- May 2, 2016
Agreed! ^^Now, I assume we can agree that we disagree on this weapons' update
So let's stop this conversation, we can't convince each other
Was interesting to see another player's point, though. Thank you
To share two final things, not to convince you but in case they might be of help (to you and/or others):
I've run into the same issue; now I tend to reposition and then use overwatch on a likely point as that only costs 1 AP even with a sniper rifle. As long as the overwatch doesn't expose you to attacks from other directions, it might still score you a hit; the AI isn't too good at avoiding themFor an average gangster, with a sniper rifle, you can't reposition AND shoot in the same turn, so you take free damage if your gangster can only use sniper rifles.
And in the future, I can guarantee you'll find yourself hiring mostly gangsters that can use shotguns, and even so, you'll use mostly pistols/melee. Using sniper rifles, or even regular rifles, becomes suboptimal in 75% of the fights.
This is actually the crew I've been running with since Friday (although Rachel just joined the crew as a replacement for Ma Miller, who left after I shot her lover). They've all carried rifles since I hired them (except for Norah who ran with her starting sniper at first), as well as a pistol and a melee weapon (a trench knife for Zelnick, axes for the others), and of course the best body armour I could find or buy (I had a demolitionist with a machine gun at the very start but I fired her early on.)
I've taken over five precincts, taking out (almost) all the rackets first, so plenty of fights so far (the last one was against a boss with a 5-security safehouse and two sets of reinforcements that spawned right behind me); Zelnick has 107 kills, 14 with pistols, 9 with melee and 74 with rifles (and 10 unaccounted for, presumably explosives and bleeds); Norah has 53 kills, 1 with pistols, 6 with melee, 15 with rifles and 15 with sniper rifles (16 unaccounted); Grover has 52, 8 with melee and 30 with rifles (14 unaccounted); I don't know about Ma; Rachel has only 3 kills so far. The start was a bit bumpy but I'm not under the impression that I'm having real trouble at the moment because of the rifles.
I regularly use axes to clear up solitary mobs that get too close (or at the end of a fight when there isn't much left to expose your back to), but I'm mostly succesful at keeping mobs at a distance. One major asset is the fixer's (Rachel's/Ma's) talent poisoned crow's feet. It scatters poisoned spikes over a 3x3 area which interrupt the action of the first enemy to walk on them, slows them and poisons them. It's great at creating choke points or intensifying existing ones, which also makes it a great combination with explosives. The cooldown is low so you can use it multiple times in a fight. It might also help that three of my characters have movement-boosting trinkets, making them very mobile (9, 8, 8 and 5 movement); Grover in particular as he also has the talent that gives him a free move after killing someone, and the one for performing a max move followed by another action.
Ma had a cool booby trap talent. Rachel is currently learning a talent that allows her to fire a shot that ignores both obstacles and armour (as I understand it it doesn't just ignore cover but can actually fire through walls). I can't wait to see it in action!
I'll admit that my choice for rifles is partly aesthetical (which also accounts for all of them having an M1911 pistol). I don't know about optimal but for me (on lieutenant difficulty and combined with plenty of bleed, poison, high explosives and the occasional axe to the face) it seems at least viable
I'll freely admit I've never tried shotguns in earnest so I don't know how they'd compare; they might very well be much better. As you say, I wouldn't like to try the same with sniper rifles, I doubt that'd work either well or at all
The best of luck with your playthroughs!