DRL > Discussion

Optimization, the Wiki, and more!

<< < (9/9)

Klear:

--- Quote from: Sirdec on August 21, 2012, 23:51 ---It's been a while since i played a dualgunner but... Let's say you got a *weak* pistol and a stronger one, for whatever reason (unfinished modding commonly).

Is it better having the strong one in prep slot or the weak one, or does it not matter for knockback issues. Worth testing imo.

--- End quote ---

I always keep the one with smaller clip as my primary, but what you say could be useful in some instances.

Q2ZOv:

--- Quote from: Sirdec on August 21, 2012, 23:51 ---It's been a while since i played a dualgunner but... Let's say you got a *weak* pistol and a stronger one, for whatever reason (unfinished modding commonly).

Is it better having the strong one in prep slot or the weak one, or does it not matter for knockback issues. Worth testing imo.

--- End quote ---

As far as i know there is no differences and it doesn't have influence on knockback.

add: immediately after posting I was pointed to the fact that there is a difference: primary pistol shoots first. So it does have influence on knockback. Didn't think about that before posting.

Reef Blastbody:
I'll do Weak/Strong pistol testing in main and off hands next before I move on!

Solarn:

--- Quote from: AlterAsc on August 15, 2012, 14:30 ---Storm bolter - dunno/

--- End quote ---
Storm Bolter is amazing if you're going for MSs. Even with a regular pistol as base, you'll be one-shotting most monsters and if you manage to apply it to a combat pistol or blaster, it just melts everything. If you're really fond of overkill, wait with completing the assembly until you have WK2 and then apply an additional power mod.

As for the knockback issue, just don't stand in a position where the knockback could push the enemy out of your line of fire. Ideally, you would want them in front of a wall or in a straight line ahead of you.

Klear:

--- Quote from: Solarn on September 08, 2012, 08:52 ---As for the knockback issue, just don't stand in a position where the knockback could push the enemy out of your line of fire. Ideally, you would want them in front of a wall or in a straight line ahead of you.

--- End quote ---

Well, you will often want to kill enemies at the edge of your vision. Knockback can push them out of sight, which means the next shot has a 50% chance of missing them completely, in addition to normal hit chance (though that should be pretty good with EE3).

Navigation

[0] Message Index

[*] Previous page

Go to full version