@randomblah @Reton8
"superb" guide, yea!
Starting Off
You start with only one engineer(Nathan)
Wesley. He's called Wesley. Nathan is another unique engineer which, if I remember this correctly, can be earned after beating the Going Streaking side mission on Insane difficulty.
Late Game
... This is one of the few stages in which Rocky(assuming you trained him) will excel, so it may be worth sticking him in for this.
First, he's called Rusty, not Rocky. Second, he'd be worthless outside of Gun Games. Third, Juggernauts have 300 max health, and Rusty only has 255. And Juggernauts will be much more useful in other game modes when compared to Rusty.
Devs a la muerte
... This is probably the only difficult challenge in the game. On easy, it's not terrible, but on normal/hard, things start heating up.
First, it's called Devs De La Muerte. Second, the only available difficulties in the campaign are Normal, Hard and Insane.
Devs a la muerte
... the scenario becomes a cakewalk if you can one-shot both. Such weapons include the Tank Buster, Fortune's 500 and Rehab. You may have to upgrade these weapons.
Why'd you only mention 3 out of ≈10 Mighty Guns? This is not how guides work. Why not just write "see the L33t Weapons section below"? Also, how about rapid-fire weapons which have enough DPS to kill a dev within a half of a second?
Now, L33t Weapons and Strong weapons sections. I mostly disagree with it.
How should L33t weapons list look:
• Crazy Badger
• Iron Curtain (even its non-custom version is OP as hell)
• Ballers
• Avengers
• Rehab (non-custom version is fine too)
• Defriender (only when combined with Burst Module)
• Dragon's Breath
• Tank Buster
• Bennet's Doom
• Fortune's 500 (only when combined with Burst Module)
• Jericho
• Righteous Bizon (non-custom one is fine too)
• RCP 90 (non-custom one is fine too)
• Almost all (if not all) custom blades (especially when low RoF ones are combined with Burst Module) and few non-custom blades too
And Strong weapons list:
• Farsight (it's range bonus can be useful sometimes, but it's generally weak; non-custom version is worthless)
• AWP (great damage, but low ammo)
• Boomstick 2.0 (insane power, but low range and ammo)
• LAW Giver (nice DPS and accuracy)
• Chain SAW (nice DPS but sad accuracy)
• Mobile Turret (nice DPS, accuracy and range)
(though Machine Guns category is a nerfed version of Rifles category)
• Bad News (good DPS but ridiculous range)
• Paralyzer (basically same as Bad News)
• Decimator (same as 2 above)
• Precision Shot (can be a good tactical weapon, but AI can't use it properly; Burst Module can make it one-click-kill if you actually hit the enemy)
• many non-custom versions of weapons mentioned in both lists
Now weapons I have excluded from your lists:
• Pulse Rifle has too low damage, even with a Burst Module equipped
• MTS 255 has ridiculous range and ammo
• "most of other sniper rifles" tend to sux in pretty much every aspect.
• Same with "most of other duals"
• And with "most of other rifles"
Perks, weapon mods, and others
*Burst fire: Interesting, but I personally avoid using.
You gotta try it...
One more thing I have to say: people need to stop judge the whole perks' colors categories. The exact perk does matter, but the category doesn't. I also have to say that different weapons sometimes need different perks, and characters can be built in many ways.
Flaws, Assets, and killstreaks
The medics' rapid re-spawn 'asset' is actually a problem, as it often glitches respawns and resets them. It's the only asset that I recommend firing someone for.
Not sure about this.
Flaws, Assets, and killstreaks
Rocket turret's range beats shotgun turret handily for engineers.
Not always. Both are fine.
Also, how come you didn't say anything about "Betsy" killstreak? It's probably the most useless one. And "Scavenger" yellow perk deserves a word as well because it's quite OP, especially when combined with a weapon which has a lot of ammo.
Anyway, your guide got some nice tactic tips.
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@Arkeyo
there is only one weapon you need to beat the campaign on insane: MK32 or better: Bam Bam. Just spam it and you will get kills on mass
You never had a really good weapon.
most missions can be done better alone. You will only need a complete squad on the 'Capture the Flag' and 'Domination' levels. Rest can be done solo
Domination on small and medium maps can easily be done alone as well; however, Gun Game is usually much faster with a high-level team instead of a single high-level hero.
developer mission: simply hide in the top left or top right corner and spam the grenade launcher. Even on insane this is an easy game
I've seen this false tip copypasted like 9000 times. It's mostly copypasted by those who never reached the final mission, and so they don't know that Devs' wallhack will beat this dumb logic out of such campers.
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@bakkart
1. This depends on the exact unique hero. You better level them up to level 15 (this doesn't take too much time, I promise) and then decide what to do with them.
( also @Reton8 )
2. Rocky is nothing, it doesn't exists. Rusty does exists, he's the unique knight. Mayday is unique medic.
3. You may need them for low level heroes, like that one you have just hired. There's no real reason to use them for something else as they are incredibly weak when compared to normal high-level versions.
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@randomblah
Rocky is a(e.g. the only) knight that can be recruited.
It's so easy to remember, yet almost nobody can do it... He's not Rocky, he's Rusty.
he probably has the highest hp of anyone, which can come in handy for gun games.
I think I have to say this for once again: top Juggernauts have 45 more HP AND the ability to use ranged weapons.
I'm not completely sure if their perks/assets/flaws are fixed
They are.
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@bakkart
Remember that all the perks, traits, mods etc work in Gun Games as well. Some of them (such as Drum Mag and Burst Module) can buff certain type of weapons, but nerf the other type. You gotta find the best combination.
Levelling up heroes also helps. A lot.