Darkwind
Newb questions

Effy


Posted Apr 10, 2020, 9:16 am
- Sniper? or specialiced weapons specialism (heavy weapons / machineguns / Rocketeer...)? Or moving targets?
I feel people using more sniper, or am i wrong?
Are they more or less the same? Or weapon specific are a bit "stronger"?

- Do you start with accuracy skills on your gunners? or RR?

- What skill level / specislism do i need to have to use the more "advanced" weapons reliably? (just so i don't have to lose one with too low skills killing myself and a "big" investment)
+ Lazors -> ?
+ ATG -> ?
+ CC -> ?
+ TG -> ?
+ Mortar -> ?
+ HR -> ?

- Can a ped carrying 2 weapons target both at the same time? And fire?

- Is there any ped melee weapon "viable"? (chainsaw?)


Thank you all!
Wuulf


Posted Apr 10, 2020, 10:24 am
Sniper means more likely to hit further away’ which is useful. Rapid reload can save your life if you run out of ammo during a big pile on.

If you recruit a new gunner, stat starts around 20. With experience in combat and weekly training it will increase. At 50/100/150 etc you can choose a special skill.

When choosing skills you can click on link and see what they all do before finalising.

Could start with HMG for heavy weapons and Gatling guns for light training. Advanced weapons expensive so worth skilling up gangers to keep them once you’ve bought them.

+ Lazors -> Lasers (drains energy slower)
+ ATG -> Heavy Weapons
+ CC -> Heavy Weapons
+ TG -> Heavy Weapons
+ Mortar -> Ballistics skills
+ HR -> Rocketeer

All also benefit from moving targets, sniper, courage under fire etc too. And reload for weapons with less ammo.

Peas can fire one weapon. Melee includes chainsaws, swords, hammers, probably some in Somerset market. More for fun - a shotgun is good for putting guys out of action, rifle for long range and a decent number of shots.
Wuulf


Posted Apr 10, 2020, 10:25 am
Peds.

Peas can’t fire weapons.
Hati


Posted Apr 10, 2020, 2:25 pm
Carry 3 rifles and don't bother with melee weapons. IF all your Characters do this you will not get eaten in the wild. Also if you have the stones/crazy to do it, your peds can exit your cars during event to shoot up demos and build courage.
Effy


Posted Apr 10, 2020, 2:47 pm
Wuulf said:
Sniper means more likely to hit further away’ which is useful. Rapid reload can save your life if you run out of ammo during a big pile on.

If you recruit a new gunner, stat starts around 20. With experience in combat and weekly training it will increase. At 50/100/150 etc you can choose a special skill.

When choosing skills you can click on link and see what they all do before finalising.

Could start with HMG for heavy weapons and Gatling guns for light training. Advanced weapons expensive so worth skilling up gangers to keep them once you’ve bought them.

+ Lazors -> Lasers (drains energy slower)
+ ATG -> Heavy Weapons
+ CC -> Heavy Weapons
+ TG -> Heavy Weapons
+ Mortar -> Ballistics skills
+ HR -> Rocketeer

All also benefit from moving targets, sniper, courage under fire etc too. And reload for weapons with less ammo.

Peas can fire one weapon. Melee includes chainsaws, swords, hammers, probably some in Somerset market. More for fun - a shotgun is good for putting guys out of action, rifle for long range and a decent number of shots.


Thank you for the answer. So to get it right,
Sniper - Increase long range accuracy
Machineguns/HeavyWeaps - Increase accuracy at all ranges? By the same amount that sniper?

And about the skill levels for weapons is... i tried in tactical and in "real" to assign a 100 gunner to a AT Gun, even after 2-3 rounds of fire chances to hit are 0%. What skill levels (and/or specialisms) do i need on my gunners to give them those things?
Wuulf


Posted Apr 10, 2020, 6:24 pm
Sniper will increase accuracy at all ranges, but useful for getting shots in from distance.

Wiki here:

http://www.darkwindwiki.com/index.php?title=Specialisms

It ‘feels’ like sniper gives more accuracy than weapon specific boosts, but no idea if this is the case.

I’ve had no major problems with Large Guns skill 50 ganger with ‘heavy weapons’ skill using AT Gun - just means a few may miss and you might need to get closer than those with more skills.
*Dark Tempest*


Posted Apr 10, 2020, 6:35 pm
A lot of the feel on Sniper helping at all ranges is because you open fire sooner, so you have more continuous firing when your target is closer.
Zazul


Posted Apr 10, 2020, 8:07 pm
I run ATGs with guys at snp 3 and 100+ lg minimum, crossed with gunnery and handguns will allow rapid reload and rapidshot as awell as snp3/ heavy specs. It might be overkill but most shells will hit at 100m.
*The X Man*


Posted Apr 11, 2020, 7:47 am
Effy said:
- Can a ped carrying 2 weapons target both at the same time? And fire?



No, only one ped weapon at a time can be used.

Effy said:
Is there any ped melee weapon "viable"? (chainsaw?)


Yes, chainsaws, swords, hammers. If you have none of these, its bare fists!
Hati


Posted Apr 11, 2020, 11:18 am
Y'all keep misspelling rifles

Back