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I think it's worth saying though that different attachments and different weapons will suit different play styles, so you might not get the best out of a particular weapon if you apply similar upgrades across the board. Great breakdown with a good level of detail. However, there are diminishing returns (in both directions) and so it becomes a matter of evaluating what trade-offs produce a weapon that suits your preferences.įor those who read the entire post, thank you! I would love to hear about any builds you've enjoyed using during your time in SE5. This build would probably be better with the Foxley MK2 suppressor.įor those wanting to make their own builds, the game seems to weigh a weapon's performance heavily based on how its stats compare against it's default configuration. Armor-piercing ammo for head-shotting helmeted soldiers. There are other SMG builds which are just as controllable and lethal, but this is the quietest one. Kills with three hits to the body, or two with soft point ammo. With normal ammo, having more than 75 damage kills in two shots even if you don't hit organs. Amazing with subsonic ammo it's quieter than most pistols. I prefer to run at least one mod that boosts the rate of fire, and none that reduce it, to avoid the game limiting how fast I can shoot.
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This can create more damage thresholds than the ones I've listed. Therefore, 150, 75, 50, 38, and 30 are the damage breakpoints where the number of shots required to kill change.Įdit: as SOT_II points out, elite units can have more than 150 HP. Enemies in Authentic difficulty have 150 HP.
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I don't own any DLC for this game, so some attachments (e.g., the M31 casket mag or Foxley MK2 suppressor) aren't accounted for. I also did a challenge run to complete every campaign mission solo on Authentic without being downed, which influenced my preferences for gun customization quite a bit. This post is the result of *far* too many hours testing different attachments in the shooting range to figure out how each weapon responds to different mods.
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