Attachment Optimization Guide (Outdated Due to Bullet Update)

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Gelonvia
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Attachment Optimization Guide (Outdated Due to Bullet Update)

Post by Gelonvia » 18 Sep 2015, 23:16

Alright, to start off I have noticed a lot of wasteful uses of attachments on weapons, because of this I'm listing a guide on how to optimize your gun to your suited preferences for any given scenario and your load out.

This Guide has a 100% Guaranteed satisfaction rate by my own word once you find the right combo you prefer, so go ahead and if your unsure about your preference that you just check around with what you like!

#1: I must explain that Bipods/Grips added with RDS DOES NOT STACK ACCURACY BONUSES! Bipods only add a tiny benefit of recoil reduction and if you do have a Bipod there's no reason for a RDS, ever, you will simply waste the top Sight Attachment.

#2: Do NOT ever waste your requisitions choice on a bayonet or rail flash, you can easily make those by attaching wires to a knife or by screw driving a flashlight.

#3: Suppressors have been recently Buffed, that's right! They do help now! Simply a suppressor on a rifle now takes me a volume of 64 just to hear your Shot faintly! It used to take a standard of 21 (I normally keep my volume at 13 and can hear everything.).

M4A1 Pulse Rifle:

Gyroscope/Red Dot Sight/ Barrel Charger:
This combination is wonderful in terms of mobility and quick pulls and overall output of accuracy and damage. Infact it's one of my favorites. It has a variety of uses that we will go through. This combination is perfect for quick draws if you feel overwhelmed, it prevents aliens from slashing one of your hands and preventing you from carrying your weapons cause of it being two handed. To add to this the combination aswell will allow you to be able to quickly pick it up and not worry about a 7 second delay to re-equip it two and then aim your mouse to fire again thus allowing you to escape and get the fuck out of a tight situation. My favorite thing about this is that a Pulse rifle with a Gyroscope is a stronger version of the SMG, this makes your SMG inferior by Gyroscope alone and then with the addition of a Red Dot Sight it then re-adds all accuracy buffs to 100% accuracy, to add insult to injury your rifle now has intense power from the Barrel Charger making it stronger then a Shotgun, every 5 seconds a shotgun will fire one shot for 70+ damage, while a rifle can fire 1 bullet every 1 second with 45+ damage in this Combo. 45x5 is a ridiculous amount of 235 damage in 5 shots alone, you just made a shotgun fucking inferior in firepower, to continue on this 5 shots is 235 damage so if a magazine carries 30 bullets you can output exactly 1410 damage in 30 seconds, the equation being this, 45x5 = Yx6 (Y = 235). Now if your a B18 Heavy Armor Specialist this allows you to use a Riot Shield, Ny Invincible Armor, and a weapon strong enough to take on a Ravager Solo, and when you run out of ammo slip it onto your armor slot, pull a magazine out of your belt and slide it into your holstered Rifle and repull to redo damage, rinse repeat. The only repercussions is it's recoil that slightly shakes the screen, and the fact it's fire rate is every 1 second instead of a standard .5 seconds.

Bipod/Rapid-fire Adapter/Barrel charger:
This option has it's downfalls and its various uses, the Bipod makes the gun completely accurate and seems to reduce tiny amounts of recoil. The Quick-fire adapter however makes it incredibly fast and reverts it back to it's previous normal speed that was reduced because of the Barrel Charger but however also throws your shots randomly everywhere which means you might accidently shoot a team-mate, however because of this downfall you can easily use it for suppressive fire sense the bullets do go everywhere. Barrel charger once again adds damage nothing special. Second downfall is the fact your carrying it two handed, one broken hand makes it impossible to carry.

Bipod/Bayonet/Rapid-fire Adapter:
This is not particularly my favorite, infact I suggest not really using it but some people like it, so hey, preference and style I suppose? The Bipod reduces recoil and adds perfect accuracy. Bayonets will increase point blank damage and allow you to slice up your opponent if you run out of ammo for some reason. Rapidfire Adapters will allow suppressive fire and increase damage output by aswell increasing speed of weapon fire. Not a big fan, but hey to each their own.

Shotgun:

Recoil Compensator/Red Dot/Gyroscope:
This Loadout is decent on it's own but has it's MEHS everywhere, unless you have a Macro set to pump this isn't suggested. The Recoil Comp makes it so your not bouncing around on your screen and can hold your shots, Red dot makes it 100% accurate, and gyroscope makes it one handed and great for quick pulls incase you need to whip it out as a secondary for a quick ballistic shelled kill, this also means your hand can't be busted and you immediately lose use of your gun.

Barrel Loader/Red Dot/Gyroscope:
This one is a home front favorite of Sanctum Operatives, Barrel Charger makes it blow holes incredibly strong and capable of downing a runner in one hit, Red Dot will make it 100% accurate, and Gyroscope makes it one handed for quick draws and makes your kills superfucking good. The downfalls are that it has a knack for needing to wait between shots due to pumping the shotgun and due to the Barrel Charger making it overheat.

Fore grip/Rapid-fire Adapter/Barrel charger:
This is only suggested for people using macro's, the Fore grip gives fantastic recoil reduction and 100% accuracy, rapid-fire adapter allows you to constantly mash your macro and increase your shots fired per-second, Barrel charger of course increases it to massive damage, overall it makes you a threat like no other.

Fore grip/Rapid-fire Adapter/Bayonet:
Again, this is only good for Macro's as it allows for quick-fire shots and fantastic accuracy, the bayonet then allows you to increase point blank shots damage and aswell use it as a spear incase shit goes down and you run out of your limited shots and don't have time to reload.

Gyroscope/Red Dot/Bayonet:
Good for a secondary gun as you can quick pull the weapon after you have been pounced on or if you run out of ammo with your main, it allows you then to just yank out and start firing on them giving that final kill and not having to worry about losing, especially if that queen screeches and your the point man, you can yank it out when you get up, point blank shoot her and then start slashing her with the bayonet while your buddies shoot her to death.

SMG 9mm

Red Dot/Barrel Charger:
Really kind of...kind of to put it plainly all SMG's are shitty, but here's the best ways to use it, if you have a sniper or RL ask for these two options on it if you want space in your backpack, this allows you to slap a bipod on the sniper and have a SMG to quick pull and cause some actual damage with. Sense you are only given 3 attachments you should immediately forget about the recoil comp for the sniper and just grab bipod for the sniper and red dot and barrel charger for SMG.

Fore grip/Rapid-fire Adapter/Barrel charger:
Eh...again, this is the only other reason to have the SMG, but in the end it's still shitty cause you could just modify a rifle and its better..anyways, Fore grip adds accuracy and reduces recoil, rapid-fire adapter increases it to the fastest shooting speed possible (so set an autoclicker) and it allows you to increase heavy suppressive fire. barrel Charger does heavy damage enough to shoot off a leg in 5 hits. Downside is that you might aswell just modify a Rifle.

Revolver

Red Dot/Bayonet:
Great weapon if your in need of a spare, fantastic to whip out and shoot for pinpoint accurate shots and incase of getting knocked down and dragged off you can whip it out and slash them up with increased pointblank damage.

Rapidfire Adapter/Bayonet:
Awesome for suppressive fire and simply scarring off large crowds of enemies while you drag away a buddy, with enough practice or can quick shot large groups of hostiles with deadly accuracy and when you run out you can slice them up. Downfall of poor accuracy.

Red Dot/Barrel Charger:
Very good for using as an Officers Sidearm, offers superior firepower and deadly accuracy, it's damage and accuracy makes it better then a shotgun due to not needing to pump.

Service Pistol

Red Dot/Barrel Charger:
Overall an oddly scary pistol, Aliens will either try to run from the bullets on instinct from fear or they will think they can take the hits leading to their own demise.

Rapid-fire Adapter/Barrel Charger:
Even faster then before, oddly accurate for some reason? And powerful version, twice the magazine size of a Revolver and has multiple uses, very scary in combat for some reason.

Flashlight/Suppressor:
Good weapon to carry on you to scare off an Alien while they are chasing you, just start firing and they will run off, aswell the damage will hurt the Drone and the Runner to a point it's helpful to use on the Sulaco. My best suggestion is to keep it as a final resort to either blow your own brains out, take out a single Drone or Runner on Sulaco. Until then just keep it there to give you some light or kill off huggers to conserve ammo.

M42 Scoped Sniper Rifle:

Gyroscope/Recoil Compensator:
Yes my dears, you can now attach gyroscope to sniper rifles. The gyroscope and recoil compensator combo is an amazing weapon if you want a weapon ballanced for hip fire quick draws if your tackled down and quick sniping on the move. As you know by my guide gyroscope reduce accuracy, however funny enough Scoped Rifles have a 100 accuracy rating from the get go from the built in scope ICly and OOCly, this in turn makes a no need for any trivial bipods. That's right boys and girls, I have found out the Bipod/recoil comp combo i loved is entirely pointless sense bipods provide recoil reduction

Gyroscope/Suppressor:
Oh this combo! While not my favorite if your doing recon and you atleast try to survive this does come in handy. The gyroscope allows Quickdraws and reloads on the move while the suppressor reduces that heavy fucking noise to prevent drawing attention.

Bipod/Suppressor:
Provides both recoil compensation, and suppression of noise in one go at the painful accommodation of needing to use both hands and having to waste 7 seconds reholding it and firing which by that time a runner and hunter recharge their leap, but hey, us marksman are used to that already!

Bipod/recoil comp:
Useless beyond reason, bipod already provides recoil comp, it does not stack, it just makes it have a minor amount less recoil that's equal to the compensator although ignores the Bipod completely.
Last edited by Gelonvia on 19 Apr 2016, 04:50, edited 2 times in total.
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FriedKetchup
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Re: Attachment Optimization Guide

Post by FriedKetchup » 18 Sep 2015, 23:28

Alternatively, be a true Imperial Guard and use a rail flashlight. No need for all this fancy stuff!

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Re: Attachment Optimization Guide

Post by Gamerofthegame » 19 Sep 2015, 01:05

Usually bayonets and flashlights especially don't "count" for the limit.

edit: also what the fuck

do not waste the VERY FEW chargers and red dots on pistols and shit like that why are red dots on pretty much everything

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Re: Attachment Optimization Guide

Post by Gelonvia » 19 Sep 2015, 01:47

People can do what they want, if they are a specialist you can't stop them, just don't expect them to do it either, or be able to prevent if they want too.
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Re: Attachment Optimization Guide

Post by Gelonvia » 19 Sep 2015, 01:58

Oh, major pro tip: 20 req points provides 4 red-dot sights. that's half the content of the vendor at dirt cheap prices. It's buyable inside the "Special Operations Crate" Barrel Chargers though are a major pain. My suggestion is as RO is to ask CE for Plasma sheets, only 50 sheets (two half stacks provided) gives exactly 800 points, add in all those crates laying around Requisitions and Disposals and you have 1000 points.
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Re: Attachment Optimization Guide

Post by GingerCultLeader » 20 Sep 2015, 17:47

Getting a barrel charger from RO as a standard is like trying to use your fingers to pull one tooth out of a nanoscopic mouse. Not gonna happen.

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Re: Attachment Optimization Guide

Post by Gelonvia » 20 Sep 2015, 18:00

Yup, it's a Specialist reserved attachment, only time you can get it is if you act really nice to said RO and give Him/Her plasma sheets, then they can fund you extra supplies and tons of chargers. If you want one your going to have to work for it, until then sense your a regular marine you can obviously just go Red Dot/Gyro on a rifle and it's just as good and doesn't have as long cooldown, but if you actually read it then that's obvious and I shouldn't have to say this.
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Re: Attachment Optimization Guide

Post by hailmarycake62 » 20 Sep 2015, 21:15

...But say it anyways.

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Re: Attachment Optimization Guide

Post by Jack McIntyre » 20 Sep 2015, 21:27

I like the guide, found it very helpful!

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Re: Attachment Optimization Guide

Post by Mono » 21 Sep 2015, 10:45

Very nice guide, though I do feel the need to say that specialists (specifically ones with a smartgun) have priority when it come to distributing barrel chargers as its the only attachment they can put on the smartgun. Still holding out hope that eventually we'll get a means of getting specific attachments faster instead of one per crate.
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Re: Attachment Optimization Guide

Post by Gelonvia » 23 Sep 2015, 09:45

Personally as RO I do several things, one say, "Only specialists get barrel chargers." Two, order two 25 sheets of plasma stacks from Engineering for points. 3 get more red dots/Barrel Chargers/webbings/medical crate (not surgical sense surgery is being power gamed by certain field medics no matter how much admins say stop, sorry boys! ) and then save the rest for 3 turrets later, contraband crates (Casca needs her expense imported wine for the Admiral, don't judge), and TONS OF EXPLOSIVES AND SPECIALIST AMMO!
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Re: Attachment Optimization Guide

Post by Gelonvia » 23 Sep 2015, 10:29

Sniper rifles have been added in after full testing to make sure of its actual usefulness in combat, I had to do a bit of testing at midnight several times a day when there small populations and now this is in.

Next up will be smart guns after I test everything accordingly!
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Re: Attachment Optimization Guide

Post by Stivan34 » 20 Dec 2015, 14:20

Thanks for this! The Gyro Charger and RDS is my favorite!
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Re: Attachment Optimization Guide

Post by Durper » 23 Dec 2015, 13:54

I dunno, red dot, grip, and bayonet will always be my go to. it just feels solid to me.
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Re: Attachment Optimization Guide

Post by RoswellRay » 23 Dec 2015, 17:01

Durper wrote:I dunno, red dot, grip, and bayonet will always be my go to. it just feels solid to me.
This, it has solid accuracy with no down sides,and a bayonet makes cutting through a hive in force much easier for a unit. If a marine has to take one hand off his rifle for his knife to cut through resin and weeds he exposes himself, the bayonet is much better thought of as a tool than a weapon.

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Re: Attachment Optimization Guide

Post by Jack McIntyre » 23 Dec 2015, 20:49

Yea, but you only need one for accuracy bump, I cry a little bit everytime a marine wants both because you literally have one useless attachment on your weapon that could be used for something else, but hey not my call. Grip and RDS do not double the accuracy, you only get the one time bump one from one of them.

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Re: Attachment Optimization Guide

Post by Abbysynth » 31 Dec 2015, 23:55

Jack McIntyre wrote:Yea, but you only need one for accuracy bump, I cry a little bit everytime a marine wants both because you literally have one useless attachment on your weapon that could be used for something else, but hey not my call. Grip and RDS do not double the accuracy, you only get the one time bump one from one of them.
That is incorrect, all attachables bonuses stack with each other (with the exception of binary stuff like the grip's adding-removing of the two handed flag). So, Grip and RDS give a significant increase in accuracy, probably high enough to hit even small sized xenos at very long range.

RDS and Bayonet has only a very small accuracy bonus, due to the bayonet counteracting most of the RDS's bonus.

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Re: Attachment Optimization Guide

Post by Jack McIntyre » 01 Jan 2016, 00:14

Huh I was talking with Casca before when they made this and they told me the other way of things, well thanks for clearing that up then abby, I had no idea.

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Re: Attachment Optimization Guide

Post by Sanchez13 » 01 Jan 2016, 00:42

Jack McIntyre wrote:Huh I was talking with Casca before when they made this and they told me the other way of things, well thanks for clearing that up then abby, I had no idea.
This. Really appreciate this info, Abby. Gonna keep this in mind for future rounds.
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Re: Attachment Optimization Guide

Post by ChickenShizNit8 » 01 Jan 2016, 23:29

Abbysynth wrote: That is incorrect, all attachables bonuses stack with each other (with the exception of binary stuff like the grip's adding-removing of the two handed flag). So, Grip and RDS give a significant increase in accuracy, probably high enough to hit even small sized xenos at very long range.

RDS and Bayonet has only a very small accuracy bonus, due to the bayonet counteracting most of the RDS's bonus.

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Re: Attachment Optimization Guide

Post by Arachnidnexus » 01 Jan 2016, 23:34

Everyone shame Jack. But good to know the RDS, grip, bayonet combo works out.

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Re: Attachment Optimization Guide

Post by Gandalf » 16 Jan 2016, 02:29

This could use an update yo. It's useful, but for example the quickfire adapter doesn't fit the shotgun anymore.

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Re: Attachment Optimization Guide

Post by qsleepy » 18 Jan 2016, 15:53

Recoil stab/gyro/rds on shot-fun with reload macros ftw
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Re: Attachment Optimization Guide

Post by Durper » 25 Jan 2016, 03:41

Hooray SO red dot, Grip, and Bayonet is the most viable.

My second favorite would be either:

-RDS
-Charger
-Grip

(Good for fire discipline so I don't use too much ammo and does a lot more damage)

or

-Bipod
-Quickfire
-Charger

(Too shaky though but in CQC you can most likely deal with your target)
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Re: Attachment Optimization Guide

Post by Halinder » 28 Jan 2016, 18:23

As a frequent user of the suppressor, it has additional value outside of simply reducing noise. When you fire with a suppressor, it does not generate an attack message. It also only provides hit confirmation messages to the xeno being shot. These two combined are often very useful against less observant players, and will usually let you get a few additional shots in.
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