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DarKnight
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Joined: 17 May 2003
Posts: 7

PostPosted: Fri May 23, 2003 4:43 pm Reply with quoteBack to top

What do you think is the best overall weapon? best overall armour? what about best team weapon, armour and job/position load out?
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Nutter
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Joined: 17 May 2002
Posts: 83

PostPosted: Sun May 25, 2003 8:52 pm Reply with quoteBack to top

the sniper rifle.
i use it for the whole campaign, and it's useful even against robots, plenty of ammo and good damage at range
so i guess it's the best overall weapon

armour - advanced power armour - sneak penalty, but heaps of advantages over other armour
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ArchVile
Vault Dweller
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Joined: 24 Jun 2002
Posts: 172

PostPosted: Tue May 27, 2003 1:25 am Reply with quoteBack to top

I prefer the laser gatling, that can do some heavy damage. The best team weapons are the sniper rifle and the M2 Browning. The sniper rifle is a support weapon in my mind because I give it to one or two teammembers and the M2 Browning is a support weapon because only a couple people can use it before getting PA and its ammo is really heavy meaning other people sometimes have to carry it if your getting in large shootouts.
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DarKnight
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Joined: 17 May 2003
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PostPosted: Mon Jun 02, 2003 11:51 am Reply with quoteBack to top

Okay, what if I said that M2's and sniper rifles were not an option?
The reason I ask is I'm playing around with real-world strategy (modified of course) for FOT. I'm curently playing with a SWAT team style or perhaps a delta-force style. Fast, smooth moving operators using SMG's, carbines, assault rifles and "flash bangs". It's not working to well which is why I use the words "playing with"; I'm looking for some fresh input.

I've done the whole M2/snipers combo to death and I'm looking to do things differently thats all. I was also playing with an all pistol team! (obviously it failed against s-muties and robots).
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requiem_for_a_starfury
Hero of the Wastes
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Joined: 29 Oct 2002
Posts: 1820

PostPosted: Mon Jun 02, 2003 7:53 pm Reply with quoteBack to top

DarKnight wrote:
Okay, what if I said that M2's and sniper rifles were not an option?
The reason I ask is I'm playing around with real-world strategy (modified of course) for FOT. I'm curently playing with a SWAT team style or perhaps a delta-force style. Fast, smooth moving operators using SMG's, carbines, assault rifles and "flash bangs". It's not working to well which is why I use the words "playing with"; I'm looking for some fresh input.

I've done the whole M2/snipers combo to death and I'm looking to do things differently thats all. I was also playing with an all pistol team! (obviously it failed against s-muties and robots).
This is rough, off the top of my head, but if you just want to use RW weapons and not the sniper rifle or M2.

SMGs

5.56: Steyr has longer range, though Ruger does one point more min damage.

.45: Tommy Gun, has the longest range of all the SMGs, save up your 45 ammo for when you get this.

9mm: MP5 has longest range, MP38 the most damage, once you get past the raiders sell your 9mm ball ammo and use JHP and AP. If you can't make your mind up over damage vs range, use the P90, it also has the largest magazine.

12ga: Pancor Jackhammer!

Rifles

5.56: M16 has the longest range of the small guns, excluding the sniper rifle, and gauss weapons, does slightly more damage than the mp5.

30.06: Garand, has the same range as the hunting rifle, slighty more damage but ammo is less common.

30.06: M14 has the same range as the hunting rifle, less damage but has burst mode. Change it in the editor to use 7.62 ammo though.

7.62: AK47, will use up all that 7.62 ammo, save it for the M249SAW.

7.62: Hunting rifle, but if you're going to use this then you might as well get a sniper rifle.

7.62: M249SAW has longer range and does more damage than the M60 but has a smaller magazine.

You'll also need someone skilled in throwing for all those grenades, and the grenade launcher will come in handy, though it's range is a little short.

As for armour, depends on your playing style, if you've invested a lot into sneak, don't go above leather armour mk2. A high sneak skill and the element of surprise will keep you safe. Also don't go directly into a mission, stop just outside in the world map and then travel around the mission until you've wasted enough time and can enter the mission at night.
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swordinstone
Vault Scion
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Joined: 06 May 2003
Posts: 179
Location: The Glowing Bogs (Florida)

PostPosted: Mon Jun 02, 2003 8:48 pm Reply with quoteBack to top

you shouldnt have too much trouble keeping "real world" early on... its when you get to the muties and bots that you need to change your equipment setup... you simply will not last without M2s and snipes... I really dont see any way around it.

I did quite well with a squad that had 3 sneakers (2 used hunting rifles or sniper rifles later, with burst AKs or burst shotguns... the third sneaker was a grenadier/ burster... usually AK or Neosted. (pancor comes later).

Nades are usefull for flushing muties out of their cover to get sniped as soon as the stand up... i suppose that will work on lots of things tho.
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requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes


Joined: 29 Oct 2002
Posts: 1820

PostPosted: Mon Jun 02, 2003 10:46 pm Reply with quoteBack to top

swordinstone wrote:
you shouldnt have too much trouble keeping "real world" early on... its when you get to the muties and bots that you need to change your equipment setup... you simply will not last without M2s and snipes... I really dont see any way around it.
Nah I hardly use the M2, and usually only have one sniper on my team. Since by the time you take on the Mutants energy weapons haven't really come into play I usually have someone with sneak and fast shot equipped with the double-barrelled shotgun (loaded with flechettes), put them behind a door/gateway and set them on overwatch and then have a couple of guys with mp5's loaded with JHP opposite the door/gate. With Mutants it's best to find cover and then wait for them to come to you, where possible.
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Viktor
Desert Wanderer
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Joined: 18 Apr 2002
Posts: 530
Location: London, UK

PostPosted: Fri Jun 20, 2003 4:23 pm Reply with quoteBack to top

Pancor is a good gun right from when you get 'til the end of the game.

Use standard shells and then flechette loads against small critters and non-armoured enemies. Use slug loads against armoured enemies and SMs. EMP shells are devestating against robots at close range!

A high PE char with "Fast shot" and the M29 .44 Mag pistol is a deadly combo for storming occuipied rooms! Train him/her in energy weapons and them give them the laser pistol later on.

2 "pistoleros" and a burst fire trooper will clear most rooms without taking a hit. Send in the pistoleros first and keep them tight to the wall that has the door in it - one either side of the door. At 2 AP per shot, they'll keep the bad guys from firing back until your burst fire man (SAW or Pancor) appears in the doorway and chops them to pieces!

If you keep the burst fire trooper just outside the room but square to the doorway, there's no chance of him hitting the pistoleros!
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mrp
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Joined: 06 Jul 2003
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PostPosted: Sun Jul 13, 2003 4:55 pm Reply with quoteBack to top

Gauss minigun kicks butt. I did over 600 damage to a behemoth and blew its head off. with one shot. It took three blasts to kill it. I wish there was more emp grenades and emp shotgun ammo. It has been my experience that sniper rifle only is effective against humans, and unarmored super mutants and other unarmored stuff. Against robots pulse is better than gauss rifle. I guess the gauss is more for powered armored humans and the pulse is for robots. 50 cal weighs to damn much.
I am getting ready to assault NORAD AKA vault 0.
the prototype pulse is not bad but the regular one rocks. Are you suppost to keep the prototype?
against robots I use only energy weapons.
shotgun = super mutant killer and bug killer with emp it can kill robots
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ArchVile
Vault Dweller
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Joined: 24 Jun 2002
Posts: 172

PostPosted: Mon Aug 18, 2003 12:05 am Reply with quoteBack to top

meh, I guess you can ditch the prototype, but I just kept it cuz it made a good backup.

Yes I'm still alive.
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Ripper
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Joined: 07 Jan 2003
Posts: 115

PostPosted: Tue Aug 19, 2003 7:15 am Reply with quoteBack to top

Gauss Rifles have a longer range and better damage then the laser rifle. But ammo constraints make it a weapon thats used only once a while unlike the laser where the cells grow on trees.....

I have played a trigunner and i can roughly guess the better combo.

Sniper = Pancor and a Laser Rifle.

Heavy Gunner = Gauss Mini AND Browning M2 with 50 cal DU.

Standard (for travelling the wastes) = Sniper rifle and Pulse weapon / Vindicator Minigun.
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Nightkin244
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Joined: 20 Aug 2003
Posts: 78

PostPosted: Wed Sep 24, 2003 4:09 am Reply with quoteBack to top

all pistol team works once you get gauss pistol, up till then your hopin for a crit with a deagle, maybe laser or plasma pistol, better hope your guys got lots of health


Best overall weapon i think is the Combat Shotgun. Amazing damage for when you get it. Useful the whole game and has plentiful ammo.

MVA is the Enviro armour. Good benefits great rad resistance. (Ghouls that have Glowing one trait anyone?) without too many downsides. Best team weapon is SAW.

If your going realistic weapons that means no minis no gauss no laser no plasma. SR Will be your friend. Your Close combat dudes will probably use frags and M16's/Steyrs/AK's/SAWS.
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Viktor
Desert Wanderer
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Joined: 18 Apr 2002
Posts: 530
Location: London, UK

PostPosted: Wed Sep 24, 2003 9:43 am Reply with quoteBack to top

Nightkin244 wrote:


If your going realistic weapons that means no minis no gauss no laser no plasma. SR Will be your friend. Your Close combat dudes will probably use frags and M16's/Steyrs/AK's/SAWS.


Sniper rifles making targetted shots against robot's sensors works nicely until the Gauss rifle becomes available for this role.

Using only "realistic" weapons will see you struggle against Reavers and last about 30 seconds the first time you get rushed by humaniod or scurry bots unless half your squad are ST10/100% Big Guns M2 users...
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