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Reef Blastbody:
Hmm. Fair enough.
Well, assuming you're not going for WK at all, you could still build the hp combat pistol, like you said, due to it being a base assembly.
So you could have either a (P) combat pistol at 7.5 dmg and 15 shots, or a high power combat pistol at 8 dmg and 10 shots. I don't know if I'd still be willing to do that.
Basically P mod for +1.5 points of damage or HP assembly for +2 points and less ammo. It's definitely more of a possible choice without WK, although I think I'd rather have the extra shots.
With WK, it's jank.
Klear:
10 shots is more than enough for a dedicated pistol build, IMO. Basic pistols only get 6 shots and they are still deadly when your pistol build comes together.
Reef Blastbody:
--- Quote from: Klear on August 16, 2012, 09:52 ---10 shots is more than enough for a dedicated pistol build, IMO. Basic pistols only get 6 shots and they are still deadly when your pistol build comes together.
--- End quote ---
That is a very good point.
Non-WK pistol builds that are lucky enough to come across a combat pistol may want to have a high power combat pistol then. Possibly.
Bullet Dance lets you fire extra bullets, so you may want extra bullets, but as you said, even an HP'd combat pistol has more boolets than regular pistol. I don't think an HP'd regular pistol itself would be a good idea at all though, with only 4 shots.
Gun Kata lets you fire faster if you dodged, and you get a free reload when you kill what you aimed for. HP'd pistols in general may work with this. Assuming you're getting the free reload off aimed shot, and you can kill them before you run out, you would never need to reload.
Sharpshooter (although the likelihood of making a Technician who does not take WK at all is slim, it is still a possibility) maxes the pistol damage at all times. In this instance, I don't know if the 2 points of damage is going to be worth the loss of ammo and a P and a B mod.
Why?
With Sharpshooter, your damage is essentially going to always be 8 (regular pistol/blaster), or 9 (combat pistol) on unmodded guns, or 10 on an hp pistol/blaster and 11 on an hp combat pistol.
OR... Just put a single P mod on each of those guns. (P) pistol/blaster now does 10, and (P) combat pistol will always do 12.
You'll get either the same damage or more from using a single P mod rather than building hp guns with a Sharpshooter build.
So HP'ing a gun is potentially only going to be worth it for Marine or Scouts.
Klear:
Frankly I think Bullet Dance is quite useless. It takes too long to setup and you're IMO better off with a masterless build.
I think I've seen HP pistols used with Gun Kata. With sharpshooter, you will definitely want to get WK2, so basic pistol mods are not what you're looking for.
AlterAsc:
--- Quote ---A high power combat pistol is 3d3+2
--- End quote ---
NOOOOOOOOO.That's now how mods(or even assemblies) work.P-mods never add anything directly, they change either size of dices, or number of dices.
So it is 3d(3+2) = 3d5. Avg of 9.
Basically high power assemblies benefit is the same as from P2, but it also reduces your clip.
There is a point of assembling high power combat pistol. As i already said you don't need to WK for it, so non-Tech can be quite happy with it and focus their traits on something more useful than taking Fin2.
MGK with HP pistol is a gamble.8 bullets may not be enough to kill someone if something go wrong.
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