![]() ![]() Game-wise this is achieved by having the trait and two consecutive slots with applicable weapons - you pick the first and it wields both! Both guns are shot at the same time, and reloaded at the same time - with a slight penalty. With this trait you can dual wield pistols, revolvers and SMGs or any combination thereof. ![]() The new Marine and Scout trait allows you to finally relive your Hollywood fantasy and run in guns blazin. Gunslinger! A most requested DRL feature is making a comeback - dual wielding of pistols! Apart from that, there's new stuff to find, balance changes and bugfixes, so let's jump right in! Gunslinger Shadowhunter, Railgun, Death: Excellent endgame weapons as long as you have base 100% crit chance.Introducing Jupiter Hell update 0.8.8 a.k.a. Love: High base damage and already has crit chance 25%. Make sure to add extended mag with Whizkid 1, then calibrate 1/auto-calibrate.ĬRI Blaster: Probably extended mag and what else to fill out your build. 44 Flintlock: Only take it if you have a JS version because this weapon does not have base critical damage up. You could get 400% crit chance with JS helm+armor with a 40% crit chance perk from the AMP and crit 10 helmet/armor, but I have not tested to see if you can actually get crit damage four times. Make sure to add extended mag with Whizkid 1, then probably auto calibrate unless you can find a exotic mod. 44 HE: allows you to ditch the JS helm+armor with SoG 3. ![]() Auto-calibrate and add 1 extra mod as needed. For the 1st two moons, a 40mm grenade launcher is best, then a plasma shotgun at Io, then the BFT9K or BFT 10K if you can find them. You want a AOE damage weapon to supplement your build. You are looking for AMPs with damage up, maybe optimal range if running the JS flintlock, or crit chance 40% if you want to ditch the JS armors for some reason.įor the rest of the skill points after level 10, take what you want to fill your needs. In Europa and Io, definitely take routes that haves AV3 AMP for the most used weapon group (Europa Ruins, Refueling Base/The Pit, Black Site, Shadow halls). 44 when you need to fight a larger enemy. 44 ammo, you can instead carry the sidearm or plasma pistol and one stack of their ammo to kill smaller enemies and shoot doors down, then switch to your. If not, try to get an AV weapon with ambush/rush/deadly/hunter perk. ![]() If for some reason your weapon does not have an innate crit bonus or if you decided to replace a JS helmet/armor, you probably want SoG 3.įor some reason if you do not have a JS weapon, you can go ahead and grab a 7.62 weapon ideally with CCB/CRT manufacturer perk. If you have a exotic weapon, you definitely want Whizkid at level 9 for the additional mod slot. It is up to you if you want to add skilled at level 9, but I would prefer Whizkid here to make sure I can grab metabolic boost for the armor in case you can’t get to level 11 by the Io L1 tech terminal. I would recommend taking Whizkid 2 first to make sure that you can mod auto-repairs at the guaranteed tech station at Europa 2 after adding fire-resist to your armor and bot scanner for the helmet. If you find a 20% crit chance perk from the AMP, that can replace the 20% from the base weapon or armor mods. 44 revolver/deagle at minimum because for this build to work, you must have base 100% crit.ģ5% (SoG 2) + 20% (.44 revolver/deagle) + 25% (Crit 25 from accuracy mod pack on weapon) + 20% (Crit 10 from accuracy mod packs on helmet and armor) = 100% If you don’t have a set of JS armors, make sure that you are leaving Callisto with a. If you have extra multitools, try to get 2 power mods for the helmet to get Critical Damage 25. 44 revolver/hunting rifle at this point, auto-calibrate the weapon and add a Calibrate 1/Balanced 1. At the tech station, if you only have a JS. The important point for the Ruins is that you don’t have to release the gas valves because the basic rewards are good enough. If you want to stick with a semi, you probably want balanced 1, auto-calibrate, extend mag, hunter, and probably Critical 25 unless you raise SoG to level 3. 44 Revolver many times and this is a fine endgame weapon because you are going to mod this heavily (calibrate 1, auto-calibrate, extend mag, and two wild cards). I beaten the game on N! with the basic JS. 44 Revolver or Hunting Rifle, helmet, and armor. In the Ruins or Mines, you are going to look for the JS. Ideally, you want to head to the Callisto Ruins for the Jovisec (JS) manufacturer perks and this branch is much easier compared to Callisto Mines where the game pressures you to run to the summon points. Your build for the first six levels will be. ![]()
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