DRL > Pre-0.9.9
[H|98%|YAVP] First win on hard for me - pistols!
Melon:
Just my few cents. You say Cybie has armour 4?
Well then, take 3 SoG, 1SoB and he has no armour at all [:
And get some damage mods...
When I am fighting arachnotrons, I usually have SoG 3 and EE 3 (and Dualgunner). When I am lucky, I have some SoB and damage mods applied. What happens?
Arachnotros get pushed back. Usually, they are fast and manage to get back to my LoS, but then again, they get another portion of lead. If I empty my magazines, I take cover and reload.
This is how I play AoMr:
SoGx2
Dualgunner
EEx2
SoG
EE
SoBx3 (I do not know if this is the highest number)
Ironman (I do not take TaN, because of the arachnotron procedure I mentioned above)
Usually I max out Ironman and then Finesse. Usually when I get to this point, my character is very powerfull. And apply as many damage mods as you can!
Anyway, I wish for a game where I get my hands of Anti-freak Jackal before entering the Wall. Yummy!
But then again, I noticed, Anti-freak Jackal is not so cool, because you might accidentally destroy valuable items. And we really need ammo on AoMr!
skarczew:
Hmmmmm, very nice statistics Styro - thank you for them :) .
Melon:
Jackal do not destroy walls. I got it once (the only time when I got useful unique weapon on AoMr) and tested it.
I could not blast any wall, so in the end I skipped going there.
Weapon is awesome - splash damage works wonders and the damage is pretty nice itself. It can destroy valuable stuff, but there are tactics that minimalise it.
Melon:
But I was destroying the walls! Although, it seemed a little random (it doesn't destroy the whole 3x3 area, just some parts), but the AFJ did destroy the walls!
Styro:
--- Quote from: TFoN on February 11, 2009, 23:01 ---Damage mods make ammo usage more efficient.
--- End quote ---
This is very true. Even though damage per second is roughly equal, total damage before reload is definitely on the side of damage mods.
Generally you can kill most single opponents without having to reload at that point in the game, but if you find yourself surrounded by baddies then guns with damage mods probably are an advantage because you are giving out more pain per reload.
Speed Pistol SoG 3
6 shots * 8 avg dmg = 48 damage / clip
Damage Pistol SoG 3
6 shots * 11 avg dmg = 66 damage / clip
Against armored opponents it is 32 dmg/clip for Speed mods and 42 dmg/clip for Damage mods.
You can also make the argument that with speed you burn through more ammo, but in my experience it is pretty tough to run out of ammo. If you do it is probably because you are shooting blindly or you are hoarding too many med-packs.
skarczew:
Melon:
I remember using few dozens of shots against walls on a level before The Wall. They did not seem to do any damage as far as i remember ...
I may be wrong of course - so it would be nice if any of our testers/cheaters obtained AFJ (by any means) and went on that level just for testing purposes.
--- Quote ---If you do it is probably because you are shooting blindly or you are hoarding too many med-packs.
--- End quote ---
Special levels tend to eat ammo as well.
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