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Wish the game had respec.
And yes, explosives pairs best with small arms. Draw! is silly powerful with it, if expensive.
I gave that combo to my leader, so I also get to upgrade the rockets to nukes often, drawback is that the nuke residue hurts animal companions.
Big guns should just be paired with damage booster skills like weird science and mechanics(bonus points if you maximize fire damage bonus, and also add toaster repair).
There really is not enough ammo for the req 10 skill nuke firing bazooka thing and even rocket ammo isn't really common enough to build an entire character around rockets and have him use them every fight exclusively.
I use my leader as fight starter, usually with a rocket, but sometimes just with the shotgun. Get a multikill and pop rally. Next turn reload the rocket launcher for a cheaper shotgun shot.
But when I really need to down a group of enemies, I have the option to rain half a dozen rockets on them.
I'm thinking about high impact, the description says: hit by "rockets or grenade"
The meson cannon is considered a "rocket" but it maybe just stupid text
I like this canon. I have it on my Weird Science guy who also uses the shrink ray..
That said--I have one character that focuses on brawling with a secondary of heavy weapons and explosives.
Provided that there's a reasonable opportunity to hit 4 people and gas tanks besides, he'll be the one to make sure that happens. Depending on the flaming ruin and how much that spreads, he'll then either run up and start punching clowns (at least, dependent upon location), and if the opportunity presents itself, fill them with bullets as he makes his approach.
I'll usually not have his melee weapon equipped and instead have explosives and big guns or two big guns depending on my read of the situation, and then after it merits using melee, swap out the least applicable weapon for close range (maybe keeping a flame thrower equipped) and march him into the fray.
it helps to keep such resources status resistant and with a good combat speed, but there is only so much one can do to allow for such flexibility when relying on one indivudal to be so accomodating. Also, he throws grenades.
Here's my build:
- Background: Explodomaniac (+15% explosive damage)
- Quirk: Pyromaniac (+25% fire and +25% explosive damage)
Attributes:
- Coordination 10
- Luck 2
- Awereness 2
- Strength 8
- Speed 10
- Intelligence 10
- Charisma 2
Skills:
- Big Guns
- Explosives
- Sneaky ♥♥♥♥
- Small Arms
Weapons:
- Niddhog Heavy Machine Gun (shoots explosive ammo by default)
- A rocket launcher
Perks:
- Anything that increases your damage and survivability
- You only need the DRAW! perk from Small Arms (Your first attack after reloading an empty weapon costs no AP) because you need to reload your rocket launcher after every shot which means you will only spend 2AP to fire a single rocket. Broke AF!
- Mortar Blast doesn't actually uses ammo (you still need atleast one to use it - probably a bug)
It's only 15% chance to catch on fire while using explosives and even if you do, who cares? Fire deals mediocre damage in early game and barely does any damage in mid/late game.
Fire resist is also a thing.