Topic on Talk:Weapon Guide

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So, I'm not terribly fond of branching progression:

  • Neolithic weapons deserve some mentions, b/c there are starts that have to rely on them (Lost Tribe / Naked Brutality).
  • Similarly, "any gun is better than none" followed by "machine pistols / BAs are better than anything else before" are pretty much universal. Plus, you can't really choose what weapons raiders get
  • Listing these 5 times for the 5 progressions is awfully redundant, so there'd just be a section for neolithic / early industrial weapons up top.
  • Then it would be very similar to the rewrite as-is, just with each weapon having its own subsection or bullet point. There could be a section for the 5 endgame viable weapons up at the top, but then it feels out of place.

Final point can be done without a restructure, so I think I can just do that.

EDIT:

If I were to say the "top-5" niches, I would say them as follows: (this is for a sanity check)

  • Assault Rifle: Strongest overall weapon outside of a killbox, and still good inside one. Even with a killbox, breachers and sappers are made to ignore them.
  • Heavy SMG: One of the best weapons for low-skill shooters. Stronger than an assault rifle inside a killbox, and decent when fighting from longer distances. Cheapest of the available options.
  • Charge Rifle: Sidegrade to the assault rifle. Deals more damage, and with higher AP, but is less flexible against breachers and sappers. Good in a killbox, but not reliant on one. Quite expensive.
  • Chain Shotgun: Strongest weapon in the game in its 12-tile range. Amazing in a specialized killbox or other close-range fights, like infestations. Poor weapon otherwise; ideally, have some way of manipulating both breachers and sappers.
  • Minigun: Massive 25-shot burst, but with a massive cooldown. Insane optimal DPS, but inaccurate. This inaccuracy makes it unparalleled for mowing down a crowd of enemies, but it is entirely reliant on a static defensive setup to function. Expensive.