When it comes to what weapons work best for you, it all comes down to personal preference. These pistols have extremely high fire rates and large clips, and their infinite ammo makes them awesome against monsters and low-level goons. You have dual-wielded pistols and revolves, but I'm going to recommend you stick with the full auto variant of the dual-wielded pistols. While you think you might not use your sidearm very often, it can be an invaluable tool in certain situations. You can't go wrong with either, but the auto shotgun is more suited for groups and quick self-defense, while the pump can deal with opponents (especially bosses) faster. Pump-action shotguns deal incredible amounts of damage, while auto shotguns dish out smaller amounts of damage at faster speeds. This is a favorite for classes like the Trickster, which favors close-quarters combat and high mobility. Shotguns deliver that damage up close and peonal. For most players, bolt action sniper rifles will be a better choice. Sniper rifles can either be bolt action or automatic, which is basically the difference between big damage / slow fire rate and low damage / high fire rate. Sniper rifles are the ultimate long-range weapon, and are most effective in the hands of the Technomancer. Rifles can deal a lot of damage in a short period but often don't carry a lot of ammo and rely on high levels of accuracy to be used effectively. Rifles are best suited for mid-to-long range combat, making them a good fit for Technomancers and Pyromancers. SMGs can also be found in tactical varieties, which switch to a burst fire more appropriate for slightly longer distances. SMGs lose out over distances quickly, but their mobility and high fire rates let you move in close and demolish the opposition with ease. SMGs, or sub-machine guns, are perfect when paired with close-range classes like Devastators or Tricksters. LMGs can be a perfect partner for Technomancers or Pyromancers that are comfortable dishing out damage from a decent distance away. LMGs, or light machine guns, are mid-range weapons that are slower and more unwieldy than assault weapons but counteract this with high damage and huge amounts of ammo. Double guns often also have more ammo to expel, making them great backup weapons for classes like Technomancer when things get up close and personal. You can expect greater fire rate at the expense of slightly weaker damage and range. Double guns are a unique kind of firearm in Outriders that mixes the characteristics of assault weapons and SMGs. Assault rifles come in several varieties that primarily affect fire type (full auto, burst, or single) and are among the more common weapons you'll find. These weapons are great at mid-range combat and are best suited for classes that can keep their distance or get in close, like the Devastator or Pyromancer. Here's a breakdown of the different weapon categories and what might work best for you: Weapons in Outriders afford you much more choice than armor does, since the differences between two different kinds of weapons can be more pronounced and aren't just limited to attributes and mods. Source: Square Enix (Image credit: Source: Square Enix) You won't have to think too hard about Legendary armor until Outriders' endgame, however, where Legendary weapons seem to be far more common. However, if that Tier III mod doesn't fit your character or playstyle, it may be worth skipping until you find something else. Legendary armor will come with one Tier III mod, making them incredibly powerful. When it comes to Legendary armor, you'll have to pay extra attention to your specific playstyle. Weigh the pros and cons when it's time to replace your existing armor. Once you start earning Epic rarity armor consistently, it's usually worth taking it over Rare armor for the extra mod slot, even if the Rare armor might have slightly higher armor stats. We'll go into more detail on making your gear better later. Bear in mind that you can also change one mod on armor, so if you find a higher-level armor with good attributes but a less-than-favorable mod, you can switch that out. All armor of blue (Rare) rarity or higher should also include one or more mods that affect your class abilities.
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