It's not a worst-case scenario. Worst-case scenario is sneaking through Faceless block post and bumping into Gaunt and remembering that you last save is about 4-5 hours old.
I finished the game twice being hostile to faceless and actually never had that happen to me. I guess it's because I always switched to motion-tracking goggles when wandering around faceless territory.
Together with Paranoia and medicore/high PER (the first time was with 15 PER, the other with 8 ), it was very easy to detect gaunts long before they detect you. Losing the smart goggles bonus damage was no big deal since it was overkill against gaunts.
But even if I did bump into a gaunt, the initiative would be checked. Gaunts have really high 35 initiative. With gunslinger and 7 DEX/7 AGI my initiative would be 31, so the chance to act first would be slightly less than 25%. Less than perfect but 1 out of 4 times I would act first. Without gunslinger it would be only 24, sligthly less than 3% to act first, very unlikely to happen.
Also I don't really see how SMG gives you that much of an advantage in this situation. If you bump into gaunt and lose the initiative check, he will simply poison you and disappear. When he comes back it will be easy enough to get him out of stealth with a flare/flashbang/grenade and use the sniper rifle at range. I admit it would be much better than a pistol at getting rid of pseudo-spatial projections though.
By the way, 4-5 hours is a long time, I think you would get plenty of area transition autosaves in that period of time.
He is a corner case because you are fighting under conditions that you encounter only once in the game. Basing everything on such fight is not rational.
It's irrelevant how often do you encounter him in the game, the encounter still exists and is probably the most challenging melee enemy in the game. If there is anything you truly need to prepare for it's that fight.
And you will have this advantage quite often anyway. Acting before most is quite sufficient. It's not as good as acting first, but it's still better than limiting your options and effectiveness in the fight itself.
Acting first instead of before most is a huge advantage, both offensive and defensive wise. To me it's well worth losing some of the damage potential of my secondary weapon.
I'd say this tactics is needlessly elaborated. I use Quick Tinkering to trap him and then chip away his health with SMG bursts, either killing him in one round or after his morphine shot expired.
It's only as elaborated as it needs to be.
Quick Tinkering is viable too, even more in fact. That said, I have a personal issue with Quick Tinkering, it's just too good and completly trivalizes melee enemies. It's instant and it's so easy to predict enemy movement it can be set right under them. The worst part is it's cooldowns is only 2 turns, shorter than the duration of bear trap immobilization. You can abuse this to keep an melee enemy immobilized indefinitely, or even worse, keep him in a doorway to make it impossible for all other enemies to reach you or even get a line of sight to shoot you. It's almost cheating if you ask me.
Not saying you shouldn't use it because you can, it's in the game for a reason after all, but it's not for me.
Also i craft low frequency shield specifically for this fight and turn it on before i get into arena. By the time the fight starts it's mostly drained, but still there remains enough for me to survive the round in most cases.
My endgame efficient double low freq shields made from at least 120-130 modulators still ony have 23 threshold against very slow attacks. Carnifex uses gloves which bypass 80% of the shield threshold. I just tested and that leaves you with only 4 damage reduction on each hit. Since Carnifex only hits 2-3 times on the first turn, that saves you 8-12 health. That's definetly not what makes you survive the first turn.
Besides, with your tactics if you had SMG, you could just kill him with bursts after tasing him. And it has a 100% success rate (the killing part, not the taser)
That's correct. But I'm also less likely to win initative, which is really important. I don't think it's mentioned on the wiki but Carnifex has Cheap Shots- he has 15% chance to incapacitate you on every attack and 20% to stun on 3rd hit with combo. He will hit you 2-3 times on the first turn depending on what gloves he gets. If he attack you 3 times, there's a good chance you will be stunned/incapacitated. If that happens, there's a very small chance you will survive the next turn.
You can actually deal quite a bit of damage with a pistol when he's stunned too if you decide to sacrifice the Aimed Shot. Considering he's kneecaped and that the pistol is going ot have a really good precision, it's enough to kill him that way as well. Longer, but just as easy.
Unless you make a mistake. In which case you need to reload, because having 2+ tough melee enemies up close and personal is not something pistol can handle, while i can still manage this situation. Same for burrowers. Double for faceless.
How can you make a mistake when running away from rathounds? At this point in the game only the ancient ones are a threat and those will be dead long before they are close. Alphas and regular ones die like flies and can't even get past the shield.
Same goes for burrowers, only warriors are a threat but they are few and very slow. Regular burrowers can't get past the shields, spawns can't get past the threshold of even the weakest armors.
Faceless Gaunts don't get close and personal, they apply poisons, jump to the other end of the map and repeat the process. The only way to confront them is to get them out of stealth with flares/flashbangs/grenades or bump into them, in both cases you already have the upper hand and can easily use the sniper rifle.
By the way, caltrops are a great way to find out where gaunts are if you know the path they will take. Them taking damage when walking over them is going to show in the feedback window, so as soon as you see this, you know they are inside or slightly ahead of the caltrops.
It's not really an argument. It's still a sniper, just with more options. And it's not just "another damage source", it's a source of a very good damage in situations where you can't use your other source effectively, so i can't see how it's a "replacement". I get flexibility AND utility, like being able to kill enemies silently, which is not really possible with pistols without specializing in them. If i'm spending character resources on something, i at least make sure that this something is a worthwhile investment.
I see your point, but I still would rather have less damage in exchange for initative and more reliable kneecaps. The former being much more important of course.
Btw, i wouldn't say that sniper is a holy grail of damage, unless it's in a most technical sense. True it can do shitload of damage, but this damage is usually to a 1-2 targets. If you compare by kills/round then it looses to a properly built SMG and AR builds, sometimes even to a sledgehammers.
Well when it comes to killing as many enemies per turn as possible, nothing compares to psi monks. Hell, pure psi can actually reach more single target damage, over 3000+.
I thought i gave several examples why. Burst from SMG - 20 AP (or slightly less), which means you can kill melee guy who got too close and then shoot your rifle. You can't do than with AR without adrenaline shot. They are not even close to be "about the same". ARs also can's make stealth kills. Oh, and AR can't use Kneecap Shot. So no, AR is not really awesome secondary for snipers (though sniper rifle can be awesome secondary for AR).
Yeah, I now see the value of 20 AP burst compared to 27 one. On the other hand, ARs require the least amount of investment.
Damage is not the only thing i care, i though that can be quite clear from my posts. Seriously...
It did sound like this to me, but if you say it doesn't then alright.