![]() They do so because of the ammo capacity and rate of fire and are willing to sacrifice accuracy. Most players seem to prefer the Combat Shotgun as their Secondary Weapon. Those who pick the SMG do so because of its max ammo capacity and magazine size since the sheer number of enemies the players will encounter in waves is a factor that needs to be taken into consideration. Players who prefer the Pistol do so because of its ammo efficiency. The Semi-Auto Pistol and the SMG are popular picks as a Primary Weapons. The players will be bringing a Melee Weapons. ![]() What the player chooses for their loadout will also depend on what role they're filling in the team. Ultimately, the team should discuss how they anticipate their expedition will unfold and make their decisions based on that. There are four players in the team, and they're each allowed to bring a Primary, Secondary and Melee Weapon, and a Tool. Even though the Shotgun Sentry depletes ammo faster, some players feel it has the best payoff. It deals low damage and has a max ammo capacity or 210, and is good for long-range. The Mechatronic SGB3 Burst Sentry uses SMG-like technology to scan for movement and then shoots in three-shot bursts. It scans ahead using shotgun-like technology and shoots 5-round slugs, with a max ammo capacity of 210. Placement of the tool is even more critical because teammates can be hit by friendly fire. If the team places a Shotgun Sentry strategically, it can help thin herds of enemies headed towards the group. The Mechatronic Automated Sentry Gun can also help with crowd control. However, a single enemy can set it off, wasting it entirely. These can be used as part of a trap or as a defensive countermeasure. The Krieger 04 Mine Deployer plants an explosive charge. The foam can also freeze enemies in place, buying the team some time. It shoots a substance that will shore up doors and make it take longer for enemies to breakthrough. The Stalwart G2 C-Foam Launcher helps with crowd control. ![]() The D-Tek Optron IV Bio Tracker can track enemies behind doors and walls, allowing players to plan their moves accordingly. The weapon will automatically swing if the player charges it for too long. They do the same amount of damage and have the same charge time. All melee weapons are the same except for cosmetic differences. Melee weapons are the least noisy in the game and vital for stealth kills. Melee weapons are essential to survival in GTFO. The Techman Arbalist V Machine Gun has a low rate of fire, does medium damage, has a max ammo capacity of 107, and a magazine size of 24. The Mastaba R66 Revolver has a magazine size of 6, a max ammo capacity of 44, has a low rate of fire, and does high damage. ![]() The Koning PR 11 Sniper Rifle has a max ammo capacity of 11, a magazine size of 3, does a lot of damage and has a low rate of fire. The Buckland AF6 Combat Shotgun does heavy damage, has a medium rate of fire, with a max ammo capacity of 56 and a magazine size of 10. It has a max ammo capacity of 23, magazine size of 6, does significant damage, and has a low rate of fire. One of the Secondary Weapons available to players is the Buckland S870 Semi-Auto Shotgun.
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