ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
1. Witness
(best weapon against boss and mutations, strong against common, only downside is the amo drain)
2. Damnation
(best weapon against common, strong against mutations and fire immunity)
3. Pestilence
(Standard against common, but 2nd best against bosses, and unlike other weapons it became better the weaker your team is, as you need longer for the boss)
4. Tenderizer
(endless amo, only real "get out of jail" card without melee build)
5. Embezzler
(almost endless copper, good addition to non-sniper weapons)
6. Prototype 378
(very strong against boss and mutations, lots of amo)
7. Nemesis
(good alrounder and additional value for speedruns due to lesser suprise ridden)
8. Lockjaw
(very good against mutations, basic sniper against common)
Witness and damnation are S or maybe even SS weapons.
But even the for me "worst" Lockjaw would be still at tier A-B.
2) Prototype, the slow is insanely good and like the witness its stronger than the basic UMP - the main thing that annoys me with this gun is its butt ugly sight picture.
3) Witness, 20% damage bonus is huge and its got a larger mag and higher RoF makes it significantly better than its counter part. Main problem is its a sniper that doesnt work with sniper decks. It slams through ammo which isnt normally a concern for snipers and being stuck with a 4x is also kinda lame - thank god for its high acc.
4) Nemesis, its an RPK with a 25-50% stat bonus to EVERY stat. This thing does 38 damage per shot (on par grey M1A) with a 50 round mag and almost 3 times the RoF, that reloads over a second faster than the base RPK with the same ADS/swap speed as the SCAR even with attachments you cant get everything that this gives you since it effectively has every attachment on it in either green or blue rarity.
This gun ♥♥♥♥♥ so insanely hard that its unique ability is a curse to stop you from being too OP.
5) damnation, its really good great for tallboys with high high fire damage but similar to the witness its not something you really build for with a shotgun deck because the Tac and express are so strong and if you are building for an AA12 then the spray and pray has got to be the most common hive attachment which makes the AA12 out perform it anyways.
1-5 are all pretty close though imo, there's a big drop to;
6) tenderiser, don't play melee but i rarely see anyone use this, seems super clunky since you have to reload every time you swing and it doesnt scale with reload speed which makes it slow - meanwhile the bat can mulch the horde and stunlock specials, the ax also gives this a good run for its money vs specials so its in a weird place where its going to end up worse no matter what.
7) lockjaw, want to like this but what makes snipers so powerful atm is that theres 3 damage legendary attachments that make them insanely strong and being a legendary weapon you cant equip any of them and its stumble is just not up to scratch. Again you are basically always better off taking another sniper since attachments will make it considerably stronger.
Massive drop here.
8) Pestilence is really bad imo. Straight up it does half the damage per shot as the M4 which is already the lowest damage rifle by far and ontop of that its RoF is reduced by like 30% making its DPS FAR worse than every other rifle in the game and it doesn't even get better handling like every other legendary weapons (its still a 30 round mag with a 2.5 sec reload and normal swap/ads speeds - its a standard no attachment M4).
This makes it arguably the weakest weapon in the game that uses rifle rounds. The only way that you will even notice the DoT is vs bosses - everything else will die to an AK or ranch or RPK or nemesis in 1 mag.
embezzler's nerf was well deserved and it's still ridiculous, If I could carry 2 secondaries I'd carry embezzler and fire axe on melee deck
lockjaw is okay, I guess, but not very exciting. Honestly penetration stat on guns should work like this to begin with
the stats on nemesis is great (ignoring the stunts you can pull off with legendary attachments), and the aggro is manageable, or even desirable if you're not a fan of doing 360 all the time: you're basically using passive ether bomb. Only issue I've had with it is it drawing snitches and instantly alerting hags. The former can probably be used to cheese act 2 finale or the dark. Imagine the fun we'd have with 2 event corruption cards
pestilence sucks. Stacking dot is only good on ogres or breakers, and you have plenty of better options. Hell, lockjaw works great on armored bosses. Have someone carry flashbangs
prototype's a good all rounder; pistol ammo so good for common and slow good for tallboys and whatnot. not much to nitpick about this one
tenderizer sucks. The knockback on yourself is already annoying enough, but the "reload" makes this weapon so much worse, and the explosion damage doesn't scale with melee. What you can kill with 2 fire axe swings you still need 2 swings with that slowass reload. god awful trash that belongs in waste dump under the hive. get a fire axe
I would put witness with lockjaw. It's ok not great. You could have fun with shotgun swap deck, but I would need to rely on bots for ammo
2. Embezzler
3. Dammation
4. Witness
5. Lockjaw
6. Nemesis
7. Tenderizer
8. pestilence
1. Witness, most powerful team synergy, can turn a struggling No Hope run around
2. Protoype 378, Very big power jump within the SMG class and slows are very helpful
3. Damnation, big flat out power boost, especially if taking the Pyro card as well
4. Nemesis, this thing absolutely destroys Ridden, but requires a change in tactics to deal with the aggro
5. Embezzler, usefulness varies with what economy cards your team already has
6. Lockjaw, not bad by any means but feels more like a nice bonus that a significant power gain
7. Tenderizer, kinda in a weird spot as dedicated melee builds tend to prefer weapons that don't need a reload
8. Most regular weapons
9. Pestilence