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Sunset Overdrive Weapons

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Sunset Overdrive Weapons Empty Sunset Overdrive Weapons

Post  Dwlr Mon Dec 08, 2014 9:32 am

I'm going to ignore the pre-order exclusive upgrades none of them are that significant if they affect the actual performance of a max level weapon at all. (In terms of use in-game all the pre-order exclusives are better than the standard counterpart.) I'm not going to stress too much on the stars of the weapon and instead focus on what the weapon is actually useful for, but if you must know exactly what the stars mean: 1-star = 25% damage, 2-stars = 50% damage, 3-stars = 100% damage, and 4-stars is a bonus from 125% upto 200%. I'll also include some noteworthy weapon amps if they make an exceptionally good pairing otherwise it's more or less personal preference. Also note I am not taking into account bonuses against certain enemies or overall weapon bonuses from badges.

Flaming Compensator - The Flaming Compensator is the first gun you get and it's actually quite useful for awhile. Right off the bat it proves a nice method of killing large enemies that can be a little daunting at the beginning of the game, but you'll have to use it in combination with Dirty Harry while the target is on fire. By itself the Compensator is good, but is very play style dependent. It is essentially a fire shotgun so it doesn't have much range before the damage drops off but at medium range thanks to it's bonuses and the OD's weakness to fire it can kill small groups of OD, up close it can usually kill 5 OD and it will kill a standard scab in one shot though it may require a little burning on their part before they die. You don't get a lot of ammo with the Compensator and that's a big limiting factor with using it for any extended period of time, it's completely useless against Fizzco Bots, and despite the rating it's only good for setting up combos on large elite enemies. Since standard OD and Scabs are the most common of enemies, you can safely hold onto the Compensator for a good while. As for amps it goes well with "On kill amps" being a one shot kill on the common enemies, but if you want it to be useful as a general purpose weapon in the city you'll want Recycler or Second Amendment to remedy it's ammo problem.
OD: 4
Scab: 3
Fizzco: 1
Boss: 3 (Doesn't work well as a main damage source)
Rating: 4/10 (Good and pretty diverse use since it's passable for the most common of enemies, but you do have an ammo issue and with so little ammo there are better weapons out there with comparable ammo supplies that just perform better for general use.)

High Fidelity - High Fidelity has a single purpose and that is to thin crowds of regular OD, since regular OD tend to swarm to become a threat and they are the most common enemy in the game this single purpose isn't really a waste. 'Bullets' are low damage per shot, but it's a fully automatic weapon and the 'bullets' ricochet to hit more targets. In a pinch you can use High Fidelity to kill things like Blowers, but it's not the best use. Despite it's low per bullet damage "On kill amps" can be used to great affect with this weapon since it can kill multiple OD very quickly allow for multiple procs of sizable benefits, since this is a one trick pony and OD are weak to fire Ttaking Burn, Baby is a nice and efficient pairing. Fire explosions from a successful trigger even does moderate effect to the occasional boss mixed in a swarm of OD. It's worth noting that there are several weapons that can thin crowds of regular OD, but very few able to do it at High Fidelity's range which helps you keep a central location while protecting your Overcharge.
OD: 4
Scab: 1
Fizzco: 1
Boss: 1
Rating: 8/10 (Great for what it does, but you might feel like a gun that only does one thing is a waste, during Night Raids you can use High Fidelity to keep mobs clear with ease and you aren't running into that diverse of line-up of enemies so that'd be a good point to dust it off if you don't use it in your every day arsenal.)

Dirty Harry - Dirty Harry is something of an intro weapon when you don't have something really effective for Scabs at the beginning at the very least for use at a range. Since in the beginning you might not be comfortable getting up close for your Flaming Compensator to work Dirty Harry is nice to hold onto for awhile and is capable of killing Scab Shooters and Scab Rushers in a single shot from range. For those of you whom are accurate you can fire it a little outside of the lock on range and still get a kill on them, it has moderate effect against Fizzco if you venture further into the city before the story takes you there it might be the only viable weapon for damage to use against them that you have. Dirty Harry's main role in the beginning is killing boss monsters in combination with the Flaming Compensator for high damage on things like Herkers despite it's rating the combination does a surprising amount of damage relative to the other weapons you have to choose from. If you want to put a decent amp on it TNTeddy likely the best amp you'll use for it since you'll find yourself not using it nearly as often as you progress you won't have the amps that would be better for the gun in theory amps such as Recycler or Second Amendment would be best, but both would be a waste on this gun IMO.
OD: 2
Scab: 4
Fizzco: 2
Boss: 2
Rating: 3/10 (Just gets outclassed so easily and so quickly that it's nearly pointless, the only notable use not int he beginning of the game would be to buff it's damage against OD to 2 hit kill the quick Muggers or buff it's damage enough against Fizzco so it becomes a 1 shot kill weapons against them, but a gun that requires specific building around to be marginally effective isn't worth it.)

Acid Sprinkler - The Acid Sprinkler like High Fidelity has a single use, kill standard OD during Night Raids, but unlike High Fidelity that can be used outside of Night Raids the Acid Sprinkler is pretty ineffective outside of them. The Acid Sprinkler has a low area of effect and doesn't move so it's only useful for sealing off areas where the OD are attacking from such as a gate or a narrow corridor. If you have to have a secondary use a distant secondary use would be to place a sprinkler on an object you're bouncing on to keep standard OD away. Despite the very limited uses it isn't to say the Acid Sprinkler is a bad weapon in-fact it's far from it, it performs it's role exceptionally well and during Chaos Squad when you're trying to get more kills than your teammates for higher rewards strategically placed Sprinklers let you rack up the points from multiple locations. Since OD tend to run through it and it's low damage you need a way to keep enemies from leaving it's area, fortunately Stun Rounds does just that. With Stun Rounds OD will be hard pressed to leave the area of the sprinkler almost ensuring whatever OD it does touch will die and since Shock chains to nearby OD you'll find yourself killing well outside your actual effect range. Stun has the added benefit of halting Boss monsters which whilst it won't kill them, holding them in place for an easy Seismic Slam will.
OD: 4
Scab: 2
Fizzco: 3
Boss: 3
Rating: 8/10 (Indispensable for Night Raids any other time you don't need to even consider it, but since you can easily know when a Night Raid is coming it's very easy just to switch to it when needed. This weapon is much better than a Pulse Grenade on the basis that the Acid Sprinkler lasts much longer than the Pulse Grenade and is near damage over time type damage scheme your Stun Rounds do much of the damage that the Acid Sprinkler lacks compared to the Pulse Grenade which also means that thanks to the electric chains the Acid Sprinkler has a wider range.)

Freeze Bomb - The Freeze Bomb doesn't do a lot of damage, but it's not meant to. It freezes enemies small and large alike so they're immobile, a useful and yet pointless weapon at the same time. It takes 2 shots to freeze larger enemies and a single shot for most easily dealt with mobs, its really a choice of whether you want to freeze a massive group or just kill them outright honestly, I'd rather kill something outright than take the time to freeze it then kill it. How Amps work on it does set up potential combos as a dead frozen enemy can trigger the Freeze Bomb's "On kill" amps, but honestly less than stellar weapons like Captain Ahab draws OD into an area so you can set up multi-kills you didn't have before whereas a Freeze Bomb just deals with groups already clustered that the free TNTeddy can usually handle and kill outright.
OD: 3
Scab: 3
Fizzco: 3
Boss: 3
Rating: 3/10 (Pretty playstyle dependent it's a very versatile weapon, just not a necessary one, it does have the edge that it can freeze groups of Fizzco bots which the TNTeddy can't kill in a single shot and even though it takes two shots a frozen Herker is an easily killed Herker.)

Captain Ahab - The harpoons take a little bit to reach target and it's single shot, but that doesn't mean it's bad per say, Captain Ahab has a higher base damage than Dirty Harry and as such can be useful at killing medium sized OD like Blowers and Gunkers and deals noticeable damage to larger enemies like Wingers, Muggers, and Herkers. You have a serious ammo crisis and killing singular OD or Scabs with this weapon is vastly inefficient and the side effect isn't particularly useful, but it does help in some circumstances. Captain Ahab tends to be fairly sub-par. For Amps, ammo amps are useful and there is some novelty to Hater, drawing OD around a Herker that is now working for you is mildly amusing but woefully unreliable unfortunately and enraged enemies seem to suffer from immense stupidity and don't kill a whole lot of anything no matter what you enrage it's more akin to amplifying the luring effect than using the enraged enemy for damage.
OD: 3
Scab: 1
Fizzco: 3
Boss: 4
Rating: 4/10 (Not very useful, but considering early on it can kill Fizzbots in one shot if leveled it gets some use, the damage against low health bosses like Muggers and Wingers is no joke and both of them can be somewhat difficult to pin down and reliably kill without high damage weapons, as a plus their moving negates the low fire rate since after a shot of most weapons you have to readjust your aim as well.)

TNTeddy - First lets take note that TNTeddy does not hurt you or any allies with it's explosion so you can use it as a psuedo-shotgun due to it's explode on contact effect. If you don't make direct contact which may be hard to do due to it's slow projectile and grenade launcher parabolic curve it'll explode after a short time after being fired. The blast radius isn't particularly large and it's damage against more durable enemies can leave you wanting, but against mobs the TNTeddy pretty much has shotgun style weapons one-upped since like shotgun weapons TNTeddy is a one shot kill and can kill more than 5 enemies which is basically the max for any of the shotguns. I find TNTeddy to be a good weapon, but also fairly situational due to it's low ammo you'll find yourself out of ammo if you use it for enemies that aren't clustered or use it on Fizzco which require 2 shots each to kill, Recycler and Second Amendment help, but I have a hard time justifying TNTeddy later on.
OD: 3
Scab: 3
Fizzco: 2
Boss: 3 (DO NOT try to use it to kill bosses it's an egregious waste of ammo)
Rating: 5/10 (Better than the Flaming Compensator at pretty much everything with comparable ammo, but not by too much and the Compensator is more forgiving in terms of ease of use so you might find yourself preferring to take the hit in efficient for the Flaming Compensator's "User-friendliness".)

The Dude - A chargeable weapon that can kill multiple things in it's path. There's not much to note except that the DPS of this weapon is actually pretty low since it needs a full charge to be destructive and it can be rather unwieldy to use. A fully charged shot can kill a lot of OD, Scabs, Fizzco, and deal a lot of damage to Bosses, but let's face it if you miss your shot due to a poor bounce or hitting an obstacle or even the projectile speed it's a waste, additionally you have low ammo. Consider The Dude as your rocket launcher for Bosses and aim for a direct hit with a fully charged shot and you'll be pretty happy with the damage potential, but against mobs there are simply easier, faster, and less stressful ways of dealing with all 3 be they OD, Scab, or Fizzco.
OD: 4
Scab: 3
Fizzco: 3
Boss: 4
Rating: 3/10 (There is a reason you seldom see this weapon used in Chaos Squad it's clunky and awkward and truthfully the situational value doesn't justify it's use.)

The Roman Candle - It doesn't get better than this for a general purpose weapon, useful against OD and Scabs alike with decent area of effect for crowds, solid rate of fire to make up for it's lower per bullet damage and in a pinch it can even be used against Fizzco. Since you have a diverse range of possible targets a more neutral amp really serves best. Hater has pretty unique synergy in that it can cause multiple enemies to turn to fight for you while other enemies start attack the turned enemies which then clusters enemies so your area of effect fireworks can deal damage to both the turned enemies and the ones they're fighting, it's a win, win, win. Winter is coming turns this weapon into a less reliable Freeze Bomb, Moving Menace thanks to the nature of this weapon is an excellent choice for a no non-sense boost, but all of it pales in comparison to Twist of Fate which is truly one of the best amps in the game despite it's low activation rate. With Twist of Fate and the area of effect Fireworks capable of killing crowds the Roman Candle behaves much like High Fidelity, but with a more diverse pool of potential victims.
OD: 4
Scab: 4
Fizzco: 2
Boss: 2
Rating: 9/10 (Truly a Jack of All Trades weapon while I'd say it's less effective than High Fidelity on groups of standard OD it's pretty close and if you add in Twist of Fate it's definitely a push since Twist of Fate gives it serious power against bosses in a more reliable fashion than High Fidelity with Twist of Fate would. With it's diversity throughout the game and the capability to take on any faction if you find yourself fighting 2 or even all 3 factions if you don't have this somewhere on your weapon wheel you'll make me very very sad.)

Turret Copter - The Turret Copter lasts a good while, but the damage is pitiable. The per bullet damage isn't so bad but the poor fire rate ensures you have no real DPS from it. It's an incredibly easy weapon to use, but that can't justify using it.
OD: 3
Scab: 3
Fizzco: 3
Boss: 3
Rating: 1/10 (Absolutely no reason to use it, deploying one takes time as does switching to a useful weapon, truly a contender for the worst weapon in the game.)

Murderang - The Murderang has poor damage and doesn't have a very high rate of fire so the DPS is fairly poor, but the high chance of ammo returning (it's not 100%, you can lose ammo for a myriad of reasons such as getting stuck on obstacles most notably) to you helps keep you dealing damage and projectiles can hit multiple enemies similar to High Fidelity. With the Recycler Amp you can fire nearly indefinitely and it's an easy to use weapon. Pretty useful for killing groups of Fizzco, but outside of that it's slow on the DPS side and not really worth using despite the deep (nearly infinite) ammo pool when paired with Recycler.
OD: 3
Scab: 2
Fizzco: 4
Boss: 2
Rating: 5/10 (Too slow on the DPS front, but the ease of use, the fact that it's free, and the ammo pool when paired with Recycler all help it.)

Proximity Mine - Proximity Mine has uses, but the delay limits it's practical use making it a slow less reliable gun that is something like TNTeddy. The mines can be used to setup traps or can be stuck directly to enemies, the most practical use of the Proximity Mine is during a lull in Night Raids you can pepper surfaces in preparation for Blowers, but Blowers aren't that hard to kill.
OD: 3
Scab: 4
Fizzco: 2
Boss: 3
Rating: 3/10 (TNTeddy is pretty much just plain better so there's no real reason to use the Proximity Mine.)

One-Handed Dragon - A fairly large, but delayed fire explosion that can be directly attached to enemies or the ground. The benefit of the One-Handed Dragon over something similar like the Proximity Mine is the lack of a heavy parabolic arc and the fairly quick projectile speed relative. The explosion size is decent and the ammo capacity is better than your traditional explosive weapon making it a fairly reliable high damage weapon for Gunkers and Blowers that have a side-effect of being able to kill a solid amount of OD. Being a Fire Weapon you can use it on OD, Scabs, and Bosses though the latter to setup damage combos, but it does decent damage relative to other fire weapons.
OD: 4
Scab: 3
Fizzco: 1
Boss: 3
Rating: 6/10 (About equal to the Flaming Compensator in terms of efficiency, but it's more for players who prefer to be at a bit more of a distance than those who would prefer the Flaming Compensator. The One-Handed Dragon has decent damage and outside of Chaos Squad you can use it during night raids to kill entire groups of ODs at your gates, but it's entirely too slow for Chaos Squad and you'll lose a lot of points attempting to use it. A little better than TNTeddy for single player just on the basis of range, but TNTeddy is the better weapon  for Chaos Squad.)

Fizzbot Rifle - An automatic shock rifle who's sole purpose is pretty much killing FizzBots, but it does it well. You have better DPS on the Fizzbot Rifle than the AK-FU more or less on par with the pre-order AK-FU, but with a increased damage against Bosses, this is pretty significant since you can easily use it for low health bosses such as Wingers and Muggers.
OD: 3
Scab: 2
Fizzco: 4
Boss: 3
Rating: 8/10 (Fizzbots can be troublesome so despite being more or less a single purpose weapon that isn't equipped for groups per say it's still a good idea to keep it in your arsenal. The lack of frequency of Fizzbots (at least until the end) hurts it's rating slightly as does its potential to be hard to use due to bullet speed and the lower-end fire rate for an automatic weapon requiring you to make your shots count for it's DPS. The AK-FU and the Fizzbot Rifle are pretty close against OD and Bosses so the only real difference is being effective against Fizzco or Scabs, being effective against Fizzco is more significant since you have many more options to deal with Scabs.)

Hair Spray Bomb - Think a cluster bomb designed for large groups of enemies. The Hair Spray Bomb can cover a much larger area than you'd think since the shrapnel can travel a good ways and then cause an area of effect explosion about the size of the initial explosion. You can fire at an empty spot with enemies all around and take out a majority of them in a single shot. This is the perfect weapon for Recycler or Second Amendment as it's the first really effective weapon that makes good use of them.
OD: 3
Scab: 3
Fizzco: 3
Boss: 3
Rating: 9/10 (General purpose weapons tend to be better than specialized ones just for the sake of being prepared for any situation, the Hair Spray Bomb works against anything including bosses if you aim the explosion at their feet so multiple shrapnel hits the boss at the same time. The Hair Spray Bomb's only flaws are the shallow ammo, limited projectile range, and it can be a tad unpredictable.)

Taunt Bot - Think Captain Ahab with damage on it's attracting effect and can work against any faction, but no ability to aim it for ensured damage on what you want. You can have a maximum of two decoys out at one time. If enemies are ranged it might draw fire, but won't deal and it doesn't come with any guarantees to attract enemies attention so it truly can be completely useless.
OD: 3
Scab: 3
Fizzco: 3
Boss: 3
Rating: 2/10 (Another classic example of completely not needed, you waste time deploying it and switching weapons when it's not all that lethal and you could simply utilize a different weapon for better DPS among a larger amount of targets, couple that with the unreliability that it even does what it's supposed and you truly have a useless weapon.)

The Shocker - The Shocker can kill large groups or stun bosses, but it can't do any real damage to bosses and can take a little time to actually kill, so it can cost you points in Chaos Squad, but in single player is nearly the perfect weapon for any circumstance. Since it can be used in almost any situation even if it can't always kill the thing you're shooting at a neutral amp is definitely the smartest choice, it's high fire rate but poor damage lends it well to "On hit" amps to buff the damage it does right away so that you can move to different clusters of enemies faster tend to work better than "On kill" amps even though when it does kill it can kill large groups like High Fidelity, Hair Spray Bomb, or Roman Candle.
OD: 3
Scab: 2
Robots: 4
Bosses: 2
Rating 10/10 (Not much I can say, with the Shocker you don't really need any other weapon, but it's not always the optimal choice and you'll run out of ammo so bear that in mind before trying to use if for everything.)

AK-FU - Basically a weaker faster firing Fizzbot Rifle. Against Scabs you don't have any other better option the fast fire rate and the amount of damage it does to Scabs per shot it can melt groups of them, but it's lacking against everything else compared to the Fizzbot Rifle. The faster fire rate has better synergy with "On hit" amps than the Fizzbot Rifle, but I'd rather stable reliability that can be modified with those same "On hit" benefits than relying on them to make up the base damage gap.
OD: 2
Scab: 4
Fizzco: 3
Boss: 2
Rating: 7/10 (Scabs don't have anything really significant that you need such high killing potential for and outside them it's just plain worse than the Fizzbot Rifle.

Shorty Shotty - A diverse shotgun, more or less an improved Flaming Compensator that lacks the ability to setup combos against bosses, but when you have access to the Shorty Shotty, you should have boss killing tools.
OD: 2
Scab: 4
Fizzco: 3
Boss: 2
Rating: 5/10 (The Shorty Shotty is lethal against OD despite it's supposed low rating against them and it'll outright kill Scabs within a range unlike the Flaming Compensator the real benefits come from the ability to use it again Fizzco. It's not super significant and it about on par with the TNTeddy in terms of efficiency making up for the lack of potential range with ease of use and ammo capacity.)

Pulse Mine - The Pulse Mine is more or less a larger basic radius higher damage Acid Sprinkler, but it has a few flaws that keep it from being better. The pulsing nature means that enemies can get out of range without being killed and it has a much shorter duration thant the Acid Sprinkler. The Pulse Mine's major use comes from it's ability to kill Fizzco, but the arcing projectile making it have a short effective range means there is much better weapons for that task since other weapons don't have start-up lag to them making them more reliable and quicker to kill. Where the Acid Sprinkler is good with "On hit" weapons, since the Pulse Mine kills standard OD with one pulse it makes more sense to use "On kill" amps with the Pulse Mine which can help balance the scales if you have a good "On kill" amp to spare to use with it, but the shorter duration is such a big limiting factor that it should only be considered if you don't have Stun Rounds to spare on Acid Sprinkler
OD: 3
Scab: 2
Fizzco: 4
Boss: 3
Rating: 3/10 (The flaws are very significant and the Acid Sprinkler more or less outright kills standard OD so the extra power is wasted on the logical use for such a weapon.)

Charge Beam - A piercing lance of electricity that requires charging, but is strong enough to kill a Herker when focus fired at one. Since you're pretty much always bouncing and grinding, you can't take full advantage of the piercing power to kill massive groups of OD in one go, but large sweeps can remedy that. The ability to kill large groups of OD, Fizzco, and focus fire on bosses makes the charge Beam a highly versatile and deadly weapon.
OD: 3
Scab: 2
Fizzco: 4
Boss: 3
Rating 10/10 (The charge time does hurt a little, but let's face it, the destructive power of the weapon makes up for it if you use it wisely.)

Propain Launcher - Basically a larger radius TNTeddy with high damage built for killing bosses.
OD: 3
Scab: 2
Fizzco: 2
Boss: 4
10/10 (Due to it's large radius and high damage you can think of it as an improvement on the Hair Spray Bomb that is reliable and predictable, it has all the same flaws and trades off the potential to cover a wider area for very significant damage buffs on bosses making short work of them giving you large chunks of points during Chaos Squad without having to sacrifice any time you could spend killing standard OD.

Rager - Would be cool if enemies actually killed each other, but it stops them from attacking you and can cluster melee enemies. Enemies killed while enraged explode so that helps it have utility with slams as your actual damage source after enemies cluster together.
OD: 3
Scab: 3
Fizzco: 3
Boss: 1
Rating: 4/10 (More or less a slightly improved Freeze Bomb in that it cuts the DPS on you can has the potential to cluster enemies together setting up larger multi-kills than if you killed them outright, I'd still rather kill things outright. The explosion effect can get you some extra kills and slams are quite useful and can easily be a main damage source.)

Plague Bomb - Plague Bomb causes damage over time that can spread so it's like a slower to kill Proximity Bomb, that can affect a larger area, but usually doesn't.
OD: 3
Scab: 3
Fizzco: 1
Boss: 1
Rating: 4/10 (The potentially large area is nice, but the delayed killing effect hurts significantly, the potential is still great than that of the Proximity Bomb)

Multi-Lock Rocket Launcher - A low damage rocket launcher that targets up to 8 enemies. It's usually lethal on mobs targeted but only the weak ones and outside that it doesn't have much utility compared to even basic weapons. Best used against groups of Scabs, but an AK-FU would be deadly even still.
OD: 3
Scab: 3
Fizzco: 2
Boss: 2
Rating: 4/10 (The ability to kill groups of Scabs even if they are separated would be nice for those just starting a new game, but late game you can't find a use for the Multi-Lock Rocket Launcher, to be used in Night Raids you'd need a larger blast radius to justify the lock-on times.)

Shield Buddy - Charge it up and you equip a shield that blocks all damage around you, on activation you release bombs that do more damage the longer you charge up to a certain maximum. The bombs spawn all around you each doing modest damage, but it's clunky to use and is a one time effect requiring the weaker melee weapons and augments to deal your damage as the shield protects you. Slams provide enough defense to keep you alive without the shield as you keep moving so the shield buddy is nearly useless in it's entirety.
OD: 3
Scab: 3
Fizzco: 3
Boss: 2
Rating: 1/10 (Just not enough damage to justify the charge time and the time to re-fire is too long leaving you stuck using only melee weapons resulting in what usually amounts to a hindrance than a help.)
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