Topic on Talk:Weapon Guide

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But there are choices that should be made early and there is more choice than you imply. If you want to lean into chain shotguns later in the game, you can save yourself a lot annoyance and construction mats/time by specializing in close range early.  
 
But there are choices that should be made early and there is more choice than you imply. If you want to lean into chain shotguns later in the game, you can save yourself a lot annoyance and construction mats/time by specializing in close range early.  
  
 
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Re Sanity Check:
 
Re Sanity Check:
 
 
AR: "Strongest" is dubious. Its a generalist - it can do anything pretty well. You can kite, it has very solid range, and its DPS is pretty good throughout its range. But ultimately the player controls the engagement distance. For example: unlike say CSGs, Charge rifles don't exactly have problems getting in range (even if it is shorter than the AR) and they do more damage. Arguably they're stronger. Miniguns too.
 
AR: "Strongest" is dubious. Its a generalist - it can do anything pretty well. You can kite, it has very solid range, and its DPS is pretty good throughout its range. But ultimately the player controls the engagement distance. For example: unlike say CSGs, Charge rifles don't exactly have problems getting in range (even if it is shorter than the AR) and they do more damage. Arguably they're stronger. Miniguns too.
  
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CSG: {{Check}}
 
CSG: {{Check}}
  
Minigun: I'd disagree that it requires a static defensive set up, you absolutely can take them out to field battles. It absolutely does tend toward static combat though because of its move speed penalty and the long warm up and cool dowsn. You want to stick them somewhere you don't have to move them from and have them keep firing, but they can be devastating there too. Admittedly, that is from the PoV of a 500% threat player - target rich environments are the norm so this opinion might be skewed.  
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Minigun: I'd disagree that it requires a static defensive set up, you absolutely can take them out to field battles. It does tend toward static ''combat'' though because of its move speed penalty and the long warm up and cool down. You want to stick them somewhere you don't have to move them from and just keep them firing, but they can be devastating there too. Admittedly, that is from the PoV of a 500% threat player - target rich environments are the norm so this opinion might be skewed.  
  
 
CR: The CR and the AR don't really occupy the same niche, so calling it a side grade is like calling the Minigun a sidegrade to it. Honestly, at the higher qualities you'll likely have access to when the CR is craftable, I'd argue its closer to an upgrade to the HSMG - you lose a little below 9 tiles in exchange for a lot beyond 9 tiles in both DPS and AP. Unless you still have low skilled pawns in the late game, you should eventually upgrade from the HSMG to the CR. See what I mean @ [[User:Harakoni/Sandbox#Leg_CR_vs_Leg_HSMG]]
 
CR: The CR and the AR don't really occupy the same niche, so calling it a side grade is like calling the Minigun a sidegrade to it. Honestly, at the higher qualities you'll likely have access to when the CR is craftable, I'd argue its closer to an upgrade to the HSMG - you lose a little below 9 tiles in exchange for a lot beyond 9 tiles in both DPS and AP. Unless you still have low skilled pawns in the late game, you should eventually upgrade from the HSMG to the CR. See what I mean @ [[User:Harakoni/Sandbox#Leg_CR_vs_Leg_HSMG]]