Difference between revisions of "User:Hordes/Tactics"
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'''Generalist''' | '''Generalist''' | ||
− | * {{Icon small|Assault rifle| | + | * {{Icon small|Assault rifle|36}} [[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. |
− | * {{Icon small|Heavy SMG| | + | * {{Icon small|Heavy SMG|36}} [[Heavy SMG]]s are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances. |
− | * {{Icon small|Charge rifle| | + | * {{Icon small|Charge rifle|36}} [[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''' | ||
− | * {{Icon small|Chain shotgun| | + | * {{Icon small|Chain shotgun|36}} [[Chain shotgun]]s are one of the strongest weapons, but with pitiful range. Perfect for [[infestation]]s and drop pod raids. |
− | * {{Icon small|Minigun| | + | * {{Icon small|Minigun|36}} [[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) |
− | * {{Icon small|LMG| | + | * {{Icon small|LMG|36}} [[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. |
− | * {{Icon small|Sniper rifle| | + | * {{Icon small|Sniper rifle|36}} [[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. |
− | * {{Icon small|Charge lance| | + | * {{Icon small|Charge lance|36}} [[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''' | '''Specialist - Explosives''' | ||
− | All explosives do not rely on Shooting skill, [[Manipulation]], etc., though are affected by [[Aiming Time]]. | + | <br>All explosives do not rely on Shooting skill, [[Manipulation]], etc., though are affected by [[Aiming Time]]. |
− | * {{Icon small|EMP grenades| | + | * {{Icon small|EMP grenades|36}} [[EMP grenades]] are invaluable against [[mechanoid]]s and [[turret]]s, stunning them for {{ticks|2200}}. |
− | * {{Icon small|Smoke launcher| | + | * {{Icon small|Smoke launcher|36}} [[Smoke launcher]]s prevent turrets from locking on completely. Accuracy penalty for ''any'' shooter, player or enemy, so can support melee fighters. |
− | * {{Icon small|Frag grenades| | + | * {{Icon small|Frag grenades|36}} [[Frag grenades]] are unwieldy, but can destroy buildings rapidly. Difficult to use against mobile targets; decent against crowds when thrown in an alley. |
− | * {{Icon small|Doomsday rocket launcher| | + | * {{Icon small|Doomsday rocket launcher|36}} [[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]]s. | ** Similar advice applies to [[triple rocket launcher]]s, [[orbital bombardment targeter]]s, and [[orbital power beam targeter]]s. |
Revision as of 23:32, 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 targeters.