Best silenced close-mid range weapon?


(Dragnerok X) #1

I’m working on setting up a nice weapon loadout for the operative side of my medium engineer/operative. I’m settled for sure on an unsilenced Barnett as a secondary, but I’d like my primary to be silenced, if at all possible.

So, I’ve tried a quite a few of the assault rifles / SMGs while silenced and unbuffed, and here’s what I’ve noticed.


ARs:

Euston: Feels oddly… mediocre. Hip-fire accuracy isn’t there either, thus loses often in close-combat encounters.

Gerund: Excellent damage, tears through enemies even when silent, but terrible recoil, even with a foregrip. Can control, albeit unreliably, by burst firing.

Rhett: Like the Bulpdaun, an excellent mid-range weapon, but for some reason really struggles doing any kind of meaningful damage in close combat.

SMGs:

Bulpdaun: Quite nice and lethal, excellent at mid-range while ADS. Like the Carb-9, struggles a little with sudden close-combat encounters and heavies.

Carb-9: One of the better candidates. Decent damage, just about the perfect balance of close and mid-range accuracy, although struggles when ambushed / taking down heavies.

Tampa: Probably the only SMG that has the firepower to competently handle being ambushed / heavies, albeit lacking in mid-range accuracy (can be supplanted somewhat with the Barnett, at the risk of detection)


As you can see, my biggest problem seems to be having the firepower while silenced and unbuffed to take down high-health targets and repel ambushes. With that in mind, the Gerund and Tampa currently look to be my best options, although the Tampa’s reliance on my unsilenced barnett for medium-long ranges compromises my stealth somewhat.

Any opinions?


(Spendlove) #2

I swear by the silenced Galactic smg and silenced Belgo machine pistol for my op.

Just enough guts to knock them down and accuracy on the Galactic is great. Ammo for both is fair but the Belgo does burn through ammo quickly.


(FireWorks) #3

I wonder that you rate the euston that low. I felt that its the most capable AR and its the only AR I notice dying of. But that could also mean that the others arent used.

My impression on the receiving end is that tampa and euston have a very high damage output in CQC and shredd any other weapon there.

For silencers I got little to no experience. I thought it does too little damage and made me lose more firefights unnecessary


(Nexolate) #4

Silencers remove roughly one sixth (1/6) of the damage per bullet a weapon deals.
As such, you have to ask yourself, do you want:

[ul]
[li] A weapon with low damage, that won’t be affected as much by the Silencer.[/li][li] A weapon with high damage, that will still deal decent damage even with the Silencer.[/li][/ul]

It’s all about what kind of weapons you usually like to play with.

Regards,
Nexo


(nephandys) #5

With almost everyone running Combat Intuition is the silencer that useful? I would think these two kinda cancel each other out.


(thesuzukimethod) #6

I’d go high damage to make sure you finish off anyone who gets close enough to you … ideally before they “see” you and put you on radar.

If you think the high damage will happen close up, Tampa is an obvious choice, if you think you might be a bit more ranged and able to ADS, then Rhett, Gerund, or even the Bulp are good options.
/on topic

off topic
I’ve pulled CI off most of my characters b/c (imho) the points are better used elsewhere (i triple spec’d most of my chars for flexibility in small teams games)…most of the people i play against shoot as they sight, or dont ADS at all before they shoot me…and i found that it was only truly helpful in limited circumstances (meaning: you generally, if not specifically, know where the dude shooting you is at, and in the rareish instances that you dont, the fact that it took CI to tell you, means they probably have the jump on you = you are in trouble.)

I’m still not 100% clear on exactly the circumstances under which Radar/CI and silencers work (i’m not sure anyone is, honestly)…


(AmishWarMachine) #7

[QUOTE=thesuzukimethod;374451]off topic
I’ve pulled CI off most of my characters b/c (imho) the points are better used elsewhere (i triple spec’d most of my chars for flexibility in small teams games)…most of the people i play against shoot as they sight, or dont ADS at all before they shoot me…and i found that it was only truly helpful in limited circumstances (meaning: you generally, if not specifically, know where the dude shooting you is at, and in the rareish instances that you dont, the fact that it took CI to tell you, means they probably have the jump on you = you are in trouble.)[/QUOTE]
This would explain why I find myself having very little trouble sneaking up on you. :slight_smile:


(thesuzukimethod) #8

It’s a tarp!


(nephandys) #9

[QUOTE=thesuzukimethod;374451]I’d go high damage to make sure you finish off anyone who gets close enough to you … ideally before they “see” you and put you on radar.

If you think the high damage will happen close up, Tampa is an obvious choice, if you think you might be a bit more ranged and able to ADS, then Rhett, Gerund, or even the Bulp are good options.
/on topic

off topic
I’ve pulled CI off most of my characters b/c (imho) the points are better used elsewhere (i triple spec’d most of my chars for flexibility in small teams games)…most of the people i play against shoot as they sight, or dont ADS at all before they shoot me…and i found that it was only truly helpful in limited circumstances (meaning: you generally, if not specifically, know where the dude shooting you is at, and in the rareish instances that you dont, the fact that it took CI to tell you, means they probably have the jump on you = you are in trouble.)

I’m still not 100% clear on exactly the circumstances under which Radar/CI and silencers work (i’m not sure anyone is, honestly)…[/QUOTE]
I’ve got to strongly disagree with you about CI. I mean it’s cheap as hell, but it’s extremely useful. I’m a very situationally aware kinda guy, but CI still saves my ass in many a game. I’m also pretty sure they don’t have to ADS for it to activate. I’ve definitely had it go off for me and seen others react like it went off for them without ADS involved. Pretty sure as long as you are not on enemy radar if you put your crosshairs on them it will trigger. I’ll do some tests tonight if no one else has a more definitive answer/has done a test already.

*If you’re trying to save a point for triple speccing, I hear you. Personally I think that’s unnecessary unless you are playing solo as a JoaT in pubs. Otherwise, you theoretically have competent teammates/friends playing all the other classes anyway so you can freely focus on a single or if you really want to dual spec.


(Dragnerok X) #10

With almost everyone running Combat Intuition is the silencer that useful?

From what I’ve noticed (with bots, for the moment), silencers can mean the difference between having a lone soldier vs. a 6-man-team going after you.

Back on the main topic, I’ve pretty much settled on the Tampa. No other weapon seems able to handle panic situations or take down heavies at close range as reliably. To compensate for the heavy use of the Barnett, I ended up re-outfitting it as a silenced rifle, which seems to still be able to 2-shot-kill in most situations, although in retrospect perhaps I’d be better off switching to a silenced AR such as the Rhett for long range.


(Nexolate) #11

Rhett has apalling accuracy:

Regards,
Nexo