Topic on Talk:Weapon Guide

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Re: countering weapons
 
Re: countering weapons
There are some raid types (melee only, sniper only are the big ones), and there are some non-rocket weapons that change how you fight raids (a sniper means ''you'' can't use snipers as well), but i still think [[defence tactics]] is the better place for it. Ideally it'd just be interlinked  
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There are some raid types (melee only, sniper only are the big ones), and there are some non-rocket weapons that change how you fight raids (a sniper means ''you'' can't use snipers as well), but i still think [[defence tactics]] is the better place for all of it. Ideally it'd just be interlinked but ik it's a bit clunky to read.
  
 
Re: rewrite
 
Re: rewrite
  
I don't think I (or the wiki) should really be an arbitor of "this is good/bad at X", because, for a lot of weapons, it really does depend. How should ''anyone'' value Revolver's stagger vs Autopistol's DPS? AR's range might make it better against breachers, but a CR's damage might make it better... against the same target.'
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I don't think I (or the wiki) should really be an arbitor of "this is good/bad at X", because, for a lot of weapons, it really does depend. How should ''anyone'' value Revolver's stagger vs Autopistol's DPS? AR's range might make it better against breachers, but a CR's damage might make it better... against the same target.  
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Differences like shotgun v AR are clear cut, and are in subsections for a reason. Things like AR vs HSMG aren't really - the rewrite already states SMG is "skill friendly" while AR has +range = better for breachers and co.
  
Whenever a player would prefer any given choice (past clear differences like shotgun v AR) would depend a lot on playstyle, difficulty, base layout, and personal preference, which are impossible to fully control for. I understand the theorem of "tell new players a strict rule first, then let them learn to break it" but i'm not confident, in general, here.
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Whenever a player would prefer any given choice would change, depending on playstyle, difficulty, base layout, and personal preference, which are impossible to fully control for. I understand the theorem of "tell new players a strict rule first, then let them learn to break it" but i'm not confident, in general, here.
  
 
(i also don't know what "branching progression" means here)
 
(i also don't know what "branching progression" means here)