How does a Two-Shot Laser Musket work damage wise?

Post » Mon Jan 18, 2016 10:37 am

Does it simply add an unboosted extra shot like normal? Or is the second shot affected by the crank multiplier too?

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rolanda h
 
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Post » Mon Jan 18, 2016 8:16 am

Damage raised to near double per shot.
One sees only a single shot however.
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Lisa
 
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Post » Mon Jan 18, 2016 1:34 am

does anyoe use these? I find them terrible due to the time it takes to reload

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josh evans
 
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Post » Mon Jan 18, 2016 8:09 am

This doesn't matter so much when used as a sniper, especially as the damage it causes (especially with 6 cranks) more than makes up for the time taken.

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..xX Vin Xx..
 
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Post » Mon Jan 18, 2016 6:54 am

Quick Hands perk is your friend

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Angelina Mayo
 
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Post » Mon Jan 18, 2016 9:55 am

Note that you get an 6 crank one after old guns, mod can be moved to the unique you get then you meet Preston.

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NEGRO
 
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Post » Mon Jan 18, 2016 8:18 am


I didn't think they took longer to reload then usual, I'll have to try it as I actually like two shot for my sub-machine gun and sniper rifle.
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Jack Bryan
 
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Post » Mon Jan 18, 2016 5:37 am

I dropped these fairly early one (like the pipe guns). Other more useful guns appear so early on remembering to crank that lever became a pain. Would be good if there was an auto-crank mod (maybe there is one, never bothered with them after early play).
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stephanie eastwood
 
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Post » Mon Jan 18, 2016 5:33 am

The two-shot weapons in general are kind of ridiculous. First, they do NOT expend two units of ammo. Second, each shot does not trace TWO projectile trajectories; either both hit the exact same part of the target or both missed. In effect, a "two-shot" weapon is actually a "double damage" weapon and nothing more.

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Allison Sizemore
 
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