How to choose weapons from each era in Wasteland 3? It is very important to match different weapons at different times in the game. Some players don’t know how to choose well. Here is the Wasteland 3 weapon selection guide for everyone. Let’s take a look.
Wasteland 3 Weapon Selection Guide
Early stage: The enemy has low blood, so it is more suitable to use a sniper rifle. Click on the serialkiller quirk to return AP after killing. You can fire two shots in one round, which greatly reduces the battle. Difficulty, but then you have to rely on critical hits to kill people in seconds.
Mid-term: Enemy types have increased health and are difficult to kill instantly. You can use mechanics talents, play turrets, and robot summoning streams, and teammates can hide at the door and fire cold shots.
Later stage: The number of enemies and their blood volume increases significantly. At this time, rocket launchers and grenades are no longer scarce, so you don’t need to use them sparingly. Teammates with full bomb talent points can still use rocket launchers very powerfully.
If you are concerned about bullets, I personally recommend using a multi-damage shotgun such as a jackhammer. Each attack consumes 3 AP, but it attacks three times! It is very easy to get a critical hit. Once a critical hit is done, the total damage will be 100.
In high difficulty, many of the later minions have more than 1,000 HP. Sniper rifles, assault rifles, and submachine guns cannot do enough damage. This gun, after being modified with attack range and attack angle, is definitely the main force for clearing the battlefield. Moreover, this gun is more effective against large bosses such as the ultimate weapon scorpion monster, large ground worm, and fighter vehicle. With one shot, it can deal 200 damage with a critical hit, and it will not kill you. This gun is very effective in Aspen and nearby areas in the mid-to-late stage. Ordinary boxes can be found.
The following is based on the highest difficulty environment:
Bangser Hammer, Wasteland Di God
Fully modified to 2AP three bursts, which doubles the damage to enemies in the bunker. Each hit within the attack range increases the damage by 25%. In the mid-to-late stage, a hit on the bunker can produce an exaggerated 1,200 single critical hits. If there is no cover, use the pistol's trickshot skill to stud. If you hit it, it will directly fill up the ultimate move, and then open it directly.
PDW-01, Submachine Gun Di Shen
The character background must click on the background version with +15% explosives and 3AP kills, and then add explosives and automatic weapons. Go straight to the lower right corner for a series of missions to get the PDW; in the mid-term, after completing the adult hunting mission, get the combat shooting skill book, and then learn it! If nothing goes wrong, your final critical hit will be about 97%, and in the later stage, you will have to change the PDW (short gun) The mouth has +20 damage, and my personal preference is to use a +hit light, +6m scope scope, and -AP magazine). The average damage is expected to be around 16 per shot (double bonus of automatic weapons & explosions).
Since your attack is almost certain to be a critical hit, the actual damage expectation is probably "160 base * 2.1 critical damage * 6 = 2016" (conservative estimate). Note that this is just a 3AP flat shot. Under ideal conditions, you can hit in one round It can output about 5 times (3 times the initial 10 AP will be deducted, and 2 kills will give you 6 AP for free), totaling 10080 (not counting MEGA critical hits, not counting the upward floating damage).
The explosive charge flow is very stable, with a guaranteed damage of 10,000 in one round, and one gun ignores the opponent's armor from start to finish (and PDW is also one of the very few submachine guns that is not ugly with a telescope). And even if you attack AOE first, you can still use missiles to steal it. After blast level 10, before starting a fight, seal a smoke under your feet (smoke range +40%), use a dodge needle to dodge 100%; if you pass through the smoke, you will be invincible. All non-AOE attacks from the opposite side cannot hit you.
The Ripper is also a very strong gun for blasting charges (you must get one when digging PDW maps), but the hit rate is slow and it consumes one more HE module.
There is nothing good to say about sniping, just increase the critical hit rate. The ultimate 300-damage sniper of the sniper series might be sold in a roadside store when you get the PDW in the lower right corner, and you can get it very early. In the later period, I used to use a silencer when fully stealthed. The +230% damage cannot be ignored.
Prioritize AP and intelligence when adding points in the early stage. The initial hit rate depends on weapon skills. 1 automatic weapon skill 3% hit, 1 blast 5% damage; the cost performance is much higher than 1 perception 1 hit 3 damage.
If I add points, my personal habit is to give up health points, give priority to full AP, full wisdom, full perception, and then speed "charm."
The highest difficulty is all seconds, and the player's health is not as much as a fraction of the opposite fish (after the prologue, the fish at level 5 has 2,300 health, and the kwon with the most health in my team is less than 100 . Meow meow?), the damage resistance in the later stage depends on the 100% dodge of smoke + needle.
The above is the relevant sharing about useful weapons in Wasteland 3. I hope it will be helpful for everyone to choose the appropriate weapon skills in the game.