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BrainRipper, answer to: Unknown
You think it is. Let's calculate the damage per second according to the formula Damage*Queue/Pause

Steyr TMP: 2*4/0,6=13,3
Ultrasound: 2*5/0,9=11,1
MP5: 2*3/1=6
Have UMP 45 pause between shots tight, it spoils the overall rating.
UMP 45: 4*3/1,2=10
P90: 2*3/0,7=8,6 (P90 different from their counterparts of higher precision and high armor penetration of the cartridge).
BrainRipper, answer to: Unknown
Desert eagle is inferior in damage per second even MP5 and Steyr TMP or Uzi he was not even close.

SVD addictive can't shoot like a gun, if the values of skills (sniper and light weapons respectively) are the same. Addictive only gives a bonus to value skill.
Unknown, answer to: BrainRipper
From your calculations it follows that the .45 ammo is generally not needed in the game. Still, for finishing I will use eagle. With the increase of skill+bonus addiction, the rate increases to 115% (or whatever it is, I don't remember the exact figures) to the rate of fire greatly reduces the pause and the SVD shoots little if any as any Walter with an average skill level.
Unknown, answer to: BrainRipper
Don't know, I was a few years ago, I downloaded some Repack, it has already been Derfflinger mod. Maybe in there before me someone pohimichit, and played me a bit like You.
Unknown, answer to: BrainRipper
On a P90 few rounds in the game. And they very quickly spent. I do all of the patrons spend in the game. Even pukalki with me in a backpack and shoot them animals. One soldier runs from them trying to Dodge the bites (quite successfully), And Milton with the skill "Power over animals" spoils slowly and surely hurting their health and a good gun cartridges left for more serious cases.
BrainRipper, answer to: Unknown
1. Ammo .45 necessary, but only in early locations. In the first two locations traders have one Uzi and Browning, and the rest of the team members have to use the guns, and the best at this stage are the USP 45, Glock 21 (both .45) and Automag 3 (without laser pointer is inferior to the first two exactly in 1.5 times).

2. I repeat: to compare the rate of fire is possible only with the same value of the skill considering the skill from addiction.

3. +115% to accuracy and rate of fire given the skill 125-134, such a value cannot be obtained only by habituation, only the amount of adjusting and using the talent of "high morals".
Unknown, answer to: BrainRipper
So I use high morale in heavy fighting )) !
BrainRipper, answer to: Unknown
What sniper rifles you go to the Biosphere?
Unknown, answer to: BrainRipper
There I came only once. Don't even remember if I had a sniper rifle. With this location and failed. I think some of the blogs wrote about it. Then tried the whole team to pump snipers. Also did not work, also wrote somewhere- didn't have enough experience and ammunition.
BrainRipper, answer to: Unknown
Each mercenary to the Biosphere (they reach to this point 11-12 level) you can pump a couple of skills to 99 and one up to 75 (this is not any skills, and initially developed), without additional pumping for the seekers/animals attacking you while you sleep. Peace skills can not swing above 75. Except for pickpocketing preferably 99 to take talent to "justify" and the difficulty "very hard" survival of up to 95-99 to get more meat.

Hacking is generally sufficient 70 to open all the locks except the quest box in the Village of Bowie, but there's a Hatch open can.
Development by Sergey A.Zhukov 2007-2012