Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
OH and stumble, lots of stumble.
Sniper is more of a "keep the specials away" type job.
AR is a "mow through the trash" type job.
stumble is always useful.
and defensive/movement cards are almost all preference.
I usually stack a ton of weakspot bonuses
The infinite secondary ammo card helps, and some reload speed cards to balance out the infinite ammo card's reload speed debuffs
I put damage cards at the latter half of my deck
I always find a barret whenever I'm not running sniper though :c
whenever you get the chance to pick a card there is also a burner slot.
and you can play one of the burner cards you have unlocked to get an instant effect on that safehouse.
so far i only have "get an SMG with 1 attachment" card but i have seen "get an extra continue" and "all cleaners in the team have breakout and breakout cooldown reduced 20%" ... so there's a few examples.