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报告翻译问题
My sniper is also the team leader, so shoots only 1 time per round but gives +4 ap to everyone else with the rally perk.
See above. More shots is always better than more damages on less shots. More shots = more crits = more damages.
And you can make a sniper with 2 shots without the Death Wish quirk too, as said. Because of the quirk the character also loses all the sweet extras like bonus APs, evade, hit chance, crit chance, bonus to skills like hard ass etc... Armor is not just the armor rating.
I agree! That's why I think it goes like Serial Killer > Death Wish > Sadomasochism (for a pure sniper, your utility sniper case makes sense)
Serial killer too, with max coordination and saving APs for next turn.
I'm running sado sniper now, and was getting up to 1500 damage on opening crit shots.. at level 6. make sure you're fully charged first, then do a stealth headshot as an opener.
heh or in other words, what this guy just said.
If your sniper is out of enemy reach as you say why do you need armor anyway? I ll take that +100% over the 33% anytime.
Also your sniper is the team leader? Are u 4 real?he s supposed to be on the back on his own not tagging along with the cqc dudes
Too many contradictions with your posts
Also level 6 doing 1500 crit? I highly doubt it
you're talking to 2 different people, and yes, I got a crit for 1467 during the little vegas shootout using a scout sniper rifle.
I don't think I saw anyone mention Medical Marvel. A fantastic perk with almost no downside. I say no downside because while it does make it impossible for the character to be revived in combat, which is dangerous, the extra health makes it much harder for you to be taken down on the right character, so the downside is protected by the upside!
Pointdexter is a great trait for high charisma leaders shooting from the relative safely. The extra skill points work really well for completionists, but the loss of health is dangerous if you are up close, and there are better options for snipers, so great for AR and Pistols. AR because you can sit back and with gopher you can try to just shoot at enemies in low cover to chip away at them, Pistol because low cost means you can shoot enemies that move up on your team, spend AP on leadership abilities and then move to good cover, very AP efficient. Not the best combatant though.
Bop is great, the extra armor at cost of lower movement is easy to take advantage of for many characters, either by lack of need to move or perks overcoming the detriment. Snipers can take advantage cause they don't move but there are better options. Heavy Weapons can take full advantage of this because they don't need to move after they post up aggressively in the first turn, the movement speed is offset by "Move Up" perk .5 combat speed first turn. Melee characters can overcome this through multiple means. Brawling get combat speed for every point put into the skill and Melee gets bonus movement via perk that requires both slots filled with melee weapons. A note on speed: you start the game at 1.4 base (1.2 with this perk), every point of speed gives .1 Combat speed. if you need to move 2 spaces for 1 AP you need .6 Combat Speed (6 Speed Stat) or .8 with bop. Melee wants speed for evasion anyway for tankiness, so 2 extra points to get 2 movement per AP comes with other benefits as well.
Psychopath is good if you can make use of the bonus 3 AP per kill at a cost of -1 base AP. I like using it with shotguns as I tend to use them for finishing off enemies and they cost 3 to fire. Otherwise good for Submachineguns as they are good at finishing off enemies, You will want to take advantage of bonus damage from standing in the open from perks, (plus a perk that also gives 3 per kill, I assume they stack). So you can use the submachine gun to kill the get to cover with the free AP (or shoot again if possible, but only 1 grant of 3 AP is allowed per turn).
Prospector = Money, benefits from luck. Pretty good. Losing 1 Quickslot isn't that painful if you have a full team and your character doesn't have skills to take advantage of in that regard.
Pyromaniac is obvious what it's use it. Combined with Disciple of Metal and you can burn everything.
Heavy Handed is good for the extra damage and consistency at the cost of -50% critical strike. If you don't have spare points for a build you want to do for intelligence (at 2 int you only do 1.2x damage on crit I think) I can see this working. For instance maybe you want a melee leader with high charisma for fast building up of AoE Stun Melee Strike, also from my testing Luck Crits aren't affected by the -crit chance (although I don't know if luck crits are affected by the crit multiplier from Int). Could have potential, but needs a lot of testing.
Way of Squeezins. Very good perk if you want to take adv of it. Best for melee characters as booze gives bonus melee damage to begin with so even more is just amazing. Probably highest DPS potential.
Mime, amazing Quirk. If you can stand being a mime.
I would need to open the game to review some more I have probably forgotten but yeah, most quirks have a use.