DRL > Discussion

dual vs. single wield pistols? (and a couple random questions)

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punkbohemian:
I've been playing the game for the past few days and am starting to conceptualize a pistol build. One of the elements about which I am considering is whether or not to dual wield. I would think that dual wielding would be better as there is more firepower, but I've read a few things about a Technician sharpshooter build that is just as effective, if not more so, with a single pistol (though I'm not sure how that works). Not to mention, DW also causes a lot of problems with weapon switching. With the character I'm running now, I have two pistols and a missile launcher. When I can switch to the launcher easy enough, but switching back to DW pistols requires a bunch of inventory juggling that involves dropping items if my inventory is full. In any event, I wonder if DW is worth it.

Random questions:

1) What does dodgemaster do exactly? I'm not sure I'm entirely sure how movement works outside of me pressing a button and moving in that direction.

2) How do you reload -while- moving? Is it something automatic that happens when you have an appropriate trait?

3) Running Man seems to suggest I can run and shoot at the same time, but I'm not sure how that is possible.

Thanks.

Creepy:
Technician's single pistol build works because the pistol damage is always maximized. A technician is also likely to have a powerfully modded pistol; if you have even a single powermod on your gun, you will do knockback with every shot against nearly every enemy, and will almost never miss because of Eagle Eye. SoG improves firing rate, so you'll put a pile of shots into anyone before they manage to get close and keep them at bay at the same time. Being a single weapon means you don't need both hands, so you can use an ammo box for rapid reloads, which reduces one of the biggest problems in pistol builds. The build takes time to hit it's peak, but when you're there it gives you a hideous amount of control over the battlefield. You can literally push around anything short of the Cyberdemon or Spidermind.

DW hits the sweet spot earlier; DW is available to anyone as early as level 3, instead of level 7. You double the damage you've been doing, right there. It doesn't come as a single attack, so no pushing enemies around the battlefield, but you can more easily KILL them at that point than a Sharpshooter could.

Anyway.

1) Dodgemaster: If you move in a direction other than directly toward/directly away from an opponent that shoots at you, they can miss based on your dodging chances (and some otherstuff). Dodgemaster makes it so they WILL miss, automatically. Just move as you want, and as long as it wasn't in the direct line the enemy was shooting in, you'll be considered dodging automatically.

2) Reloading while you move requires Shottyman (for shotguns), and it's automatic. Otherwise you reload by pressing 'r'.

3) "Running" is essentially a power-up mode you get by pressing tab. You get extra dodge chance and take less time moving between tiles, but your accuracy and melee-attack damage go down. Eventually you get tired and things go back to normal, and can't use Running again until you either get to the next level or use a healing item. This is not the same as just moving normally.

shark20061:

--- Quote from: punkbohemian on April 01, 2012, 18:42 ---With the character I'm running now, I have two pistols and a missile launcher. When I can switch to the launcher easy enough, but switching back to DW pistols requires a bunch of inventory juggling that involves dropping items if my inventory is full.

--- End quote ---
You can equip from the inventory screen (just highlight the item and press Enter or press the letter of the slot) to swap weapons faster, or from the equipment screen, highlight the item and press Tab to swap the equipped item out for one in your backpack.  If you already have all the items equipped/in you backpack, you don't have to drop anything to switch equipment.

punkbohemian:
Ok, so I've worked out a couple MSs build possibilities and could use a critique. Here they are:

SoG>SoG>SoG>EE>EE>EE>MSs>Int>Int>Wk>Wk

EE>EE>Int>Int>SoG>SoG>SoG>EE>MSs>Wk>Wk

I've actually been playing with the first one and haven't been able to get past the armory. By that point, I'm easily getting the shit kicked out of me. I even died in the Arena once. That's why I thought of the second build. The rush to Int2 is for the tactical advantage. I do realize I lose a good deal of firepower putting off SoG for so long, but I don't see any other way to get an edge. Any suggestions? Thanks.

Ashannar:
Depends. Are you playing angel of marksmanship? If not, don't shun the other weapons. Your shotgun will generally be your bread and butter weapon for the first half of the game. Get comfortable with radar shooting (that is, firing your shotgun into the distance to potentially tag enemies beyond your sight range). The shotgun is the best at this because of its spread. Once you hit an enemy, it will generally make its way right toward you, at which point you can take it on with your pistols once it comes into view.

You might try Gun Kata or Pistol Dance, as well. Dual gunner makes a world of difference. As for your builds, they're both all right. Both have their advantages. Just keep in mind their strengths. In your first build, you generally want to stand your ground and fire fire fire at enemies, because firing your weapon is what you're the fastest at. If you move around too much, you'll lose that advantage. The second one is more of a sniper build. You'll want to plink away at enemies from beyond sight range. Aimed shot is a good choice here for the extra chance to hit (alt fire for most pistols).

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