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Autoprompt xml count rounds combat
Autoprompt xml count rounds combat













Because your good shooter is probably using the bolt-action, just throw buckshot on this and let someone mediocre pump out a little bit of reliable damage.Īll of these guns fill the same role, semi- or fully-automatic pistols and submachine guns. More accurate and better range than using the Judge. Pump shotgun (Mossberg 500): Low skill floor and ceiling. Solid defensive weapon for your noncombatants, low bulk and mass mean you can just put this gun on everyone who isn't usually fighting, have them carry around 10 or so buckshot, and they'll be set to provide a little bit of support. Huge potential DPS with either buck or slugs. 45 Colt, you should really look at this as an early semiauto shotgun. Straight up worse than the revolver if you use. Taurus Judge: Very low skill floor and ceiling. Theoretically triple the DPS of the bolt-action, but really should only be given to a higher-skill user for hunting. That shouldn't matter much at this stage. Again, hollow-points at this stage in the game are a blessing - same 25 damage as the. 44 at least packs a punch when it does hit. Low range and average rate of fire make this not very stunning, but. Revolver (Ruger Redhawk): Somewhat high skill floor but low skill ceiling. Definitely give to the best weapon handling.303 hollow-points do 25, the highest single-shot damage available at this stage in the game.

autoprompt xml count rounds combat

Once you unlock the technology itself, you probably want to prioritize making some hollow-point ammo and maybe another bolt-action before moving on.īolt-action (Lee-Enfield): Very high skill floor and high ceiling.

autoprompt xml count rounds combat

I'd use a bolt-action on your best shooter, a heavy SMG or anything with a good rate of fire on your second-best, and you'll probably be putting revolvers or shotguns on others. Gunsmithing unlocks the starting two guns and two more, though by the time you research it you'll probably have a mix of gunsmithing and blowback weapons. "Rate of fire" is a combination of the burst rate, the number of shots in the burst, and the speed of the burst. I'll use "burst rate" to refer to the rate that the gun follows up a first burst with a second burst and "burst speed" to refer to how fast the gun is shooting during the burst. "Accuracy" is a combination of the sights quality and the spread.

autoprompt xml count rounds combat

A low spread value means a high skill ceiling (shooter is limited only a little by the weapon's inherent accuracy). I'll use "Skill ceiling" to refer to spread, which is how inaccurate the weapon is for a perfect shooter in perfect conditions. For off-combatants that you want carrying medicine or grenades and who won't be a priority to receive backpacks and tactical vests, you want to pair a low-skill-floor weapon with low bulk and low mass if possible. A high sway value means a high skill floor (shooter does not need very good weapon handling to counter sway effectively). I'll use "Skill floor" to refer to sway, which affects how difficult it is to effectively handle the weapon. I'm just posting this so if someone googles "combat extended best guns" they get this post instead of having to dig through the XML like I did.















Autoprompt xml count rounds combat