once you get a little further you can find some shotguns with good ranges, and I find pistols and shotguns compete for the same function. Rifles probably have the best damage, but the AP use limits them. E.g. you can make a SMG character that can short burst for 8 AP, with a Rifle a short burst is 12 AP. However, my rifle experience is limited to Evans, who isn't the best example of a rifleman (probably want a Dodge This! character for a rifleman).
All weapon types have energy options - and ammo (cells) is plentiful (not for everyday use but for when you really need it - i.e. a knockdown bullseye on a creeper / or Ol' Bub) - especially in the late game. Much depends on play style and your team. With 3 companions a variety of weapon types is good (Jed makes an awesome blunt tank).
Energy weapons are not a separate option - you graduate and progress to their use for the really tough battles (monks, floaters, robot, final courthouse battles etc.) I think there are maybe 400 + energy cells in the game - that's 80 shots for the heavy energy rifle or 125 + for the Officers energy pistol. I usually have plenty spare at the end.
My personal favourites are the big hitting rifles with a high crit chance but I also love pistols, shotguns and blunt. I don't really think there are any 'bad' weapons, make your choice and build accordingly.
Best thing to do is check out 'player submitted builds' thread - you'll find amazing variety for every conceivable weapon type and character build.