They shouldn't be in melee combat anyway. Manipulation does effect ranged accuracy, but only up to 100%, so while a ranged character with a power claw equipped will not suffer any penalty to ranged combat, they will suffer penalties in most other areas of the game including basic things all colonists do like eating. Archotech arms are better for everyone though. If you have a power claw, and you have a colonist without an archotech/bionic arm, then the power claw is worth using, mostly for non-melee characters who can then use that power claw in melee while holding a ranged weapon. They have the DPS of a normal quality steel longsword, and arm efficiency is manipulation which effects the vast majority of stats in the game including melee accuracy. And, some Power Claw fans might have a wealth of more info/practical experience with them and could give some good suggestions. One, by itself,doesn't really seen to be a benefit considering the range of melee weapons/materials/quality bonuses available. A hauler/miner melee specialist might do just fine with two of them. It's cool for specific situations that are focused on a pawn and their job and combat role. I think, however, the Power Claw is one of those "transition" sorts of items that just never got polished very much. I don't know if it's a habit that I developed based on old patch data or just a personal preference sort of habit. PS - I don't normally use Power Claws for any pawn. Usually focus on Transhuminists first unless I have a pawn with severe injury to a limb or one that is particularly troublesome that i need to remove the "In Pain" debuff in order to push them over the "hump" and get them in a more positive mood, more often. You'll get rid of several negatives at once and give them a nice positive mood bonus. Try to replace damaged limbs that are causing multiple issues, first, especially for Transhumiist pawns. Bionics are good, use them to focus pawns for certain tasks, anything lower is "substandard and temporary" IMO. So, if you look up a bionic/arcotech items or read their descriptions/stats, you can cross-reference with that page to see what sorts of things it will effect.Īrcotech is generally good/good all the way around for those eligible pawns. These are the attributes specific for the pawns using enhancements. The legs for caravan traders mabye, or marine armor warriors for speed?Ĭould see it on shooters to kite enemy, but i really dont know what role each one would best take advantage of when some traits conflict with the intuitive guess work on what they do in the actual game mechanics. My hunch is the eyes are better for gunners Legs for speed, allowign melee pawns to quickly close and overall improvements in every day speed of movement. Good for manipulation jobs.Īn eye for shooty-shooty pawns. Two Bionic Arms = Decent bonuses all around, but not best for min/maxing ranged fighters. Two power claws = Good for melee-focused pawns that are not doing any Crafting or "Manipulation" based Jobs. But, the manipulation penalty would count towards that ranged weapon's miss chance. I assume that, because of the recommendations for Power Claws, they would use a Power Claw's bonus in melee combat rather than the "touch" damage of the equipped weapon. equiped with reanged weapon but in mele combat? ![]() And, if they have two, they're definitely a melee specialist. Single power-claws are substandard across the board for melee and ranged. (PS - I don't use 'em, so I could be wrong about that.) What I could find after a short search was the only way to truly max Power Claw use would be to have a pawn with two of them. These arms dps and AP, does it work under these 3 specific conditions?ĪFAIK, they can't use a melee weapon if they have a Claw, but its bonus can be used if they have a ranged weapon and are in melee. ![]() The "Manipulation" factor, which is what you'd be concerned with for shooting purposes, is only slightly weighted for bionic/arcotech Arms. (For Arcotech/Bionic) The Power Claw would be bad for ranged weapons unless the Manipulation penalty has been reduced. "Worth it?" Well, not for the shooting bonus alone. Is it worth giving your gunner these arms if they have 0 mele skill and are a flame shooting skill, when they are transhuman? Originally posted by MythN7:So, I noticed Archotech has part efficency of 150%, but has just slightly less dps and AP than the power claw, the power claw is obviously designed for mele role 100%.īut does this part efficency help with aiming speed / accuracy for guns?
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