![]() Sooner or later, you're going to run out of ammo in the middle of a wave, and you don't want to be stuck shanking ZEDs with a knife. Upgrade the pistol if you have the Dosh to spare. Usually, the problem is with Bloats and their high health: Berserkers may not want to risk being too close with melee weapons, the Demolitionists' explosive weapons are indiscriminate in damage, and the Field Medics' HMTech-101 Pistol deals very low damage compared to even the 9mm Pistol. In the first few waves, Berserkers, Demolitionists, and Field Medics may find themselves using the 9mm Pistol much more often than other perks due to the nature of their weapons. When used by a Gunslinger, SWAT, or Commando, especially with their relevant skills, it becomes an effective sidearm that remains viable in dispatching ZEDs even in later waves. If the 9mm Pistol is your only choice when fighting a large ZED, you might as well consider yourself out of the fight. Medium ZEDs, besides Bloats, may prove a bit hardier with their heads. Its damage is enough to decapitate them in one shot, and only a few bodyshots are needed to take them down if you miss. Costs 72 Dosh to fully replenish ammo from 0 bullets.Ī surprisingly powerful gun when used against lesser ZEDs like Crawlers, all Clot variants, and Stalkers.Grants relevant EXP to the perk currently selected.The Commando's level 10 skill Fallback and the SWAT's level 10 skill Close Combat Training are the only skills to directly affect the 9mm Pistol.All "elite" reload skills apply to the 9mm Pistol.Tagged as a Gunslinger and Sharpshooter weapon, and as such, benefits from all their passives and skills.Crouching and aiming down the sights gives the lowest possible amount of the recoil. Amount of recoil depend on player stance and movement.Upgrades give no extra weight at all, since the 9mm Pistol already has no weight.Upgrade 5 (1500): Base damage x2 (50 per bullet).Upgrade 4 (700): Base damage x1.8 (45 per bullet).Upgrade 3 (600): Base damage x1.6 (40 per bullet).Upgrade 2 (500): Base damage x1.4 (35 per bullet).Upgrade 1 (200): Base damage x1.2 (30 per bullet).Simple and cheap (very cheap, frankly, to you), it is the basic sidearm for all Horzine operatives." Technical InformationĮquip Time = 0.25s, Putdown Time = 0.55s.
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