Difference between revisions of "User:Hordes/Tactics"
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− | == | + | ==Armament== |
'''Generalist''' | '''Generalist''' | ||
* [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly. | * [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly. | ||
* [[Heavy SMG]]s are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances. | * [[Heavy SMG]]s are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances. | ||
− | * [[Charge rifle]]s are high-tech versions of assault rifles. Stronger and with high {{AP}}, but with shorter range and less accuracy. Powerful | + | * [[Charge rifle]]s are high-tech versions of assault rifles. Stronger and with high {{AP}}, but with shorter range and less accuracy. Powerful weapon in its own right, if not ''as'' flexible. |
'''Specialist - Firearms''' | '''Specialist - Firearms''' | ||
* [[Chain shotgun]]s are one of the strongest weapons, but with pitiful range. Perfect for [[infestation]]s and drop pod raids. | * [[Chain shotgun]]s are one of the strongest weapons, but with pitiful range. Perfect for [[infestation]]s and drop pod raids. | ||
− | + | * [[Minigun]]s fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. (Missed shots can hit other enemies) | |
− | * [[Minigun]]s fire a massive 25-shot burst. | + | * [[LMG]]s are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than general options. Decent crowd-control and support weapon. |
− | * [[LMG]]s are lighter miniguns, with 6-shot burst. Can stagger humans, but lower DPS than general options. Decent crowd-control and support weapon. | + | * [[Sniper rifle]]s have the highest range in the game, but low firerate. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill. |
+ | * [[Charge lance]]s have massive per-shot damage and high {{AP}}. However, actual damage output is rather low. This makes it a niche weapon, despite its cost and tech level. | ||
+ | |||
+ | '''Specialist - Explosives''' | ||
+ | All explosives do not rely on Shooting skill, [[Manipulation]], etc., though are affected by [[Aiming Time]]. | ||
+ | * [[EMP grenade]]s are invaluable against [[mechanoid]]s and [[turret]]s, stunning them for {{ticks|2200}}. | ||
+ | * [[Smoke launcher]]s prevent turrets from locking on completely. Accuracy penalty for ''any'' shooter, player or enemy, so can support melee fighters. | ||
+ | * [[Frag grenade]]s are unwieldy, but can destroy buildings rapidly. Difficult to use against mobile targets; decent against crowds when thrown in an alley. | ||
+ | * [[Doomsday rocket launcher]]s are single-use, but extremely devastating. They cause a massive explosion, able to outright end the largest humanoid raids. Watch for the long warmup. | ||
+ | ** Similar advice applies to [[triple rocket launcher]]s, [[orbital bombardment targeter]]s, and [[orbital power beam targeter]] |
Revision as of 23:23, 11 December 2022
Armament
Generalist
- Assault rifles are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly.
- Heavy SMGs are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances.
- Charge rifles are high-tech versions of assault rifles. Stronger and with high AP, but with shorter range and less accuracy. Powerful weapon in its own right, if not as flexible.
Specialist - Firearms
- Chain shotguns are one of the strongest weapons, but with pitiful range. Perfect for infestations and drop pod raids.
- Miniguns fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. (Missed shots can hit other enemies)
- LMGs are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than general options. Decent crowd-control and support weapon.
- Sniper rifles have the highest range in the game, but low firerate. Useful for picking off sieges, lone centipedes, etc. Very reliant on shooting skill.
- Charge lances have massive per-shot damage and high AP. However, actual damage output is rather low. This makes it a niche weapon, despite its cost and tech level.
Specialist - Explosives All explosives do not rely on Shooting skill, Manipulation, etc., though are affected by Aiming Time.
- EMP grenades are invaluable against mechanoids and turrets, stunning them for 2,200 ticks (36.67 secs).
- Smoke launchers prevent turrets from locking on completely. Accuracy penalty for any shooter, player or enemy, so can support melee fighters.
- Frag grenades are unwieldy, but can destroy buildings rapidly. Difficult to use against mobile targets; decent against crowds when thrown in an alley.
- Doomsday rocket launchers are single-use, but extremely devastating. They cause a massive explosion, able to outright end the largest humanoid raids. Watch for the long warmup.
- Similar advice applies to triple rocket launchers, orbital bombardment targeters, and orbital power beam targeter