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Specialism strategy
Flopman
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Alright, so now my first guys have started to gain specialisms. The first ones were easy, since they were leadership specs, but now one of my heavy gunners have reached 50.

I was originally planning to take machine guns, since that's what my heavy gunners are using at the moment. I was also considering heavy guns, since I have a buzzer i BL with twin mounted CC's. However, I've been advised to take rapid reloader, and now I'm not sure what to do.

Any suggestions on which specialisms are better would be welcome. Or maybe someone has some tips on the considerations that go into choosing specs?

Thanks
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Posted Dec 9, 2011, 12:09 pm
FireFly
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The best, and clearly overpowered trio of specs to go for is "Sniper, Rapid Reloading and Rapidshot"... Think of it it like the triforce of brokenly overpowered. Boringly so even as nothing else compares.

But yeah, rapid reloading is the way to go, later heavy weapons maybe.


(Spec balance is pretty bad)
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Posted Dec 9, 2011, 12:14 pm
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Rapid Reload then Heavy Weapons. I haven't noticed any measureable difference on characters I've given machine gun to.
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Posted Dec 9, 2011, 12:16 pm
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*Tango* said:
Rapid Reload then Heavy Weapons.  I haven't noticed any measureable difference on characters I've given machine gun to.
Well, I do know they do better with damaged weapons than normal shooters... but who the eff rolls with damaged weapons in normal?  :rolleyes:
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Posted Dec 9, 2011, 12:23 pm
Flopman
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Alright, thanks guys. I guess I'll go with rapid reloading, then. Is one level fine, or should I aim to take that again, when she reaches 100? Or go straight for heavy weapons at that point?
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Posted Dec 9, 2011, 12:28 pm
FireFly
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You want at least RR2 for cannons, this gives you an average reload time of 3 turns... any more is overkill :)
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Posted Dec 9, 2011, 12:30 pm
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FireFly said:
*Tango* said:
Rapid Reload then Heavy Weapons.  I haven't noticed any measureable difference on characters I've given machine gun to.
Well, I do know they do better with damaged weapons than normal shooters... but who the eff rolls with damaged weapons in normal?  :rolleyes:


True.
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Posted Dec 9, 2011, 1:16 pm
JS
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FireFly said:
The best, and clearly overpowered trio of specs to go for is "Sniper, Rapid Reloading and Rapidshot"... Think of it it like the triforce of brokenly overpowered. Boringly so even as nothing else compares.

But yeah, rapid reloading is the way to go, later heavy weapons maybe.


(Spec balance is pretty bad)


Do this is you don't want to do it right.

Here's how to do it right.

Take Heavy weapons.  Why?  Because you want to get to the CC (and later TG) and be good with it.  And while a 100 LG skill guy is good, a 100 LG skill guy with Hvy Weapons 2 is even better.  If you think short term, you will regret it later in the game.  This is one of the things few have really learned.

Find a CGL or a PG, and train that guy to 50 in Ballistics next, THEN take Rapid Reload.  It won't take too long.  Better yet, find 2 and put two guys in that car.  Rapid reload is very important, but it should not be wasted on either Gunnery or LG.

You only need RR 1 if he is 50 speed or higher.  Once he reaches 100 skill the bonus to reloading will make RR 2 a waste.
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Posted Dec 9, 2011, 2:04 pm Last edited Dec 9, 2011, 2:04 pm by JS
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agree, RR trained as ballistics works out well. same with rapid shot.

Got a few of those characters trained early I can no longer get heavy weapons for. The Moving targets specs I chose instead sure are handy though. Two similar gunners, similar stats - about 80 dex, and similar specs; one has Heavy weapons and MT 1 , the other MT 2, both sniper 2. one gets slightly better range, the other can hit stuff under that range with greater accuracy. I like MT... at least for tail gunners that shoot on the run.
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Posted Dec 9, 2011, 3:08 pm
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*Bastille* said:
agree, RR trained as ballistics works out well. same with rapid shot.

Got a few of those characters trained early I can no longer get heavy weapons for. The Moving targets specs I chose instead sure are handy though. Two similar gunners, similar stats - about 80 dex, and similar specs; one has Heavy weapons and MT 1 , the other MT 2, both sniper 2. one gets slightly better range, the other can hit stuff under that range with greater accuracy. I like MT... at least for tail gunners that shoot on the run.


MT is a very underated spec.  In addiiton it is a great PvP spec to negate Def driver and high speeds.
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Posted Dec 9, 2011, 5:07 pm
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JS said:
FireFly said:
The best, and clearly overpowered trio of specs to go for is "Sniper, Rapid Reloading and Rapidshot"... Think of it it like the triforce of brokenly overpowered. Boringly so even as nothing else compares.

But yeah, rapid reloading is the way to go, later heavy weapons maybe.


(Spec balance is pretty bad)


Do this is you don't want to do it right.

Here's how to do it right.

Take Heavy weapons.  Why?  Because you want to get to the CC (and later TG) and be good with it.  And while a 100 LG skill guy is good, a 100 LG skill guy with Hvy Weapons 2 is even better.  If you think short term, you will regret it later in the game.  This is one of the things few have really learned.

Find a CGL or a PG, and train that guy to 50 in Ballistics next, THEN take Rapid Reload.  It won't take too long.  Better yet, find 2 and put two guys in that car.  Rapid reload is very important, but it should not be wasted on either Gunnery or LG.

You only need RR 1 if he is 50 speed or higher.  Once he reaches 100 skill the bonus to reloading will make RR 2 a waste.


I don't agree at all, and have to agree more with what Tango and Firefly said, and what you said about Moving Targets. I have a guy with sniper 3 and heavy weapons 4 and guys with sniper 4 and no heavy weapons still outshoot them on car cannons and tank guns.

Taking rapid reload from large guns lets you take rapidshot from ballistics, and focus entireyl on sniper from gunnery and handguns. This lets you move into Moving Targets that much sooner if your guy caps at 150 or above.

Getting that rapidshot in there is going to do more then your heavy weapons spec, and so would moving targets.

The only weapon specific specs worth making any priority on are laserfire and flamethrowers, if you're going to dedicate the ganger in question to using those weapons exclusively. As Tango said, adding heavy weapons spec at 150+ large guns after you've taken rapid reload 2 can be useful, but even then you're deciding against Moving Targets or shifting it into other specs in place of more rapidshot.
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Posted Dec 9, 2011, 5:22 pm
d0dger
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Here's a great General Strategy, for the most effective gunners, which as FireFly noted can be so effective as to be boring. Be forewarned.

This assumes specs from 100 skill as many gangers cap over 100 but under 150 skill, limiting them to 8 total weapons specs.

gunnery: take sniper twice
handguns: take sniper twice
large guns: take rapid reload twice
ballistics: take rapidfire twice, or rapidfire and moving targets once each.

Results: Kick ass gunner that can shoot anything and have good accuracy at 100+ meters the turn after targetting.

Sniper 4
Rapid Reload 2
Rapidfire 2 OR Rapidfire 1 and Moving Targets 1

If your guy makes 150 it's easy to take level 2 in both rapidfire and Moving Targets and leaves you two other specs to experiment with.


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Posted Dec 9, 2011, 5:31 pm
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Here's my recipe from ground up on starting gangers.

A- Never accept anybody less than 50 Dex or Spd
B- For gunner types - Go with Handguns to start - Never accept less than 22 skill starting (cap reasons)
C- Leave training on Handguns, work on Hvy (Hgg's/HMGS)
or Guns (GG'MMG)
D- Once you hit 50 on either spec Guns.. SNP / HVY .. RR
E- Cross train now in either Ballastics for Rapidshot or opposing gun type to get RR or SNP

By time you are done with the first 3 "50's" Handguns is now 50 and you will have your SNP2

Wicked nasty and a low level gunner who can hit anything that SS, ELMs, or GW has to offer
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Posted Dec 9, 2011, 5:58 pm Last edited Dec 9, 2011, 6:00 pm by Necrotech
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d0dger said:
Here's a great General Strategy, for the most effective gunners, which as FireFly noted can be so effective as to be boring. Be forewarned.

This assumes specs from 100 skill as many gangers cap over 100 but under 150 skill, limiting them to 8 total weapons specs.

gunnery: take sniper twice
handguns: take sniper twice
large guns: take rapid reload twice
ballistics: take rapidfire twice, or rapidfire and moving targets once each.

Results: Kick ass gunner that can shoot anything and have good accuracy at 100+ meters the turn after targetting.

Sniper 4
Rapid Reload 2
Rapidfire 2 OR Rapidfire 1 and Moving Targets 1

If your guy makes 150 it's easy to take level 2 in both rapidfire and Moving Targets and leaves you two other specs to experiment with.




Words of wisdom

Also agree with both FF and Dodger that this is why the Sniper spec is badly broken - it is way too overpowered.  I really resent having to follow this path just to compete.

As for Flops original question - first Large gun spec should be RR1 - using CCs without at least RR1 is crazy.
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Posted Dec 9, 2011, 6:08 pm
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d0dger said:
JS said:
FireFly said:
The best, and clearly overpowered trio of specs to go for is "Sniper, Rapid Reloading and Rapidshot"... Think of it it like the triforce of brokenly overpowered. Boringly so even as nothing else compares.

But yeah, rapid reloading is the way to go, later heavy weapons maybe.


(Spec balance is pretty bad)


Do this is you don't want to do it right.

Here's how to do it right.

Take Heavy weapons.  Why?  Because you want to get to the CC (and later TG) and be good with it.  And while a 100 LG skill guy is good, a 100 LG skill guy with Hvy Weapons 2 is even better.  If you think short term, you will regret it later in the game.  This is one of the things few have really learned.

Find a CGL or a PG, and train that guy to 50 in Ballistics next, THEN take Rapid Reload.  It won't take too long.  Better yet, find 2 and put two guys in that car.  Rapid reload is very important, but it should not be wasted on either Gunnery or LG.

You only need RR 1 if he is 50 speed or higher.  Once he reaches 100 skill the bonus to reloading will make RR 2 a waste.


I don't agree at all, and have to agree more with what Tango and Firefly said, and what you said about Moving Targets. I have a guy with sniper 3 and heavy weapons 4 and guys with sniper 4 and no heavy weapons still outshoot them on car cannons and tank guns.

Taking rapid reload from large guns lets you take rapidshot from ballistics, and focus entireyl on sniper from gunnery and handguns. This lets you move into Moving Targets that much sooner if your guy caps at 150 or above.

Getting that rapidshot in there is going to do more then your heavy weapons spec, and so would moving targets.

The only weapon specific specs worth making any priority on are laserfire and flamethrowers, if you're going to dedicate the ganger in question to using those weapons exclusively. As Tango said, adding heavy weapons spec at 150+ large guns after you've taken rapid reload 2 can be useful, but even then you're deciding against Moving Targets or shifting it into other specs in place of more rapidshot.


Yes, a sniper 4 will certainly out range/shoot a sniper 3 regardless of other specs.  I never said that and it's not implied in my planning/system.  But given the same sniper level, the guy with Hvy Wpns is better.

Concur on the two specialized guys.
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Posted Dec 9, 2011, 6:50 pm
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d0dger said:
Here's a great General Strategy, for the most effective gunners, which as FireFly noted can be so effective as to be boring. Be forewarned.

This assumes specs from 100 skill as many gangers cap over 100 but under 150 skill, limiting them to 8 total weapons specs.

gunnery: take sniper twice
handguns: take sniper twice
large guns: take rapid reload twice
ballistics: take rapidfire twice, or rapidfire and moving targets once each.

Results: Kick ass gunner that can shoot anything and have good accuracy at 100+ meters the turn after targetting.

Sniper 4
Rapid Reload 2
Rapidfire 2 OR Rapidfire 1 and Moving Targets 1

If your guy makes 150 it's easy to take level 2 in both rapidfire and Moving Targets and leaves you two other specs to experiment with.




My training assumptions are planned for a 150+ gunner, I fire most anything lower.  That being said, with my system you get the following at 100.

Sniper 4
Hvy Wpns 2
RR 1
RS 1

This is a devastating Large Gunner.  There is an argument that Dodgers is a better small gunner.  I sacrifice some efficiency at the smaller guns for maximization of the big guns.

The other advantage is that Dodgers is a slightly better PvP build at 100.

At 150 you get this.

Sniper 4
Hvy Wpns 3
RR 1
RS 2
MT 2

At 150, RR 1 is enough to have 2 tunr reload time if you have any speed at all.  But scrimping a bit earlier, you are not hurt later.  You can go to Sniper 5 or 6, I have done so on some characters, it's really to taste at this point.  If you dispense with the MT, you can add the sniper specs.
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Posted Dec 9, 2011, 7:00 pm
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Juris said:
d0dger said:
Here's a great General Strategy, for the most effective gunners, which as FireFly noted can be so effective as to be boring. Be forewarned.

This assumes specs from 100 skill as many gangers cap over 100 but under 150 skill, limiting them to 8 total weapons specs.

gunnery: take sniper twice
handguns: take sniper twice
large guns: take rapid reload twice
ballistics: take rapidfire twice, or rapidfire and moving targets once each.

Results: Kick ass gunner that can shoot anything and have good accuracy at 100+ meters the turn after targetting.

Sniper 4
Rapid Reload 2
Rapidfire 2 OR Rapidfire 1 and Moving Targets 1

If your guy makes 150 it's easy to take level 2 in both rapidfire and Moving Targets and leaves you two other specs to experiment with.




Words of wisdom

Also agree with both FF and Dodger that this is why the Sniper spec is badly broken - it is way too overpowered.  I really resent having to follow this path just to compete.

As for Flops original question - first Large gun spec should be RR1 - using CCs without at least RR1 is crazy.


Yes, you need RR, but you should get it from Ballistics, and not waste a Hvy Wpns spec on RR.
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Posted Dec 9, 2011, 7:01 pm
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Thanks for all the advise, everybody. Plenty of great tips so far, and I'm finding it very helpful.

I ended up going with RR, in case anybody's interested. I've now switched one of HMG's on the vehicle my specced heavy gunner is assigned to, with an MMG, in order to train gunnery.

I have a driver who will hit 50 in not so long. Does anyone care to suggest a good spec for that guy?
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Posted Dec 9, 2011, 8:30 pm
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If he's shooting too then Death Racer - reducing penalty to hit for driving, other wise Defensive driver to avoid getting hit as much, unless you are using mines or a dedicated ram car.

GB
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Posted Dec 9, 2011, 9:17 pm
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Flopman said:
Thanks for all the advise, everybody. Plenty of great tips so far, and I'm finding it very helpful.

I ended up going with RR, in case anybody's interested. I've now switched one of HMG's on the vehicle my specced heavy gunner is assigned to, with an MMG, in order to train gunnery.

I have a driver who will hit 50 in not so long. Does anyone care to suggest a good spec for that guy?


I'd say it's pretty universally Defensive Driver.

Death Racer is nice if he's shooting as noted above.  My laser dudes take this at least once.

Offensive driver is fun if you want to use Ram cars.  Those can be dangerous (to everyone, not just the enemy) but very deadly.

The racing specific specs are also useful, for racing.
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Posted Dec 9, 2011, 9:43 pm
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