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Best D Walker Loadout

author
Elaine Sutton
• Friday, 13 November, 2020
• 16 min read

Metal Gear Solid V: The Phantom Pain features very fun and flexible mission design. From fully customizable loadouts to the fact that you can tackle almost any operation exactly as you see fit, you're always given countless options when it comes to fulfilling your objectives.

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Contents

The buddy system allows you to bring along an artificial intelligence partner on most missions, and they can help you achieve your goals. There are four companions to find and recruit throughout the sandbox stealth-'em-up, and with any luck, this guide will help you understand their varying roles, and how to best utilize their talents out on the battlefield.

Especially near the beginning of the game, you won't yet have easy access to vehicles, so D -Horse is your only real option when it comes to travelling relatively long distances. By pressing the crouch button while you're saddled up, Snake will lean in behind D -Horse, effectively using her as cover.

This obviously puts D -Horse in danger of being shot, but it's still a reasonably effective option if you need to thin the enemy ranks while also making your escape. How to get D -Dog: Near the start of the game when you're able to pick and choose which missions to tackle, you may stumble across D -Dog as a puppy out in the wild.

As such, he's a valuable partner to have around when you're exploring the map in search of medicinal plants or specific wildlife. Like any well-trained mutt, D -Dog responds to numerous orders, and commanding him correctly can make missions a lot easier.

His ability to take a single foe out of the picture means that he can be a fantastic last resort when you feel like you may be discovered as you attempt a stealthier approach. He can certainly kill enemies quickly, but against three or more armed men, he's going to take a lot of fire.

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During a mission, you may hear a report over the radio that there's a sniper roaming around Afghanistan, and if you head to the Abe Ship Ruins, you'll find her. Because of all this, Quiet is arguably the most versatile buddy in the game, but to get the most out of her, you may need to channel her skills by giving her commands.

With enough preparation, it's possible to cripple guard outposts with Quiet's sniping while you stay hidden or perform some kind of sabotage, such as taking out communications to stop reinforcements from showing up. If a base is packed with enemies, or your foes are on high alert, you can make things considerably easier by having Quiet take out numerous troops from a safe distance.

When you find yourself up against tougher elite or heavy enemies, Quiet's once again a great buddy choice, as she'll back you up on whatever approach you take. What's more, she's unsurprisingly a damn good shot, which can make all the difference if you have no choice but to engage in a gunfight with your aggressors.

+ Auto-Search Mode(Marks targets in For) Intercept Head 300,000 GMP RJ D LV. + 100% Base Durability TASK-ARM UPGRADESTask-Arm CQCRequirementsFunctionality + Close-Combat Ability Task-Arm MCT 80,000 GMP RJ D LV.

+ Machete for CQC+ CQC Damage Task-Arm SM 100,000 GMP RJ D LV. + CQC Damage+ Machete can damageVehicles / Walker Gears PRIMARY WEAPONS Gatling Gun V1RequirementsFunction Heavy Machine Gun with a high firing rate and moderate damage.

3d
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Gatling Gun V2 + 100% Base Ammo Capacity Gatling Gun V3 + 100% Base Ammo Capacity Anti-Tank Guided Missile IV Guided rockets that are best used against enemy vehicles. + 20% Stopping Power ATOM IV V3 + Ammo Capacity Flamethrower V1 100,000 GMP RJ D LV.

Cannon that sprays jets of flaming petrol across a targeted area. + Charging Speed Fulton Ballista 510,000 GMP RJ D LV.

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It also gives a way to destroy things like Gunships without sacrificing your stealth loadout, or needing to call and wait for a supply drop. Sure, it doesn't do everything the other Buddies can. Quiet drops ammo, D -Dog can assist with stealth take downs and distractions, and D -Horse allows for covert travel by hiding on it's side.

PSN: Nellie Pawn: Cecilia | 200 | Mage It also gives a way to destroy things like Gunships without sacrificing your stealth loadout, or needing to call and wait for a supply drop. Sure, it doesn't do everything the other Buddies can.

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Quiet drops ammo, D -Dog can assist with stealth take downs and distractions, and D -Horse allows for covert travel by hiding on it's side. It also gives a way to destroy things like Gunships without sacrificing your stealth loadout, or needing to call and wait for a supply drop. Sure, it doesn't do everything the other Buddies can.

Quiet drops ammo, D -Dog can assist with stealth take downs and distractions, and D -Horse allows for covert travel by hiding on it's side. Very cool Yeah, it's final head option lets it identify and engage enemies on its own.

So if you leave it, you need to be mindful of where and make sure it's out of sight (unless you go with the support stealth head.) That being said, it can sneak up on them pretty fast when in stealth movement mode, and can dual wield anesthetic pistols, giving you more non-lethal sleep weapons to work with.

It still counts as stealth kills since you're not engaging. Whenever I'm doing a side op or mission and I see a gunship, I just have her switch over to her .50 cal and hit it 3 times before having her switch back to her regular gun. Join us by filling out a tiny 3 field form, and you will get your own, free, Hakka user account which gives a good range of benefits to you: No adverts like this in the forums anymore.

I'm having a bit of trouble trying to figure out how to equip my War Walkers. Scatter Lasers by themselves would be a decent AA, considering that a single unit with all SLS puts out 24 S6 shots, and if they're guided by a Far seer (my list has two), they could take down fliers.

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The Scatter lasers make the Star cannons TL, and they still have 6 shots each for the AA duties. The Scatter lasers make the Star cannons TL, and they still have 6 shots each for the AA duties.

Armies: Elder, Neurons, Blood Angels, Grey Knights; World Eaters (30k); Bloodhound; Cry, Circle, Cross The Scatter lasers make the Star cannons TL, and they still have 6 shots each for the AA duties.

Bright lances are also an option but tank heavy armies are not so often seen here in our local meta. Cos every second army is a damn IG list.

The Scatter lasers make the Star cannons TL, and they still have 6 shots each for the AA duties. Bright lances are also an option but tank heavy armies are not so often seen here in our local meta.

Cos every second army is a damn IG list. Well, our IG players field some Vendettas but otherwise more ground troops with heavy weapons and allies (mostly SW and GK).

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Heroic Senior Officer Gone-to-ground in the craters of Coventry I ran SL/BL this weekend, but I think I'll take BL/BL next time.

Longtime Aquanaut I've been using SL/BL because I face enough AV13 and the odd LR list to know I need some heavy AT. I don't have a seer with guide or prescience in my list, so I take the Scatter laser as well, but I'm thinking BL/BL would work too.

Problem with that setup is that after you have taken out whatever heavy AT there is you want the Scatter lasers more than the BLS. Impassive Inquisitorial Interrogator Yeah I feel like taking War Walkers is such a good chance to bring some Hakka.

I feel a pang of regret if i don't have many shots with them. At first, I was against the idea of splitting the unit's role, but I've been using SL/BL, and it's been great.

I still have enough Hakka to kill infantry, but I can hurt AV 13/14. Against infantry, it also gives ID chances against T4 targets.

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Pretty nice since the Scats can clear out a few guys in front, so you can hit the character with BLS. So it stinks if you can't use your guns too much effect after those are dead.

Preferably SC, given BL only become really useful against AV13 and AV14 and multiple shots benefit a lot more from Twin-Linking with the SL. Pick a role for your War Walkers; trying to make them do two things is just a way to make them do neither thing very well at all, especially once they start taking casualties.

Veteran Wolf Guard Squad Leader Pacific NW It was more for the ability to Twin Link the Bright Lances than to find “versatility”.

I've seen two people so far take SL/BL in the hopes they can deal with FCS and possibly other Fliers. You are likely to get 1-2 hits if you are forced to Snap Fire with the Scatter Laser in a unit of 3.

Sneaky Striking Scorpion ca, USA Impassive Inquisitorial Interrogator Compared to Scatter/Star the Scatter/Lance only has one shot fewer.

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I find that they still do rather well at killing infantry but also have a good enough chance to hurt tanks. The Scatter Lasers are still very good all the way up to AV12, but at least they TL you against AV13.

I don't recommend them to be your only anti-heavy tank, but I think they still work well in both roles. I originally completely wrote off mixing Lasers with lances because of the differing uses, but after trying it I'm coming around.

Chalice-Wielding Sanguinary High Priest Steven age, UK Using Scatter Laser/Bright Lance for anti-armour makes little sense, unless you know you're facing lots of light armor like Dark Elder Raiders or Or Trucks.

If you're shooting at anything AV12 or up, the worst you'll inflict with the scatter itself is a glancing hit. If you take two Lances, you still get two to-hit rolls, but if you're lucky you can get TWO hits out of it.

That'll put on enough hits to wipe out the hull points of the sturdiest of not-very-sturdy vehicles, and also has a shot at allocating over extra hits to other members of the squadrons that these often turn up in. Impassive Inquisitorial Interrogator I agree that S6 is not ideal vs AV12, but it's far from useless, especially on a gun with 4 shots.

This is one reason I loved Warp Spiders and Scatter Walkers in the last book too. You can get 2 hits with a little luck firing two BLS, but once you kill the 1-2 AV13-14 targets you have fairly expensive walkers who are mostly ineffective vs infantry.

Unless you're fighting Neurons I just don't think there are likely to be enough targets that you need the extra lance for. SL/BL is me planning for the whole game and protecting myself against situations where I don't have efficient answers to my opponent.

Ally in some DE or Tau (unnecessary, but it's an option). Looking at the math it may be less efficient than other combinations in their ideal situations, but it does work well enough against all intended targets.

The Slab combo is better at stripping Hull Points against AV12 on down. It is also better against pretty much any infantry target, including TEQ.

As for considering the Star cannon, it kills roughly .5 TEQ more per model than the Slab combo, but the Bright lance does ID T4, which is nice against Paladins, non-Nurgle Obliterates, etc. Regular Aquanaut if you're bringing far seers, the twin linking from SL isn't necessary.

Horrific Howling Banshee Angolan wrote: I'm mopping the floor with straight up Star Cannons. The only thing in the game that takes less wound from SL/SC is a 2+ model without at least a 4+ cover/insulin save.

From an efficiency standpoint there should be something else in your army that's better served with Guide. The only thing in the game that takes less wound from SL/SC is a 2+ model without at least a 4+ cover/insulin save.

From an efficiency standpoint there should be something else in your army that's better served with Guide. Of course, if you already have units like Arabs that come stock with twin-linked weapons, you don't need anymore boosting.

Has'o Commanding the Hunter Cadre Olympia, WA 4 Staycations does about the same (in fact VERY close), but with a higher ceiling with less variation and a higher threat profile against TEQ by a long ways.

4 Staycations does about the same (in fact VERY close), but with a higher ceiling with less variation and a higher threat profile against TEQ by a long ways. Earlier numbers show you only lose .12 wounds per turn as SL/SC versus SC/SC.

Assuming I got my numbers right (I'm not exactly a binomial distribution wizard), this is versus Terminators, how many unsaved wounds: If you think the sweet spot is 2 unsaved wounds, SL/SC is giving up 8% then.

Paladins and other such armies are not only common enough to account for but Sanguinary Guard, Mephisto ridiculous toughness that makes ME numbers irrelevant, Terminators, and a HOST of others is of equal concern. So unfortunately I cannot agree that a blanket statement makes sense.

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3 tornadoughalli.com - https://tornadoughalli.com/open-faced-sloppy-joes-wahlburger-copycat/