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General / Re: What to look for in weapons?
« on: May 16, 2017, 06:47:07 pm »Ok, i understand your point about initiative (i like high initiative myself), though after playing sniper on hard i say that the only place you really need it is the Arena.Arena is probably the best example and it's where the bonus initiative will be the most useful, but there's plenty of other fights where you won't be able to start from stealth.
Bandits outside SGS if you decide to confront them, bandits in GMS if you decide to talk with the leader, Rathound King if you decide to ask Edgar for help/tell him a rathound joke, Acid Hunters, Black Crawler Gang, Faceless Commander and his troops if you refuse to hand out the Cube, getting caught sneaking around at port Zenith or simply making a mistake while in stealth and getting spotted by enemies. There's more and while many of those can be also started out from stealth, you will miss the dialogue and possibly satisfaction. Pistols allow you to start the fight on your own terms regardless of your choices/mistakes.
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With something like 7 Agi 7 Dex and Paranoia, you already have quite high initiative of 24.Having 20% chance to act before Carnifex is not exactly what I would call "high". You can expect most enemies to have at least 20+ initiative , 15 at best. Considering you will be usually facing multiple enemies, your chance to act first drops considerably.
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And i only need to burst once or twice to kill this guy. Even with 95% accuracy there is a chance for miss, but i don't remember two bursts failing to solve a problem of melee enemies trying to get close.I seriously doubt one or two bursts were enough to kill Carnifex, much less the problem of him getting next to you on the first turn. Also doubt they were enough to deal with other tough melee enemies such as Balor etc. Anything else is squishy enough to be killed with a pistol with no problems.
On the other hand, not only do pistols increase your chance of him not getting the first turn considerably, even if he does get the first turn, Kneecap Shot is going to keep him at bay in the next one.
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It's also AP friendly since Kneecap shot doesn't kill your enemy and you need to fire your rifle to finish the job, while after two bursts with smg i still can shot some other guy with Spearhead and since i didn't have to move (because the reason i had to move is dead now), i don't have penalties for that.This assumes you are fighting multiple melee enemies tanky enough to necessitate an entire burst to kill them. In my experience this never happens. The only melee enemies that may necessitate the use of a secondary are either swarms of rathounds/spawns/crawlers, stealthy cutthroats or Arena gladiators. In the first case, pistol damage is adequate. In the second and third one it's a 1v1 fight.
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Also, 5% accuracy on high Per character with night vision goggles is not very useful.It is when it matters. I doubt you will have 95% chance to hit against Carnfiex.
You can probably see I mention Carnifex a lot, that's because he's a perfect example of a truly tough melee enemy.
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And in case of 2+ melee guys, SMGs have even bigger advantage since burst doesn't have cooldown unlike Kneecap shot.If 2+ melee guys managed to get close they are rathounds/spawns/crawlers. Pistol damage is perfectly adequate in that case.
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And SMGs have natural synergy with snipers because they get increased damage from Smart goggles - around 30-50% increase on ALL your damage from SMG. Compared to that 75% increase in critical damage (50% on Neo Luger, since it has 90% base crit damage) with less than 10% crit chance, is not very much.This was really a minor point because I don't consider damage to be a priority for the secondary weapon. Pistols will get the smart bonus on kneecap shot and point shot/rapid fire if you decide to take them. If you don't, it's not a big deal.
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The only utility i see from pistols that i can't get from SMGs is initiative increase.Which is the most imporant one. But the point is I don't see why would you go with SMGs instead of ARs if you are so concerned with damage and don't take Kneecap Shot. ARs will deal more damage, allow you to ignore DEX completly and will only need Commando. You don't even need to spend another attribute point on STR, you can just eat rathound barbecue until you get the Steyr. Getting hit by crippling strike is easy enough to fix with adrenaline.
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SMGs are even better to deal with small trash mobs since they have less AP cost than pistols (even if damage is slightly lesser, it's more than enough for them) in case there is only one or two of them. And when there is a lot, bursts are even more effective AP to kill count wise.Trying to kill multiple enemies with a burst is very unreliable if you ask me. The point about SMGs having less AP cost but enough damage to kill trash is valid, but doesn't make up for the lack of utility to me.
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Some weapons have more ups than downs while others have more downs than ups. Of course, given sufficient degree of optimization (though we can't assume that for new guys), most weapon choices are viable in a sense of being able to finish the game (except for pure throwing knives build, perhaps). That doesn't mean that the difference is in preferences only - pistols are weaker than SMGs, both as primary and as secondary.I disagree. To me it seems it's simply a difference in playstyle. It sounds like you are not really using the sniper rifle as a primary and the SMG as a secondary, it sounds more like you are using them both to a similar degree.
In my multiple sniper playthroughs, including a few ironmans (only one successful though), I barely ever use my secondary. In the vast majority of situations there is simply no reason to. Once I get the spearhead it's not uncommon to just take a step back and shoot with the move penalty, a 15% precision penalty is not a big deal when the hit chance was 95% to begin with. The secondary is only reserved for swarms of trash or truly dangerous melee enemies.