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third legs sometimes for assault.
first hed for berserker.
Please clarify first second third. Also mutation or bionic?
I don't use mutations and augmentations too often.
But, for a Sniper, I suppose, I would like take the following:
For head: Is the one augmentation that gives a silent shot.
I hate being shot at by other snipers on sound, even if my sniper has a thief skill and infiltrator subclass... that just so unbelivible and annouing.
Legs: Any legs that gives more movement points. I think that it is important for a sniper to be able to change the position in the shortest possible time, without losing the opportunity to shoot.
As for the body. For a Sniper/Heavy combo, I would rather not take anything, but leave the heavy armor with jetpack, so that I can easily take a high position for sniping.
For other snipers... don't even know. Neither body looks really useful. So, I'll probably take the one that just leaves me with more accuracy and mobility. If I had to choose.
The rest, I don't really care for sniper + whatever provided I'm using them for long range attacks. I put on the best armor suit that doesn't reduce movement, and at minimum anu armor +2 speed, you could mutate legs for +4 speed if you want or maybe take the anti overwatch legs for those rare situations, but I would invest in just about everyone else before doing it for a sniper + whatever.
Oh if you're a sniper + heavy, I would recommend just using a jump suit as chest because jump suit for heavies is almost always correct (it's only 'wrong' for vengeance torso melee abusers), even though it has -1 move speed, the jump suit positioning is phenomenally useful, which means pick a leg mutation leg that sounds appealing, I don't think it makes much difference.
For mobility, either mobility-oriented leg mod is very strong.
If the Wiki is accurate, Stomper legs are for some reason absurdly good for shooting accuracy, so they'd be good for a sniper who doesn't mind losing a speed point. (Plus you can use them to stun a bunch of worms I guess.)
Personally I use sniper / priest combo, in which case I take the frenzy head. The priest class can mind crush worms with impunity which is great, much better than stomping worms. If you're using sniper / infiltrator probably echo head, but I would really try to make sure to get someone with thief be an infiltrator trait above all else.
Well, yes, if you don't have much stealth, then this is not the best choice.
Let's just go through the all heads then:
I do not know the exact names, because I do not play in English. So I'll just go from left to right.
Augments heads:
1st - Gives immunity to mind control. Solid armor stat, and even gives +3% accuracy. Also all these immunity to poison, virus, bleeding.
It can be a very universal and decent choice. And it looks as it fits perfect with Heavy/Sniper class combo.
2nd - There is an ability that you probably will not use, because the sniper should not stand close to the enemies. However, it gives +12 accuracy, which is really good. And also all these immunities.
Decent choice if you want a sharpshooter, but the 1st option looks more versatile.
3rd - Pretty decent if you have high stealth and Sniper/Infiltrator class. Give +10 stealth as well. Otherwise, it's still not the best option compared to other Augment heads.
Mutations heads:
1st - Solid armour, dazzle immunity. But -6 accuracy... that is not really good for sniper, as for me. Looks kinda meh... for sniper.
2nd - Gives +10 accuracy and +14 perception that pretty nice. But it does not have any special properties and looks ugly...
Also looks pretty meh... But may be bettert than most helmets because of perception bonus.
3rd - Really bad... Any Augment heads better because poison resist included. Even most helments better. In fact, it is a standard phoenix helmet, but with a couple of situational resistances that any Augment heads have as well.
The anti mind control augment is all right but I don't find that my backline gets mind controlled very often.
I strongly suspect the bionic resistances only apply to hits on the bionic parts, whereas the resistor head will provide the protection as a general ability.
I don't think it's very exciting though since it doesn't have great armor, doesn't give benefits to other combat stats (though possibly + willpower), and doesn't resist acid.
Ah. Good point.
Yes, the bonus of this head probably applies to the owner in general. But it's still more situational. And its characteristics are quite mediocre.