Ghost in the Shell: Stand Alone Complex - First Assault Online

Ghost in the Shell: Stand Alone Complex - First Assault Online

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Basic Weapon Modding Guide
Af xeroslash
This guide will cover the basics of weapon modding in First Assault. Mostly updated for 2.0.
   
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Barrel
Due to the changes in the 2.0 Renewal build of the game, talking about damage breakpoints isn't very practical anymore because operatives now have their own individual health tiers. This actually makes my job easier now, since there is one barrel attachment that I can recommend with confidence for all weapons that can support it:

The 2511-LB damage barrel is what you want. It adds both range and damage at a modest movement speed penalty.

Just remember to go for headshots whenever possible, especially against Borma.
Scopes
For a list of the available scopes for purchase and their appearances, refer to the link below. Credits to Sapphidia for the screenshots.

https://imgur.com/a/nWyzQ
Range
A weapon's optimal range dictates the distance where damage drop-off begins. Longer ranges allows you to shoot at a farther target before the damage penalty from being out of range kicks in. The best way to accurately determine in-game ranges is by utilizing one of the CBC range finder aim assists on your primary weapon.

Damage Barrels

These are the only attachments in the game that can raise a weapon's optimal range (+10% range). There is currently no reason to use any damage barrel other than the 2511-LB, as all of the damage barrels share the same movement speed penalty of -5.

Suppressors

All weapons have access to two suppressor variants; the OPS-1S/R4-SP1 (+4 stability, -10% range) and the R4-SP5 (+2 stability, -5% range). Should you use them? It's personal preference. The game has a strong bias toward close quarters encounters, but there will be situations where a longer effective range would come in handy. Choose accordingly.

CBC Range Finders

These attachments increase damage that's dependent on range. This guide[forums.firstassault.nexon.net] gives a more detailed overview regarding the CBCs, but here are the noteworthy points:
  • CBC1 has the most applications, especially for weapons with a high optimal range, like Snipers.
  • CBC2 fits well on weapons with very short optimal range, such as Shotguns.
  • CBC3 has very limited applications and is probably the safest to skip out on.
Accuracy
Accuracy determines the tightness of your crosshairs; in other words, it affects your first-shot accuracy. If you have precise aim and prefer tap-firing and/or small bursts, then this is something that you will want to raise.

For Submachine Guns in general, raising accuracy to 60 or above can help a lot with tapping accuracy. Assault Rifles are mostly in a good spot already, but raising accuracy to 80 or above can improve accuracy even further.

The AK-47 has the best first-shot accuracy of all of the automatic weapons in the game.

It's important to note that as of 2.0, SMGs and Shotguns have retained their moving accuracy while Assault Rifles are much worse while on the move now.
Stability
In short, the higher the stability, the easier it is to spray a weapon. Stability values of 60+ are common in Submachine Guns, which makes them easy to handle under sustained fire. Conversely, achieving stability in the mid to high-50s requires much more effort for Assault Rifles and Machine Guns. Doing so usually involve the use of bipods, which also have the highest penalties for movement speed.
Movement Speed
Movement speed penalties are perhaps the most common of penalties seen amongst all of the available attachments in the game. The amount of movement speed that is sufficient is mostly up to personal preferences, but there are some important things to keep in mind when modding.

Base Speed

Your base movement speed is dictated by the weapon you're currently holding, not unlike Counter-Strike and its many variants. Additionally, the base movement speed of each weapon type (Assault Rifles, Submachine Guns, etc.) is shared within its type; for example, an unmodded M4A1 has the same movement speed as an unmodded AK-47. As of 2.0, the operative you choose to play as determines the weapon class you can use, which effectively leads back to weapons influencing your movement speed.

Submachine Guns and Shotguns are generally very speedy, while Machine Guns and Sniper Rifles are among the heaviest in the game. Assault Rifles are somewhere in the middle. Stacking movement speed penalties on Assault Rifles can have a noticeable effect, especially after the -10 threshold.

Netcode

The game is fairly heavy on client-side hit registration. This means that if you see something on your screen and you hit it, it will register - even if on your opponent's screen, he happened to have already ducked behind cover. Netcode has since improved as of the December 2016 update, but the principle still stands and pre-firing is still something to take in to consideration.

For details on peeker's advantage, refer to this GIF[gfycat.com]; it was made for CS:GO but is relevant for most online shooters today.

Many first-person shooters today employ some variation of this with certain degrees of tuning, but it should be apparent that being too slow can be a disadvantage if you couldn't peek a corner fast enough, or if you weren't speedy enough to run away from incoming fire.
TL;DR
  • Use the 2511-LB damage barrel on whatever you can equip them on.
  • CBC1 is great on Sniper Rifles. CBC2 is great on Shotguns.
  • Shooting outside of optimal range lowers damage output. Shooting a limb lowers damage output.
  • Mod for accuracy if you like accurate taps. Mod for stability if you like to spray.
24 kommentarer
Jade Rose 3. juli 2017 kl. 13:41 
So something I've been wondering is if weapon attachments you buy are only for the one weapon or all weapons that can use that attachment. I of course would buy it on the weapon I use more first if it doen;t unlock for all, but knowing would be nice.:2017stickyorange:
xeroslash  [ophavsmand] 27. juni 2017 kl. 13:38 
@iHusky most likely lag/hitreg issues.
iHusky 23. juni 2017 kl. 22:11 
I have AK-47 with OPS-1S, 2511 barrer, all mods for stability and CBC 2 and someties I can kill someone very fast butsometimes and shoot to enemy but it`s look like he evade all shoots from 1cm from him. Explain me why?
Balthor 24. mar. 2017 kl. 16:07 
A small tip: if you switch from main to knife in order to run faster, keep weapon switch delay in mind. It seems to work on a weapon per weapon basis, and bipods affect it notably. So for example a modded LMG with a bipod will take about 1s to switch, while a handgun will take about .5s, etc.It's not a problem if you know what your switch time is and play accordingly, I play with a bipod LMG and I haven't been caught switching from the knife to it many times.
xeroslash  [ophavsmand] 23. jan. 2017 kl. 9:57 
I haven't had the time to precisely test this as the game isn't very exact with some mechanics. For the mechanics that are measurable, they are in the guide.

In terms of my subjective feelings, I generally don't start noticing movement changes from weapon attachments until I go past +/-10.
Kamfrenchie 5. jan. 2017 kl. 12:06 
ok, thanks, but any idea how a +1 speed translate ingame ? does it mean +1% speed ?
xeroslash  [ophavsmand] 4. jan. 2017 kl. 15:59 
Like I mentioned in the guide, there's little reason not to use the damage barrel. If you want to have better move speed, you can use a lighter weapon, use agile step chips, or switch to knife when you need to run.
Kamfrenchie 4. jan. 2017 kl. 14:44 
interesting, but what does, say, 1 point of speed mean concretely ? 1% ? i tried switching from the higher damage barrel to the one with lower damage but +10 speed, which makes a difference of 15 speed, yet i barely noticed a difference on my famas in term of speed, while the gun ffelt noticeably weaker... also, how much damage fall off are we talking about ?

in game testing range doesn't seem to accurately represent it
Hazenium 4. sep. 2016 kl. 15:20 
You can only do it with a couple of LMGs and they have some problems to make up for the double shot. First of all the difference between 3 shots with an AR or 2 with an MG isn't that big of a difference. Second they have worse accuracy than most ARs, so if you shoot you need to double tap, bringing them even close to 3shot kill speeds. Third they are really heavy.

As for the guide. I noticed this with movement:
knife, grenade, pistol, shotgun, SMG all give you 100% movement (assuming no mods)
AR slow you down slightly
sniper and MG slow you down more.
That said you can bypass this by switching to knife and just run to a shooting position then whip out your gun. Then youre only slow in combat and that doesn't matter too much
PERROpateado 4. sep. 2016 kl. 5:19 
whaaaat?

so its posible for a heavy machinegun to kill in just two shots? THATS INSANE

man, we really need to nerf that down, the time to kill its way too short