Sound suppresor, holo/tact holo sight, standard mag/extended mag/screecher rounds, ergonomic, buffer tube, no grip. The extended mag offers more bullets but decreases mobility and handling, in my opinion, pretty significantly; the screecher rounds are useful if you don't aim well or have a laggy device, especially if you also have the stealth class's Opprotunist perk, which doubles damage agains stunned opponents.
Need some recommendations for a good run n gun load out. Right now I have the the crippling shot skill in the intervention(?) tree, I'm still using the first two guns you get from the start. What kind of attachments would work best for that? Also what other guns/attachments should I be working towards?
Get the helmet, integrated radar and paragon striker. then get surpressor, tactical holo, extended mags and stock for first gun. grip is good too. personally dont use it anymore
Which other guns are best for running? I'm thinking about just saving up for something better? Thanks for the help btw
If you're rushing through the map, the Charbtek's probably better cause you'll face numerous close encounters in which the UFIA won't kill the enemy fast enough, and the Charbtek's recoil won't matter UFIA's probably the gun which ticks off the most boxes but you'll have to (probably) play a little slowly. Since you can hipfire with it really well, it's better if you catch your opponent at a distance than up close. At least, that's what I think having used both
Ok, I'll probably end up going ufia. Thanks for the help. I dont really think stats are the easiest way to make decisions on stuff like this.
Jolt. Jolt. Jolt. Get it. It can only be beaten by a shotgun or Charbetek for close-mod range combat, and you have crazy good mobility and damage. Accuracy is decent, too. Use it as a secondary with all your guns, especially with the starter. Then save the 35k for the Ufia, which won't take long at all.