![]() The force gun can be op to a degree though. Then whine about the feedback they ASKED FOR. Know what annoys me? When folks ask a question and want input. Outside of that it goes with out saying beneath those game modes the force gun is "okay". To me I specifically named the two game modes where force gun would be useless/unreliable to utilize. There are folks who like actual challenges and then their are folks who just like cake walks. So to keep its a unusable weapon if I have to play the swap out game for it. ![]() Even in hard mode after mid game it takes 2 and for some more hp enemies takes 3 hits. Back in 2013 on ps3 and Xbox 360 build it was okay up to hard mode but outside of that it is junk. Its the crowd control function when to many enemies stack up on a player who often let's their guard down. And the best part is - It doesn't need any super fancy +3+3+3 circuits but thats not it, you also basicly have it from the start of game! Stun them, calmly finnish with any other weapon you have. You use it to stun the necromorphs! With it's huge capacity and rate of fire you're basicly always safe so long as you're facing the enemy. You don't seem to understand what makes force gun op, i'm playing for the first time on hard difficulty and it just feels cheesy how easy it is with it. Its only good for casual, and normal modes, hard and impossible enemies require 2-3 hits with the force gun and thats with +3 damage on the entire top and bottom row of the weapon (erm only get a max of +12 altogether for dmg on any weapon from circuits alone). Originally posted by supernet2:Never used a Force Gun on impossible or permadeath mode i take it. Gatling Gun erm, chain gun takes 1-5 rounds (and with my setup its got 241 rounds for the chain gun and 4 shots for the rocket launcher) I personally use chaingun with damage mark 5 support, and safety guard mark 5 as secondary mod. The most overpowering weapon is any explosive weapon like grenade/rocket with safety guard and you just shoot downward, with all +3 damage circuits you basically instant kill everything, even on impossible mode, enemies take 1 well placed damage aoe hit from the rocket/grenade and bam instant death on any game mode with a high powered gun. ![]() The Rotator Cuff module, being a non-weapon part, only benefits from +SPD and +RLD Circuits, the +SPD Circuits slightly quickens the turning animation for each circuit slot filled.Never used a Force Gun on impossible or permadeath mode i take it. Note that certain tip types cannot be attached in conjunction with the Rotator Cuff, thus limiting its use. Rip Cores are unique in that they are compatible with both the Compact and Heavy Rotator Cuffs. If attached to a Heavy Frame set, the default Tesla Core gains the rotating ability as well, which turns it into an oversized Plasma Cutter. The Cufflink mechanism is compatible with Compact Plasma and Rip Cores, producing rotatable sawblades and Plasma Cutters that essentially resemble the ones in previous games. Most DLC Tips are incompatible with the Cufflinks. It is compatible with most forms of Plasma Cutters and is included on the default Cutter. It enables certain upper tools to rotate by 90 degrees vertically and horizontally. The Rotator Cuff Module is a small cufflink mechanism in the lower tool section in Dead Space 3.
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