As you can see a lot of the best weapons are crafted with strength, while most everything else is perception and agility (with a touch of endurance and intelligence). Henrietta is currently the only non-craftable weapon, and is only obtainable by getting Old Longfellow in lunchboxes. 44s, Pipe Pistols, Laser Pistols, Assault Rifles, Plasma Pistols, Alien Blasters, Pool Cue I: Institute Pistols, Institute Rifles, Fire Hydrant BatĪ. P: BB Guns, Lever-Action Rifles, Hunting Rifles, Pipe Rifles, Sniper Rifles, Laser Rifles, Railway Rifles, Gauss Rifles, Plasma Rifles, Laser Musket, Kitchen KnifeĮ: Sawed-Off Shotguns, Shotguns, Combat Shotguns, Pickaxe S: Junk Jets, Flamers, Miniguns, Missile Launchers, Gatling Lasers, Fat Men, Plasma Throwers, Baseball Bat, Relentless Raider Sword Weapons are a lot more consistent with SPECIAL requirements, so here's a summary for them ( italicized are single weapons): With outfits the SPECIAL requirement is usually the highest stat an outfit offers, but for outfits with no clear highest stat it is fairly random. This post plus some of the comments (hivemind_disruptor, limeybastard) include some in-depth analysis of how crafting time is determined, and the wiki has a bunch of exact times for weapons and outfits. Basically pile as much relevant SPECIAL into the crafting room as you can, through dwellers and outfits, and definitely throw a crafting time pet in if you have one. Especially for legendary items you can make huge improvements to crafting time by having six 10 stat dwellers in the room each with a +5 or +7 outfit, plus a crafting time pet (from weeks to hours). The crafting time you see in the slot is how long it would take with the current total relevant SPECIAL in the room plus any crafting pet. When crafting something, the room displays the item's stat like other rooms display their stat. If you tell the room to craft that item, that is the stat you then want in the room. A: In the crafting GUI where you can select a recipe to craft, in each item's slot you'll see a stat.
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If you get a good angle on an enemy squad you can rack up kills without having to do too much. Success is often not about how well you can aim, but about positioning and teamwork. No matter how calm you are, there’s no aiming reticle and the 30 or so guns all have a lot of recoil, meaning aiming down the sights and burst-firing is a must. If enemy bullets whizz too close to your cover spot, you'll become suppressed, and your soldier's nerves will disrupt their aim. If you’re next to cover, for example, your aim will automatically stabilise, providing you with a clear shot. The mechanics all tie together to create a uniformly tense experience, encouraging a slow pace that makes the bursts of action feel more meaningful. Most of the combat takes place at medium-to-long range until you reach a control point, and then it’s a game of hide and seek as enemies lurk just around the corner, ready to pounce if you dare take more ground. Then, one man will make a break for it, perhaps under the cover of smoke, and move up to the next cover line while teammates provide suppressing fire from behind. You push up to cover and hunker down, forming a standoff with the enemy. Matches consist of up to 64 players, and in each of the three game modes involve American and Vietnamese soldiers capturing and holding objective points on large, varied maps. But if you’re willing to get over the initial bumps and you’re happy to play it the way it’s supposed to be played, then the payoff is more than worth it. You’ll kill teammates by accident and get shouted at in chat. You’ll die in one shot, often from an unseen enemy. Being a beginner in this game is a struggle. The original Rising Storm, a spinoff from Tripwire’s Red Orchestra 2: Heroes of Stalingrad, was an unforgiving shooter and this is no different. This ends up happening a lot in Rising Storm 2: Vietnam. I pop my head back up to have a look at the light show and my screen turns black. That is, until the artillery comes down on the enemy trench, its screeches echoed by the cries of the Americans caught in the blasts. As soon as I peek out over the wall, bullets zip past my head and ricochet off the bricks around me. The revenue generated by a Level 4 Vampire Dragon is 23 gold every minute.To upgrade your level 3 Vampire Dragon to level 4, feed it 20 food four times. The revenue generated by a Level 3 Vampire Dragon is 18 gold every minute.To upgrade your level 2 Vampire Dragon to a level 3 Vampire Dragon, feed it ten food four times. The revenue generated by a Level 2 Vampire Dragon is 13 gold every minute.To upgrade a level 1 Vampire Dragon to a level 2 Vampire Dragon, feed it five meals four times.
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