Talk:Skills
From OutbreakWiki
An Alternative Strategy
Perhaps I'm beating a dead horse by being a major proponent of the LMG/AR route, but if at possible could I please have access to the 'Strategy Considerations' section of this wiki entry? In doing that analysis of the LMG and AR damage output, and comparing it to the current rates with shotguns/pistols, I've come up with a strategy that's a bit more radical.
In essence, I'd like to propose that the light weapons skill tree is practically useless until the mid-late game in terms of average damage rates when compared with that of the AR/LMG. To quote my post on the topic in the official forum:
"... a merc can spend 110 credits for a light machinegun and class IV helipass (60% hit chance, 9-15 damage = avg 7.2 per click), which makes them more combat effective than a shotgunner who has sunk 95.500 credits into accuracy and damage skills (75% hit chance, 9-11 damage = avg 6.75 per click). This LMG law pretty much applies to every weapon in the game (with the possible exception of the AR), until you get two MGs!
...
[To beat] the damage output of a single LMG ... your best bet is to blow 20.500 credits on light weapon accuracy, and a further 40.000 on the dual wielding skill. That's an average of 7.8 damage per click for only a lazy 65.500 credits. Then, and only then, does the shotgun become useful - even dual wielded it is more ammo efficient than an LMG."
I believe the math here to be sound, and think an alternative strategy (including the one proposed at the end of the quote) would be handy for new players. I won't be as negative towards the shotgun, mind you.
I agree, the LMG defineatly beats the shotgun. As soon as you get enough credits for a pass and the gun, a merc should head to HGC immediatly and buy one. Once you get bodybuilding, the ammo isnt a problem.
Unavailable Skills
Can unavailable skills be coloured red or something, so that people can tell they aren't available. User:Devolution/Sig 07:50, 29 March 2008 (PST)
