Another good note is that ziplines are super helpful for moving large objects across great distances and height. Remember to put a Safety Line underneath if you're planning on spending extended time too high up to survive a fall! Just make sure to prioritize ranged bugs while on one since as of a few patches ago they will prioritize dwarves on ziplines slightly more than normal target picking. Combat Lines are a great way to work around the Gunner's mobility problems just throw a zipline up above an area and hang along and shoot what you need to shoot (I don't personally use them often but it's a very popular very successful strategy). ESPECIALLY with your low mobility speed while firing, you'll find yourself jumping off cliffs to grab that perfect zipline mid fall to escape the swarm and feeling like a parkour legend while doing it. I always get the extra ammo modification since they're super useful, but ziplines work as a great panic option when near cliffs. There are differences between the two secondary weapons but they both tend to follow that guideline.ĥ.) Zip Lines are great for getting dwarves up and down large cliffs, and across large drop offs or horizontal space. If you aim for weak points it is a great mactera killer as well. Try your best to use it at the same ammo ratio as your primary - when I first started I found myself having 10% ammo left with my minigun and 75% ammo left with my secondary a lot using them both at about the same rate will let you get maximum value from resupplies. In fact, your Driller who pulls out his drills and cheeses back half his health with vampire by plowing through a wounded group may even thank you sometimes! Don't over think this too much, just take care you're not getting target fixation on a particular enemy for too long, or spending too much time completely killing one pack of bugs when there's another just off screen hitting your Scout and Engi full force.Ĥ.) Your secondary weapon is low ammo capacity but has very high weakpoint damage - a great thing to use on any weak points you can see to give your primary a few seconds to cool down (or reload with Born Ready on autocannon). It's perfectly good strategy to share the love between every group of bugs coming in and pass several wounded ones off for the rest of your team to finish off. Value is the name of the game - getting the optimal damage dished out per bullet. In case you do any mental math to calculate damage outputs, do note that only half of your actual bullets are "actually" bullets they double your ammo in the counter to really give you the feeling of the wind in your hair as you pump out insane amounts of lead lol.ģ.) Don't feel overly obligated to actually kill the bugs you shoot. Some of those fine details will depend on whether the Driller is running Cryo or not so we can talk that out before our games. The common Glyphids, Slashers, Mactera, and so on are generally your bread and butter things to obliterate - other classes generally struggle to handle those types of bugs in large numbers but the Gunner doesn't give a frick about it. With the autocannon I usually pass off Pretorians unless they happen to be showing me dat booty from where I'm standing (with the minigun you can pretty well justify it though) I ping stuff if I'm actively checking them off and our Scout usually will focus attack it if I do. Also remember that the Gunner always has right of way so if any of us are in your way don't be afraid to take charge and move us!Ģ.) In Haz 4 and above it's generally best to prioritize the "general swarm" (although definitely kill everything with more legs than two) and for the most part let the Scout one shot the Oppressors. Grab those chokepoints and sightlines to maximize your damage. You'll get used to "bunny hopping" around, firing while in the air then releasing fire while you land to jump again, since sometimes it's the only way possible to kite. Without further ado:ġ.) Your movement speed is reduced by 50% while firing your primary weapon, so positioning is important. ![]() ![]() Also this isn't by any means an exhaustive guide, just a good place to get up to speed with the playstyle changes. Note: There are some overly specific tactics mentioned that we use for our friend group that caters to our own personal strengths and weaknesses so please don't be shy about disregarding any parts that don't apply to you or your fellow dwarves! Obviously a lot of the notes here are best for a dedicated crew where advanced communication and coordination is possible, as playing with random players is a very different experience from a tactics perspective. Hello! I wrote this guide for a friend of mine who's trying out Gunner from a former Engi focus, and figured that someone on the subreddit may enjoy checking it out as well.
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