![]() I bet scavenger:2 helped tons with making that 7.62 ammo hold out! I'm a massive fan of the 7.62 pistol, but without scavenger or army surplus I often pair it with a plasma pistol for ammo reasons, so if you don't want to take ammo skills, it might be worth trying the plasma pistol next time! (I had a fun recent gunkata game that ran out of 7.62 ammo in Io, but pushed through the rest by being very sneaky and avoiding combat wherever possible! There was a particularly fun harbinger fight - Part 2 of that run is here: (or for part 1: )) :(Īgain, thanks for some great feedback! Good ideas for where to focus on when I update it! Thankyou! I'm keeping the text version intact, and time I spend on it will be on more content rather than making steam happy, but as I'd mentioned at the start of the guide I do apologise for any sections that are uneasy on the eyes due to that conversion! Sorry. The steam website forces you to format guides differently, which led to a bunch of copy/paste. You're totally right though, angry mofo is great even when not playing apocalypse - I'm just not sure I'd call it a 'must have' on those levels - otoh maybe I would, provided some other skills are already taken/maxed!!! I've certainly seen a lot of successful marines putting points elsewhere, but that can be said for hellrunner and cover master too! Still, I hope you can understand why I didn't include it (trying to trim back on apocalypse advice!)įinally, regarding line breaks - I mentioned at the start of the guide that it's actually a unicode text document. I went through removing apocalypse-specific advice, in preparation for a dedicated section on that difficulty at a later date. I thought I'd mentioned it in that guide in fact! There's a good chance that I removed it while I was editing. Add to that the ammo issues, and I just feel that the chaingun is vastly out-performed by the 7.62 AR at all ranges ,for almost all characters (only a few master trait exceptions come to mind).ĪMF with marine is indeed important. Then, even against really tough opponents that survive that first turn, it's quite rare that the chaingun dispatches a target a turn faster than a 7.62 does.Īll put together, it equates to the 7.62 having *tons* of situations where it kills a target in a single turn (at all ranges) but a chaingun doesn't, and very very few situations where a chaingun kills a target faster than a 7.62 (particularly when armour is factored in). pre-plasma/hyperblaster) have 30ehp (effective hitpoints), and that means chainguns taking 2 turns vs a 7.62 AR's one turn. The most important part about that, for me, is that the 7.62 is already killing most targets in a single turn of firing, many enemies in europa (ie. The chaingun really REALLY has to be firing for more than 1 turn to outperform the 7.62 AR. Furthermore, they eat more ammo and do terribly vs armour. They are weaker up-close, weaker at range 2/3/4 (because 7.62 assault rifles do full damage at those ranges), and even at range 5 and 6 the chaingun *still* does less damage than the 7.62 AR. More importantly, I don't think there is a single range where chainguns outperform 7.62 assault rifles without winding up first. Chainguns are far less accurate at close range. We're probably defining 'midrange' differently. ![]() Thanks for the feedback! Much appreciated. I think your guide is studded with that sort of interesting, insightful information. That is the sort of insight some one can use and re-use. For example your earlier discussion on manipulating LoS and cover is great, and how to read a room and reach a decision on what to do. I really enjoyed the way you broke situations down into their component pieces with your reasoning/game sense attached as commentary. I don't want to give a paragraph by paragraph critique in this way, but from what I saw, your guide would be greatly improved by editing out a lot of the fluff statements. You are already starting with the most threatening weapons down to the least, so turning it into something like Consider placing it more prominently.Ĭonsider turning segments that are essentially lists (like 'checking enemy firearms') into a more streamlined bullet pointed list. You've also buried some great information at the end under a parenthetical, that is the sort of meat-and-potatos tactical advice I would want from a guide. ![]() The segment 'opening a door' would benefit from an image or even a simplified ASCII drawing. Consider what the purpose of each paragraph is, what are you trying to communicate? The paragraph 'tackling a room of hostiles', for example, communicates nothing.Ĭonsider visual aids. Introduce yourself, the game, and the aim of the guide. Everything before your 'Tactics' header should be two paragraphs at a maximum. Critique: way too much fluff and introductions.
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