
And shotguns are still great for basically everything.
SHADOWRUN RETURNS DRAGONFALL SLAPDASH PISTOL FULL
Rifles STILL are the best weapon for dealing with single-target problems rocking them full auto or burst-critting them. SMGs are amazing for their new "flush" ability. They're no more powerful than the other ranged weapons, though. I rocked pistol pre-DC, and I can tell you that it's weaker now since you can't clear the room from your entry point, since cover mechanics are a thing (this is a good thing. As far as I can tell, pistols haven't changed. Nothing there has anything to do with the new cover system, apart from the fact that yes, lower AP attacks are preferable now so you can flank. You've always been able to triple-wield pistols and rock three triple shot. so there is really no incentive to spend AP on health kits once you have the money. Being rezzed by the bumona item also does not seem to affect the AP available on the following turn. It makes the final combat seem less dramatic when the enemies would have to kill each teammember 4 times to put them down. Instead, for the last mission I just loaded my entire team up with 3+ bumona items each. I could have bought another complete set of bioware upgrades with that cash. Maybe my memory isn't so great, but the amount of nuyen available late game is ludicrous.

Glory's main use was running into melee to flag enemies as "flanked." His drone soaking damage and mark now stripping armor means he is just solid all around. Meanwhile, the team buffs suddenly make Blitz a great decker, completely eliminating the incentive to build one yourself. My character ended the game with 11 quickness, 5 dodge, 7 ranged, 7 pistols, +6% to hit eyes, and datajack for smartlink. Meanwhile, whenever super long range is necessary, a decently built character can hit practically across the map with a pistol regardless. The enemies still regularly choose not to target the dodge bunny sitting out of cover in favor of throwing grenades at the rest of the team or shooting at the weaker team members.Ĭover mechanics mean that long range weapons lose lots of value as flanking really requires closing distance.

If the enemies start in cover and nothing is TOO deadly, you can use 1 AP to run into the middle of the room, thus flanking several enemies, then shoot. More if you use cram/someone else casts haste.

Thats 9 shots on one character's turn for 3 AP, with super accuracy. On the first turn of combat, I would chainshot with each of the 3 pistols I was carrying. At the end I had the slapdash, a roomsweeper, and a manhunter. However, each pistol seperately tracks the cooldowns so you have 1 use of each cooldown per pistol. Chainshot lets you shoot 3 times for 1 AP. Early to Midgame you have the slapdash pistol that is one of the best weapons in the game at all stages. Actually draining someone's AP means they count as flanked, so everyone freely crits against them and can hit them more easily. Has anyone else noticed this and was this intended?Ī taser in the beginning of the game covers for lack of damage. I felt rifles were the "go-to" solution prior to the director's cut. I only tried pistols to do something slightly different and was pretty surprised. I just finished the game on very hard, and things seem a bit too easy as a pistol sam.
