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weapons balance in 2.5

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Anarch Cassius:
The bolter is a nice gun but quickly becomes a novelty with all the other stuff until you get improved rounds. This is partially because it's so heavy and I think Strength increases more easily now so it may be less of an issue in a game started from scratch.

The high capacity and accuracy of the initial sniper rifles makes them a good staple and the new rounds mean they stay useful in they end game.

The needlers tend to output more rounds than human weapons with plasma and although a bit wasteful this makes them useful for spraying groups and very long range combat. Of course enemy armour greatly affects the usefulness of this technique.

I'd very much like to see the a plasma sabot for the shotgun. I was also thinking maybe in the very late game a shotgun round made from needler ammo and a one-shot magnetic pulser instead of a powder charge. The range and accuracy would be horrible but it sprays the nearby area with needles without the need for a heavy alien needler.

Wolls:
  During the campaign I went from sniper rifle to EM Rifle, and didn't really notice a loss of performance.  At least up until the Encased Plasma Ammo, where I think the damage output really out classes the EM Rifle (not just the light class extra TU ie double shot, as much as there aren't any resistances or armour values to detract from it) .

  I don't think the game takes advantage of through wall RF, If I remember Telok says it'll shoot through another Alien, but I'm not sure this applies to walls (which will break the LOF and consequently the RF cycle?).

  Either or, seems rookies with the Encased Plasma Ammo, have a better mission to kills ratio then the my more experienced soldiers with EM's.  Of course being rookies, (less then 10 missions) I can't say they are REALLY out performing..

I should say, I really like the accuracy of the EM Rifle, and take a lot of long distance shots on my turn, but don't try to RF with them which limits their viability.

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