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> Big questions regarding special abilities
firebead
post 10th November 2003, 9:53pm
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Some abilities I am just not sure what they do. Take Sinpper's abilities for example:

Faster Shots
w/o cost for shot preparation.

I tested it but can't figure out how it saved AP when shooting.

Aim before shot:
Allow you zero-in on a target as if they had already taken one shot at the target previously.

Again, I can't see the benefits clearly.

Some abilities are either reduntant or I am not sure if they can stack together.

master sniper: +20% critical chance and +50% critical severity in snip mode

ambush: +20% critical chance and +50% critical severity on unawared enemy.

there are also 2 seperate abilities which give +10% critical chance and +25% critical severity respectively.

The question is: are these stackable?

More confusion is this one:
Always inflict critical on ranged attack.

I don't expect a snipper will go up close and personal, and he/she should be using a rifle (ranged attack) always, so the other abilities which grant +% in critical hit are kind of useless.

If someone (Briggles?) can help me to clear up the confusion, I would be able to start a solo game on impossible level 8)
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ShadowHunter
post 11th November 2003, 12:49am
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If you're soloing on impossible, just use scout tongue.gif
Snipers are too easily killed, not as high hiding, and you won't get a silenced sniper until midgame. Also, even silenced weapons they'll still know where you are, just won't detect your hidden character, which means they'll walk up to you until they're right beside you, at which point you'll most likely get detected anyway :roll:
Faster shots is for sniper rifles, when you aim a target it'll take 6AP. But with faster shots, you can aim without that 6AP cost.
Aim before shot will increase your first shot's accuracy. You might've noticed that after the first shot you get a higher accuracy. That ability will make the first shot have as much accuracy as your second one.
The rest I'm not sure tongue.gif But I don't think the always inflict critical is working correctly. My snipers still have times where I don't get critical hits
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firebead
post 11th November 2003, 2:02am
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QUOTE
Faster shots is for sniper rifles, when you aim a target it'll take 6AP. But with faster shots, you can aim without that 6AP cost.


Thanks for the advice! But is faster shots actually working? As I tested it, it seems still cost me 6AP before shooting.
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ShadowHunter
post 11th November 2003, 2:28am
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I THINK it works.. tongue.gif
I don't have to use 6AP to aim, but I'm not sure if it's from the ability :oops:

Keep in mind you just want to choose scout for the hiding tongue.gif For the first few missions I just use that to get close enough to get a good hit % before I unload my bren gun :twisted:
Once you get shirkens, you're going to be able to walk through the whole level without anyone knowing you were there.
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firebead
post 11th November 2003, 3:08am
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Thanks again... What's "shirkens"?

When/Where can you get silenced SMG and Snip Rifle for Allied missions?
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ShadowHunter
post 11th November 2003, 5:39am
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The throwing weapon, those ninja stars thing. I'm probably spelling it wrong though tongue.gif
I found the silenced sniper the same place for both campaign, in the mission where there's a big round launch pad behind the house.
Silenced SMGs are pretty common, I think I saw some on armed civilians.
Funny how civilians get silenced SMGs while everyone else gets the non-silenced version :roll:
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firebead
post 11th November 2003, 7:20am
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No... they are not "civilians", but underground resistance smile.gif
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Nixolus
post 11th November 2003, 8:08am
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F.Y.I. it's Shuriken commonly referred to as Japanese throwing stars

I haven't really used melee weapons much at all, my scout got whacked too many times. They don't seem safe unless you have a backup sneaker with enough ap's for an smg burst. Scouting inpairs seems silly though.



"No... they are not "civilians", but underground resistance "

or black marketeers
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ShadowHunter
post 11th November 2003, 2:11pm
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Up until around level 5 don't expect your scout to be sneaking up on anyone for melee unless you are crawling directly behind them tongue.gif
Just crawl close enough to get about 70% or so accuracy for a full auto MG burst :twisted: Kill, hide, run like hell, repeat as needed tongue.gif
Melee would probably best used in midgame, before you can get shuirkens and after using MGs tongue.gif
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Nixolus
post 12th November 2003, 2:53pm
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Sook starts with Shuriken, or as I call them, suicide stars. If he uses them it's like commiting suicide. Pissed of Gerry with burst fire.
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ShadowHunter
post 12th November 2003, 3:57pm
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Actually they don't even turn around if you throw them while hidden tongue.gif
If you collect enough shuirkens to kill off grouped soldiers, it's nearly impossible to be detected.
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Alaeth
post 12th November 2003, 4:49pm
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I love those little throwing stars. At only 5 AP to throw, you can do hella damage with them (my scout was getting over 100 on some hits). cheap, silent, highly effective. The only drawback is the range (so you do need to have very good hide to use them).
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ShadowHunter
post 12th November 2003, 8:28pm
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I only take 3 AP to throw :wink: and I pretty much throw at a range that I can shoot, and more accurately too. Did you take the increased throwing range ability yet?
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Jacques
post 18th November 2003, 9:49pm
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Scouts are only good at high level and require a lot of patient training.
Sniper are good right from the start and are best or second best (hide) at everything.
Snipers even more deadly with MG than soldiers!
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Munch
post 18th November 2003, 11:05pm
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well i've found the best throwing weapon is the chakra, long range, fairly high damage, and good accuraccy, i hit someone in head for 140 damage smile.gif oh and only 2AP to throw smile.gif
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ShadowHunter
post 19th November 2003, 2:37am
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Yea but it's big...I rather take a few more APs to throw a few more shuirkens. It's not as if they'll notice you anyways tongue.gif
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