Difference between revisions of "User:Hordes/Tactics"
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'''Generalist''' | '''Generalist''' | ||
− | * [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly. | + | * {{Icon small|Assault rifle}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly. |
− | * [[Heavy SMG]]s are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances. | + | * {{Icon small|Heavy SMG}} [[Heavy SMG]]s are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances. |
− | * [[Charge rifle]]s are high-tech versions of assault rifles. Stronger and with high {{AP}}, but with shorter range and less accuracy. Powerful weapon in its own right, if not ''as'' flexible. | + | * {{Icon small|Chargle rifle}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger and with high {{AP}}, but with shorter range and less accuracy. Powerful weapon in its own right, if not ''as'' flexible. |
'''Specialist - Firearms''' | '''Specialist - Firearms''' | ||
− | * [[Chain shotgun]]s are one of the strongest weapons, but with pitiful range. Perfect for [[infestation]]s and drop pod raids. | + | * {{Icon small|Chain shotgun}} [[Chain shotgun]]s are one of the strongest weapons, but with pitiful range. Perfect for [[infestation]]s and drop pod raids. |
− | * [[Minigun]]s fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. (Missed shots can hit other enemies) | + | * {{Icon small|Minigun}} [[Minigun]]s fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. (Missed shots can hit other enemies) |
− | * [[LMG]]s are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than general options. Decent crowd-control and support weapon. | + | * {{Icon small|LMG}} [[LMG]]s are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than general options. Decent crowd-control and support weapon. |
− | * [[Sniper rifle]]s have the highest range in the game, but low firerate. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill. | + | * {{Icon small|Sniper rifle}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill. |
− | * [[Charge lance]]s have massive per-shot damage and high {{AP}}. However, actual damage output is rather low. This makes it a niche weapon, despite its cost and tech level. | + | * {{Icon small|Charge lance}} [[Charge lance]]s have massive per-shot damage and high {{AP}}. However, actual damage output is rather low. This makes it a niche weapon, despite its cost and tech level. |
'''Specialist - Explosives''' | '''Specialist - Explosives''' | ||
All explosives do not rely on Shooting skill, [[Manipulation]], etc., though are affected by [[Aiming Time]]. | All explosives do not rely on Shooting skill, [[Manipulation]], etc., though are affected by [[Aiming Time]]. | ||
− | * [[EMP | + | * {{Icon small|EMP grenades}} [[EMP grenades]] are invaluable against [[mechanoid]]s and [[turret]]s, stunning them for {{ticks|2200}}. |
− | * [[Smoke launcher]]s prevent turrets from locking on completely. Accuracy penalty for ''any'' shooter, player or enemy, so can support melee fighters. | + | * {{Icon small|Smoke launcher}} [[Smoke launcher]]s prevent turrets from locking on completely. Accuracy penalty for ''any'' shooter, player or enemy, so can support melee fighters. |
− | * [[Frag | + | * {{{{Icon small|Frag grenades}} [[Frag grenades]] are unwieldy, but can destroy buildings rapidly. Difficult to use against mobile targets; decent against crowds when thrown in an alley. |
− | * [[Doomsday rocket launcher]]s are single-use, but extremely devastating. They cause a massive explosion, able to outright end the largest humanoid raids. Watch for the long warmup. | + | * {{Icon small|Doomsday rocket launcher}} [[Doomsday rocket launcher]]s are single-use, but extremely devastating. They cause a massive explosion, able to outright end the largest humanoid raids. Watch for the long warmup. |
− | ** Similar advice applies to [[triple rocket launcher]]s, [[orbital bombardment targeter]]s, and [[orbital power beam targeter]] | + | ** Similar advice applies to [[triple rocket launcher]]s, [[orbital bombardment targeter]]s, and [[orbital power beam targeter]]s. |
Revision as of 23:28, 11 December 2022
Armament
Generalist
Assault rifles are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly.
Heavy SMGs are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances.
- Chargle rifle (Error: Page does not exist) Charge rifles are high-tech versions of assault rifles. Stronger and with high AP, but with shorter range and less accuracy. Powerful weapon in its own right, if not as flexible.
Specialist - Firearms
Chain shotguns are one of the strongest weapons, but with pitiful range. Perfect for infestations and drop pod raids.
Miniguns fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. (Missed shots can hit other enemies)
LMGs are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than general options. Decent crowd-control and support weapon.
Sniper rifles have the highest range in the game, but low firerate. Useful for picking off sieges, lone centipedes, etc. Very reliant on shooting skill.
Charge lances have massive per-shot damage and high AP. However, actual damage output is rather low. This makes it a niche weapon, despite its cost and tech level.
Specialist - Explosives All explosives do not rely on Shooting skill, Manipulation, etc., though are affected by Aiming Time.
EMP grenades are invaluable against mechanoids and turrets, stunning them for 2,200 ticks (36.67 secs).
Smoke launchers prevent turrets from locking on completely. Accuracy penalty for any shooter, player or enemy, so can support melee fighters.
- {{
Frag grenades are unwieldy, but can destroy buildings rapidly. Difficult to use against mobile targets; decent against crowds when thrown in an alley.
Doomsday rocket launchers are single-use, but extremely devastating. They cause a massive explosion, able to outright end the largest humanoid raids. Watch for the long warmup.
- Similar advice applies to triple rocket launchers, orbital bombardment targeters, and orbital power beam targeters.