best weapon for Juan


(Shawarmafest) #1

Does anyone know what the best weapon for juan would be? I just bought him and i think that the persuader is not so good.


(ChaosPinhead) #2

Botherer SR hands down. If you can get into a good position “cloaked” or uncloaked even and knock an opponent into your firing “range” with a artillery shot or grenade or water hose or something, Juan can fire the gun 3 times. If you get it right you can do 180-200+ damage in one round with just him.

With that in mind I only use that in 20/26 point matches. If you are in a 14 point match the range is kinda too far, I switch it to the otto semi-otto for smaller matches because he can shoot 4 times with that if he doesn’t have to move at a “closer” range and do 160+ points of damage


(VaderWRX) #3

^^^ What he said


(Desparado) #4

Great question, man!

As already stated, depending on the given squad points for that match, I vary between the Cockler, the Otto and the Botherer. Avenger only on specific maps, can’t be running around for just 1 shot.

Results may vary, dependent on squad limits and play styles. XD


(Crozzton) #5

Otto for 14 pts
6/7 pts snipers for higher

If he is ur only hardhitter ill go for 6pts 3 shots or 2 shot plus movement


(Catnadian) #6

7-point sniper proves itself useless to its younger sibling yet again: The Botherer can do up to 210 damage from a stationary position with Juan, the Avenger is only capable of roughly 170 if you can keep them in range.

Avenger is a pretty disappointing rifle :frowning:


(ChaosPinhead) #7

Yea I’m kinda sad I bought it now that I know how much better the Botherer is. I’d rather have two BSR’s


(Catnadian) #8

LaHacque can use it pretty well as it is right now, but the Otto turns her into one of the most flexible characters in the game, easily, and I really wouldn’t consider using the Avenger seriously. It’s kind of a shame.


(Crozzton) #9

Depends catnadain. If I use two snipers I often find it useful to have the avenger on Juan since, placed well, he can be a finisher on 2 targets. Granted he can hit 3 times with the other but at the point he has multiple targets in my situation the toons are dotted and @ 100 HP making me do 2 kills (with the tic in his turn) where as the 6 pts I need to chose one to almost kill and one to overkill. But on paper and over all the 6 pts is better. Just adding that player strategy can make weapons “better”


(badman) #10

The Avenger can be fantastically useful for pushing people out of cover and exposing them to follow-ups by other soldiers in your squad.


(Crozzton) #11

Aye. As with the melee weapons that pushback. They are cheaper (in terms of points) due to the pushback forcing the wielded to move again or to wait until he can corner the toon. However the “drawback” can be used and turned into a advantage by using it wisely


(Hot-Wire) #12

Well I can do the same with a water cannon lol. … 8 points for its usage is a bit much. Maybe buff it down to 7 points for usage and increase its max damage by 5 (making it 100).


(Profit) #13

Agreed about the Botherer, hands down. I appreciate the developer coming in to defend the design choices of the Avenger (it’s always cool to get an inside track! :slight_smile: ), but it’s very rarely used even by teams that run multiple snipers, for a reason: it’s cost-to-usefulness ratio pales when compared to either of the other available options.


(ChaosPinhead) #14

I have the Avenger but if you intend to put Juan even 1 square in cover after firing, you can only fire the gun once. If you fire twice, your stuck where you sit so it better be a good spot :slight_smile:

Otto Semi Auto - You can take 3 shots doing roughly 40 damage each for a total of 120 damage. You have enough energy to move up to 2 squares after. If you take a 4th shot you can do 160 damage total but your immobile and can’t move.
Botherer SR - You can take 2 shots doing roughly 70 damage each for a total of 140 damage. You have enough energy to move up to 2 squares after. If you take a 3rd shot you can do 210 damage total but your immobile and can’t move. However, this is enough by itself to take out a 200 hp unit (Kate, Madam or Megan)
Avenger HSR - You can take 1 shot doing roughly 90 damage and push your opponent 1 square back. You have enough energy to move up to 3 squares after. If you take a second shot you can do 180 damage total but your immobile and can’t move.

Avenger HSR to me is the worst choice. If you are at max range and shoot, you can’t move and shoot again because your 1 energy short if you move. You can’t take out a full health unit in one move. So in all practical usefulness your looking at most likely only 90 damage in one turn as opposed to 140 damage or 120 damage with the option of taking cover afterwards. To me this gun should have a energy cost of 7. This would allow the gun to be used by Juan or pete at least for a 2 shot 1 step giving it 180 damage with ability to 1 step to cover (for juan). Doing so would put the guns at a much nicer balance of 120, 140, 180 or 160, 210, 180. The only counter to the argument as the Dev mentioned is the knockback. But most people try to stay in areas they can’t be knocked from cover from so this is only mildly useful against players who play strategically. Sure it can be useful but I don’t think it’s nearly as useful as another shot would be. Just my opinion/analysis.


(Catnadian) #15

Huh, hadn’t thought of it as an high-AP cover remover, actually. I appreciate the fresh take on things. Maybe I’ll rag on it a little less :stuck_out_tongue: