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Bugs / W2C DR Reduction
« on: February 01, 2022, 02:53:04 pm »
Dev log claims DR reduction on W2C now (1.1.5.2) varies from 35% to 45%. In-game descriptions claim it varies from 30% on 7.62/5mm to 45% on 12.7mm. Which is wrong?
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It's a pity that from what I've seen on my previous play, I found bullet casings to be very-very rare.There's a 30% chance to get a spent case in your inventory each time you shoot. You could go as far as buying ammo from traders, then shooting it all at the SGS range to get more cases.
Also, taking the high damage output of sniper rifles into account, the 7.62mm Micro-Shrapnel rounds does seem more devastating. Also made up of materials that are perhaps one of the easiest to access.It is quite good for increasing damage with non-crit hits. It may even be worth making before you get your hands on AP ammo blueprint. But once you can actually make AP ammo, you're much better off using your spent cases on that, being able to use AP without worrying about conserving it is much better. You will probably have it much sooner with mercantile, too.
It's kind of demoralizing to hear about the enemy number increase though considering I plan on playing Oddity this time. Not much to do about it I guess.Oddity is the better system regardless of how many enemies there are. But hey, the more enemies, the sooner you will max out their oddities, so you will level up a bit faster on oddity as well.
As for our rifle, the approach is the exact opposite. We can ditch the Spearhead for a Rapid Smart Corsair 12.7mm with AA scopeSorry, but that's a terrible idea, unless you are trying to handicap yourself to make the game A LOT harder. The ability to shoot twice with spearhead with base 50 AP and 3 or even 4 times with bonus AP is an overwhelming advantage compared to just once or twice with other sniper rifles. Especially on DOMINATING, which throws really big swarms of enemies at you. Smart A-A spearhead can easily 1-shot almost everything in the game, with the exception of only a few boss enemies on DOMINATING, so you will be essentialy cutting the amount of enemies killed each turn in half. And there will be a lot of them on DOMINATING. Really, a lot.
and boost the whole thing with Gun Nut (which benefits Corsairs the most).Gun Nut is a pretty bad feat in general. The DPS increase is minimal and unreliable due to only increasing the upper damage range. It's an especially bad feat for sniper rifles, since they are not about sustained DPS, they are about reliable 1-shots. Increasing the upper damage range won't make them more reliable in any meaningful way since the lowest possible damage will stay the same.
With it's much higher move and shoot penalty, Strafe would no longer make a difference and can be switched for further damage overkill with Blindsiding.
Contaminated rounds seem so good, although I never used them yet.They're rather bad, actually. 20-60 bonus damage is nothing for a weapon that reaches into thousands and only shoots once per turn. The cloud of toxic gas is also not much help, since you will 1-shoting everything anyways. Contaminated rounds would work much better with any gun OTHER than sniper rifles.
As for our rifle, the approach is the exact opposite. We can ditch the Spearhead for a Rapid Smart Corsair 12.7mm with AA scopeSorry, but that's a terrible idea, unless you are trying to handicap yourself to make the game A LOT harder. The ability to shoot twice with spearhead with base 50 AP and 3 or even 4 times with bonus AP is an overwhelming advantage compared to just once or twice with other sniper rifles. Especially on DOMINATING, which throws really big swarms of enemies at you. Smart A-A spearhead can easily 1-shot almost everything in the game, with the exception of only a few boss enemies on DOMINATING, so you will be essentialy cutting the amount of enemies killed each turn in half. And there will be a lot of them on DOMINATING. Really, a lot.
and boost the whole thing with Gun Nut (which benefits Corsairs the most).Gun Nut is a pretty bad feat in general. The DPS increase is minimal and unreliable due to only increasing the upper damage range. It's an especially bad feat for sniper rifles, since they are not about sustained DPS, they are about reliable 1-shots. Increasing the upper damage range won't make them more reliable in any meaningful way since the lowest possible damage will stay the same.
With it's much higher move and shoot penalty, Strafe would no longer make a difference and can be switched for further damage overkill with Blindsiding.
Contaminated rounds seem so good, although I never used them yet.They're rather bad, actually. 20-60 bonus damage is nothing for a weapon that reaches into thousands and only shoots once per turn. The cloud of toxic gas is also not much help, since you will 1-shoting everything anyways. Contaminated rounds would work much better with any gun OTHER than sniper rifles.
Why overinvest so much in Hacking, Lockpicking, and Persuasion? Just for ease of play so you don't have to gear swap to hit the thresholds?Persuasion is just for fun, I like having it and wasn't sure what the highest check in Expedition was at the time. Both hacking and lockpicking are high enough to open absolutely everything in the game and hack IRIS. I may have forgotten to include the huxkey/jackknife in the builder. The build is not starved for points at all, it's not that important. Those skills are anything but set in stone, it all depends on whether I find some really high quality components that would require more investment in a particular crafting skill, if I want open a particular thing at the time, etc.
I'll see if I'll end up missing Blindsiding as much or not.Snipers really don't need it. Snipe doesn't need a 15% damage increase, the Aimed Shot you will use right after coming out of stealth doesn't need it either, both are overwhelmingly likely to overkill anyways or just not make a difference. It's almost a wasted feat.
I'm also interested in seeing how much difference Mercantile makes.It's a nice thing to have, can potentially get you best quality components towards the end of the game. That and nice jet skis, some drugs, etc.
Also, what was your armor of choice?Tac vest until you get an energy shield. Maybe siphoner/mutant dog leather just for Depot A. After you get an energy shield, either keep using a tac vest with a laminated panel and regen vest, or a sturdy riot gear with reinforced panel if you want better anti-melee protection, especially if you want to have a chance of not being killed by a death stalker in 1 turn. After you do the Beast and get high quality supersteel, upgrade to infused leather pig armor with high density padding. Crazy good mech DR, especially vs. melee, with crazy high HP bonus for sufficently light armor penalty.
It's a waste to use it against random critters, it's not made to fire regular shots like a Falchion. But performs best when doing special attacks.That's actually a bad thing in the context of being a sidearm for a sniper build. Hammerers, especially .44 ones, perform the best when using Aimed Shot to capitalize on the crit damage. Thing is, Aimed Shot is the bread and butter ability of sniper rifles already, so now you have two weapons competing for being used with it. It's better to save your Aimed Shots for the rifle and go with a secondary that doesn't need it that much. That said, later on, when you start stacking your crit chance, hammerers can still be a decent choice. I beat the game on DOMINATING with the build harperfan posted, by the way.
went with low expectations (because of an RPS review I had read)At least now you know better than to trust RPS reviews.