Not much to say about this one. Getting punched in the face by a strong gal will leave a mark and most likely knocks a feeble pureblood down. Human and lesser mutant crew members should avoid using this because the effects aren't gonna be great.
I'll say it: I'm not a big fan of the fistycuffs. It is much better than punching someone with a bare fist, of course - its accuracy doesn't depend on reactions, it's stronger, deals more HP and stun damage, gets through armor better. What I don't like about it is that a gal that can use fistycuffs effectively is usually good enough to fight with something better or is not worth taking to chump missions where the weapon is worthwhile.
My stunning weapon of choice. A handle will kill a target only if used by excessively strong and brave gal. It has flat 50 in its accuracy calculation, meaning that a particularly bad gal will still have about 60% to hit, and 9 TUs per hit can mean quite a few tries.
The shiv is... well, if you really need to fill that 1x1 slot in your inventory and a grenade puts you one point over carrying capacity you may as well get a shiv in case you panic and drop your dagger that you should be using as a concealable weapon instead.
This thing is a very straightforward weapon - you don't need skills to use it semi-efficiently. The problem is that with its damage modifier and 50%-150% damage calculation even a great gal won't achieve much with it. That's without mentioning its complete inability to pierce armor.
The bandit knife is simillar to the machete in a way - it's easy to use and impossible to master. It doesn't use strength in any calculations, so it's better for weaker and more ballsy crew members. It's only a little better at getting through armor, but it does have something the machete doesn't - bonus morale damage on hit. If you fail to kill a motherfucker, you can at least make him piss his pants.
The dagger is a prime choice for those who can stab well but have feeble spaghetti arms. It isn't actually fantastic at piercing armor, but armor effectiveness is 100% for the dagger unlike machete where it's 130%. I'm not a big fan of this little thing, maybe because I had often found myself giving it to wrong hands thinking that since it's just a knife it should be simple to use.
Ah, pipes, the best tool for beating up EGGSALT thugs on industrial investigations. What am I talking about? Nevermind. Not particularly accurate, but a strong gal will only need one hit. Concussive is a deadly damage type, but the pipe also does 150% stun damage.
I probably won't use these unless we find them lying by someone's corpse and we really want to flex.
The sickle is way too slow to be reliable used in combat by any but the fastest gal, and you generally don't want your fastest gal to carry a piece of garbage such as this. I assume the bonus damage is meant to mean the bravery bonus. That makes it even worse, because bravery is tricky to train, and you gotta be really lucky to randomly get a fast gal with high bravery and melee skill.
The description fails to mention two important things: 1000% morale damage that can quickly send enemies crying for their Star Gods, and 150% armor effectiveness that makes it useless against anything tougher than a leather jacket.
The cutlass is an another weapon I'm fond of. It deals good damage early on even without modifiers, and a gal who can use this sword will get something out of those anyway. On the other hand, a gal who can get the most out of the cutlass will be better using something else entirely. There is also the problem with the awkward 2x2 size that in many armors means that a gal can't carry a medipack if the sword is on her belt.
No idea why this is here. We get to make rapiers after researching smithing and can only get them from some ratman leaders. Well, I never took a good look at it, so here we go:
The first thing I've noticed is that it uses only melee for all calculations and bonuses, and the power bonus from melee skill is significant. That means it's a really good sword for a stabba with no other talents other than stabbing. The other thing is 100% armor effectiveness which is better than most starting stabby weapons.
That brings back memories... A person completely inept at melee combat can make a good use of a saber, and a good melee oriented gal can do wonders. I believe it also requires smithing to make, but we start with one.
Ball bat, an ancient instrument for batting people in the balls. (65+0.35 melee) * 90% means that a chump can pick it up and kick ass, while damage bonus for strength encourages the use by dumb brutes rather than skilled duelists.
Daze is stunning damage type, but thanks to 25% HP damage bonus a strong gal is likely to whack the target into overstun or even kill them outright. For all your capturing needs I recommend a handle instead.
Another morale drainer - the billhook. Admittedly the base damage and bonuses are scary, but even despite the flat 50 in accuracy calculation I would only give it to the most skilled gals. Actually no, I wouldn't; there's nothing in the early game that would warrant spending 15 TUs for a
chance of hitting for such massive damage.
Same here, but taken to the extreme and added weight into the mix. It gets through armor better than billhook, and with its ridiculous power it can still be useful later in the game. Well, it could if better stuff wasn't available early on.
Okay, no idea why anyone would want to use this. Sure, it's an easy to use stun weapon, but... it's two handed, drains morale (from both whacker and whackee) and eats more TUs than a heavy unbalanced axe. It also deals HP damage, which makes it an unreliable stunning weapon. Either it's really garbaggio or I just lack imagination.
The pitchfork is... weird. It's decent damage-wise and has good accuracy, but is quite slow. That's not the weird part though. The weird part is that it also deals 50% stun damage and 200% TUs damage. Extra stun damage means that the enemy is likely to fall over and bleed out after getting stabbed, but what about disrupting reaction shots? If I was to take a guess I'd say it's to keep Lokk'naar farmers from getting killed with reaction fire after gently poking an enemy with a pitchfork.
The shovel can be deadly in the hands of someone who is both strong and skilled. 200% stun damage ensures that the wounded enemy loses consciousness. It would be really good if it wasn't two-handed. Enemies who use shovels aren't usually the best people for the job, so at least we won't have to worry about that too much.
Yeah, the hammer is not a weapon, but rather a tool for breaking down walls. In a pinch we could try to squish someone with it, but the hit will likey be deflected, as the hammer uses snap shot instead of melee hit. On the other hand, a successful hit by a gal with 100 strength can deal up to 240 damage... which again, is best used for breaking down walls.
Seemingly simillar to the hammer but not really. The chainsaw has CQC modifiers, which probably mean it's actually usable at point-blank. This baby is supposed to be used as a weapon (I think), and works well against early unarmored high HP targets such as zambonis or shamblers. It has one more application, but we'll get to it.
Rope is a weapon with highly limited usefulness. In the most basic sense it's a crappy stun weapon that uses up most TUs for a single hit. More in depth it is a horribly slow two-handed stun weapon that ignores most armor, deals some damage and drains energy. It's shit.
Another gimmicky toy. It is meant to demoralize the enemy and probably does decent job at it, however I still prefer to whack someone over the head with a handle or turn them into paste with a sawed-off shotgun.
No. Even if we somehow get desperate for a thrown weapon.
Now we're moving to guns! Flintlock pistols are hard to classify as either good or bad. On one hand they are inaccurate, slow and hold only three balls, but on the other hand a good gunna can cause a lot of grief with one of those. Bonus stun damage is also great. Personally I don't really like flintlock guns and switch them for something more modern as soon as I can, but veteran players will probably call me an idiot for that.
The musket is a long-ranged version of the flintlock pistol. Again, it's only reliable in a skilled gal's hands, but deals heavy damage to both HP and stun meter. It's better than the first few rifles we'll see, that's for sure.
Remember spypistols from X-Com Files? Remember how I never used them because they were unusable even in covert missions? This is not the case here, but covert missions also allow regular revolvers, so why bother with ones that won't pierce skin half of the time?
The good things about the rusty niner are its speed and large clip. The accuracy and damage not fantastic, but it can be mitigated by shooting enough bullets roughly in the direction of the target. The range is quite good too if we can't get anyone with a rifle on the spot.
I'll probably get us some of these as soon as I can.
The niner's rival is the ol' revolver. Just as good in aimed but with a bit shorter range; slightly less accurate in snap; when it comes to autofire... yup, the ol' revolver can slamfire which should be avoided at all cost. You're likely to empty the chamber, miss every shot, have not enough TUs to reload and fire, and not enough TUs to run away.
We won't be using these for some time yet, but we can have a look. As accurate as the revolver with the range of a niner and power of a flintlock pistol. It can shoot some exotic ammo, but it's not the time for that.
This thing... It's best to use it very sparingly since the ammo supply is limited to what we have now and what we can get from choosing one of the codices. The raygun melts stuff with plasma and sets people on fire. Snap shot should be used only in extreme situations.
The good stuff. This short ranged gun can dominate the early game with the sheer amount of buckshot it spits. Thanks to its accuracy even a complete landlubber can hit provided she can get close to the target. It's best used in combination with a handle.
This is the shotty we've got now. It's not very good, but it's still devastating to unarmored target at close range. We should replace it with better shotguns immediately.
It's a bit surprising, but this shotgun may be worse than the previous one. It does have bigger shot and rubber bullets, but I'm not sure if it's worth sacrificing range and accuracy for it just now.
This is something I'd like to have, a cap'n of all shotguns. The brass can go through lightly armored targets as well as unarmored ones, and the accuracy does not suffer from this. Auto-fire from this is nothing like the revolver's slamfire - it actually hits and it's a good way to make sure the target won't fight back anymore.
If you've seen my playthrough of X-Com Files you probably know I have love-hate relation with SMGs - on one hand nobody ever managed to hit anything with the BlackOps SMG, but the BlackOps macro SMG literally saved the playthrough from monthly Syndicate raids. This piece of garbage is no macro SMG. Only a highly skilled gunna can hope to hit anything even at point-blank, and even then there is little reward for that.
Lowest common denominator of rifles. Well, it shoots and a good gunna may even hit something. It's hardly worth $3.500.
Another gun I'd like to have but sadly don't. The true value of this gun comes from its upgraded version, but on its own it's already deadly. While it's not as accurate as regular rifles, it makes up for it in sheer power.
A pirate's signature weapon, and admittedly one that I never really liked. It fires cannonballs in an arc, meaning that it's completely unusable in any forested area or indoors; it's inaccurate and fires a single non-explosive projectile; it uses bravery for calculating accuracy. Maybe it's a cult classic, but to me it looks like a piece of garbage. Maybe with special ammo it's worth something, but as it is now? I don't think so.
This boy is a different thing, mainly because it comes with explosive and incendiary ammo straight away. It's basically a low-end grenade launcher. Nothing more satisfying than hitting someone with a firebomb from this baby.
Speaking of firebombs... The molotov is basically a flaming bottle of morale damage. It's handy to have, even if it takes flat 40 TUs to throw. It also does TU damage which prevents reaction fire, and destroys items on the ground which is not a good thing most of the times.
The powder bomb is straightforward - it kills things with explosions, and if things do survive, they usually get knocked out hard. It takes way too many TUs to throw, but it's worth it in the end.
The last thing that could be classified as a weapon - Mr. Handy deals additional damage to terrain, making it a useful tool for breaking fences and other weaker objects.