[b]Weapons and agility modifiers:[/b]
1. Any shotgun
2. Fast firing ARs that still have high impact
3. Fast charging Fusion Rifles
4. Tie ( shoulder charge, blink strike, blink with any of the weapons listed in 1-3)
5. Tie (Hand Cannons, Scout Rifles)
6. Sniper Rifles, used by people that don't suck at this casual game
7. Pulse Rifles
[b]Specials:[/b]
1. Tie (Sunsinger, Voidwalker, Gunslinger)
2. Tie (Striker, Blade Dancer)
3. Defender (can be very useful if you play as a team though)
[b]Grenades[/b]
1. Axion Bolt
2. Tie (all sticky grenades)
3. Tie (all AOE pulse grenades)
4. Tie (Tripmine, Lightning grenade)
5. Tie (flash bang, throwing knife)
[i][b]
Would you agree?[/b][/i]
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[quote]Fast firing ARs that still have high impact[/quote] What magical Auto Rifles are these? There's only three types. 450 RPM with maximum Impact, 600 RPM with moderate Impact and 900 RPM with minimum Impact. Also, there's no DPS advantage to using Doctor Nope/Atheon's Epilogue over Shadow Price or a Shingen-E. The damage per shot drops by enough that high RoF Auto Rifles end up with identical DPS and TTK to low RoF Auto Rifles. It's all about the accuracy. Stability and Range are what you want.