DRL > Discussion
Assemblies thoughts
Tavana:
There is a way to get those unique mods in the game. It's not guaranteed, but trust me: If you play often enough you'll find a way to get them.
rchandra:
--- Quote from: thelaptop on February 18, 2011, 11:44 ---High Power Pistol would work really nicely with MGK, since it gives the pistols slightly more damage than the lack of SoB (through blocking). Since you autoreload your pistols on each kill in MGK, and High Power Pistols have limited magazine size, it seems like a really nice fit for any Marksmanship-styled run.
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for the high power pistol, I recommend 2d6/4. usually for high power stuff I like the more powerful way, but 6 bullets in total was definitely not enough for me. I also wonder if dualwielding speedloader and 2d7/3 makes sense - a strong barrage to start, and quick reload to followup.
The gatling gun seems decent for AoMC, or Cateye games. Not needing to make the assault rifle is a nice bonus, since those mods have other uses.
any thoughts on the elephant gun? I found that in any given situation I'd rather have either the combat or the double. I'm thinking it would be great with juggler, though. perhaps also in AoMC.
and I can second how awesome high-powered combat/assault shotgun was - the former made AoHu seem quite doable.
Thexare:
--- Quote from: Einander on February 18, 2011, 10:30 ---I'm curious as to what others are thinking about the Assemblies so far.
First: Speedloader Pistols are really, really good. They solve the major problem of a Marksman build, and thanks to the Chained Court change and the starting AoM mod (reset for Technical), they're very easy to assemble. I think the Speedloader is better than any other Pistol Assembly, Exotic, or Unique, with the singular exception of the Blaster (which does the same thing, just better); its speed advantage is just too much for the others to supplant. (Though I'll never say no to the Jackal, because the ability to break walls with a pistol is godly. The Blaster and Energy Pistol do that too though, I think...) It's good enough that I'd consider going for two even if you needed Whizkid, since I don't run MGK.
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Eh. I like the GCB too much - if I'm correct, SoG applies to each bullet, and the extra power makes up for the extra reload. Just have to keep it in the Prepared slot so it dualreloads properly.
As for the elephant gun, it should be really good with Shottyman, particularly until you get MAD, since it has very good damage with a longer range and without armor cutting it as badly. I haven't had a chance to try it, though... not for lack of effort, mind you. With MAD, its advantage over the Double Shotgun is reduced, but it's still got good power at longer range than the Double.
And I think High Power's high power probably makes up for the reduced accuracy in MAc. <- Based on inaccurate info please no shooty me. Also if it can be put on the Laser Rifle, well, that's pretty self-explanatory. Very unlikely to happen in most games, but...
AStranger:
--- Quote from: Einander on February 18, 2011, 10:30 ---...there's no real reason to use the Nano Pack on anything else, and a good number of assemblies require it...
...the Tactical Boots are the best footwear...
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Gravity boots. I'll agree they are hard to make and the Tactical boots are really good for how common they are, but the Gravity boots are amazing. Sure nanofiber isn't as good as Power armor, but with an insane move speed, who cares?
--- Quote from: Einander on February 18, 2011, 10:30 ---When would you actually use High Power Weapon as it stands? ...
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Cateye builds, actually anything with EE and SoB. Maybe just EE really. A high powered chaingun is doing 1d9x4, which chews through a lot of things. It helps save plasma for when you really need it. Reloading shouldn't be too much of a problem as long as you have a backup plasma rifle for all the cells you are saving. Plus you can shoot in the dark without feeling like you are wasting ammo, up until dlevel ~20-30. Unfortunately without EE, accuracy is going to be a problem, so a high powered weapon seems out of the question.
Game Hunter:
I tend to use the high power assembly only if I'm not planning on investing in WK (such as not having time to work through Fin): otherwise P3 does the same thing, even if it's harder to get the pieces for it, and another WK would let you mod even further. In most cases, there are better ways to put the mods to use.
Speedloader's great but, again, the lack of additional modding does add a potential cost factor. P3T2 (or P2T3) pistols are VERY powerful weapons, so it's good to have a spare pistol or two to change up your game later on.
The tactical set is awesome, not really much else to say about it. A-modded phase boots beats the tactical ones but not by much, though I'd definitely use the former in an Ao100 run (because you're bound to find the armor); the armor is a great way to free up space because of the regen.
Right now, based on my testing, there are eight different ways to use the Nano Pack in assemblies, so I can't say it's always the best pick. Gravity boots are really awesome, as is plasmatic shrapnel and nanomanufacture ammo. Keep in mind that power armor CAN be destroyed, unlike the skin version: I'd probably prefer a nanofiber skin phaseshift armor over power armor, in fact. In a typical game, it's a great way to go, but there are certainly a number of options depending on what you actually need or want.
I probably shouldn't say too much based on my own testing, since this stuff is real new an' all. I'd rather there be a lot more easier-to-access assemblies in the adv and master sections, however, so I'm gonna try to figure out a bunch of good possibilities.
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