![]() ![]() Shares some features with the ultimate illuminate killer gun Punisher. The magic is that Breaker is the only gun that kills butcher horde fast and economically. And it's also my choice for cyborg RS no matter the difficulty. For both countering scouts and enemy troops this gun is "not great but also not bad", so I'll use the word "mediocre" to describe it.ġ, -1 for a little lack of ammo, 2 as a bonus for its scout killing ability This gun is quite controversial so I've executed quite many tests. ![]() I've seen some guides and many players think it's good. In my opinion, Stalwart is a mediocre gun. For bug missions, before shooting Elites make sure there's enough ammo left in your magazine, and don't try to handle Brood Commanders with this gun, thus you can conquer this flaw. The long reloading time is a problem in Cyborg missions - when chased by hounds and your magazine gets empty, the situation will become quite awkward. ![]() Although this gun can protect you from outcasts, it's a little slow to kill them all, which will be an obstacle for you to turn to handle consequently spawned Council Member. In Illuminate missions it's able to handle about 5 heavy tripods, but when there is more you should turn to your grenade or stratagem. The initial spread can also be a threat for your teammates.Īs for countering mid-armors, even its heavier version is not as good as those AOE ones, but enough to protect yourself in multi-player game. Stalwart has a wide initial spread, which is a lethal flaw for scout killing (especially for Illuminate) where accuracy is of vital importance. And if you want a versatile gun like Justice but haven't unlocked Justice yet, then Stalwart can be a good substitution. If you are a joystick starter and precision is distant from you, do try Stalwart. The in-game description saying it's capable of most threats is indeed describing Justice and Sickle instead. On the other hand, its too low damage makes Liberator almost completely useless in Cyborg and Illuminate missions. If you are not accustomed to a gun that's only capable of killing scouts, just like most starters, then Liberator is not your dish because it's really useless after alarm. But for difficulty 13 ~ 15 its insufficient damage against stalkers will be quite lethal, and you may choose Patriot instead.īut this is based on that you won't handle Elites or even Brood Commanders with its round. If you just begin the game, think the other two races are too difficult and decide to focus on Bugs, then Liberator is worth your research points. ![]() I've carried Liberator into bug difficulty 12 match rooms countless times, and often got a total kill several times as much as others. Its insufficient damage against stalkers will be a problem in solo, but won't be a problem in multi-player game. If you think the mid-armored is more important you can feel free to adjust the factors and get your own total scores and ranking.Īs every player's initiate gun, Liberator is generally good in bug missions. In normal missions I mainly use my primary gun to mute scouts, so scout killing ability is what I value the most. Total score (TS for short) of a gun is calculated as: TS = 2S + TR + O. (based on my mood but I'll try to make it consistent) Only several guns have this score, and will be discussed at each specific situation. The "other" part gives me the freedom to adjust the score of a gun when it has special usage or weakness. 1: Only possible in special situations or special skill is required.2: Capable for this task if infinite time is given or at low pressure situations, the passing score.3: Easy for this task when the situation is under control.4: Best guns for this task, no matter the pressure.Other (O for short): Special usage or deadly weakness.įor the first two aspects, I'll give a gun 0~4 scores based on the following rules:.This aspect evaluates how a gun is useful on enemy majority, which is primarily useful for multi-player game. In bug missions this mainly refers to Warriors and Elites. vs Troop (TR for short): The enemies after alarm sounded to which primary weapons can deal damage.This aspect evaluates how a gun can mute alarm, which is primarily useful for solo. vs Scout (S for short): The enemies before alarm sounded, for example for cyborg missions they are Initiates, Squad Leader Soldiers, and Hounds (IFVs are an exception since no primary weapon works on them).In this guide I will value guns based on 3 aspects below: I've added a conclusion part (Top Guns) at the end of this essay, if you hate reading feel free to jump to it. ![]()
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