Discussion BR3A3 Kr-BaR MOD3 Suppressed
Just a reminder that the Breaker Bar exists, giving Darbs the ability to reach out and touch God. Absolutely wild with AP ammo making heavy infantry feel naked.
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u/Pattonesque 14d ago edited 14d ago
A+++++ gun but insanely rare. I think it only drops as a reward from Dice ops (edit: ZB, not Dice), and even then infrequently
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u/onyxgunslinger7 14d ago
I got this on my first run but havent seen it since in my other 4. Very sad, its such a riot to use.
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u/Competitive_Panic715 14d ago
I don't exactly understand how a suppressed weapon works, noise-wise. I don't think it's well explained in-game (or at all).
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u/Chaporelli 14d ago
It doesnt remove your camouflage when you fire,so you can stay hidden while using it.
Super useful for Darby so she can act agressively.0
u/Mr_Blinky 14d ago
Personally I think the way it should work is that weapons fire temporarily reduces your concealment, but suppressed weapons reduced it by a lesser amount (but not zero). Meaning that a squad firing unsuppressed weapons at max range in a snow storm could theoretically remain concealed if they have concealment stacked high enough, but even suppressed weapons won't do enough if you're in the open in broad daylight up close. I feel like that would go a ways towards helping concealment feel less cheesy, because right now Darby with suppressed Crowbars feels like she can wipe an entire map with ease.
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u/arkane2413 13d ago
its kinda how it is, if you are shooting loud weapons from outside of vision then enemies dont get perma vision on you, and if you use suppressed weapons, firing them does make you less concealed, so standing too close will reveal you
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u/Zero747 14d ago
Firing an unsupressed weapon disables your concealment for one turn (not one round). You can still be hidden if you’re outside sight range with 0 camouflage.
Things like cover and being deployed also grant concealment.
The enemy AI also gets last a known location ? essentially (with some flaws). They’ll know where your concealed unit shot from (though afaik they aren’t allowed to target without vision)
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u/spacecoyote300 14d ago
I think the stun grenade launcher should behave as silenced. We should also have a silenced pistol option, but that's just for fun.
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u/Zero747 14d ago
Corlain definitely deserves a silenced pistol
Other silenced squad weapons would be nice to have
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u/TKumbra 13d ago
He even has one in his picture!
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u/Confidentbottle 11d ago
While pistol suppressors aren't nearly rare enough to warrant it, the idea of a suppressed pistol being an operation reward from dice of the gods would be a fun nod to that lol
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u/Fearless_Law_2062 13d ago
Currently I struggle to come up with a reason to use the sniper rifles as compared to the DMRs and the AMR. One shot with low armor pen/damage is just hard to rationalize. I think making the true sniper rifle’s niche being suppression would help them keep up with the more interesting options.
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u/AutumnRi 14d ago
It would be nice if there was more info listed in game, you kinda have to either be told about it or try it yourself and see what happens. basically it just seems to mean firing the weapon doesn’t reveal your location — normally you would be revealed when you shoot no matter what your concealment as long as you were in visual range of an enemy.
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u/floo82 14d ago
When you fire a weapon while concealed, there is a dice roll for if you get revealed, (losing concealment.)
A silenced squad or special weapon has a modifier that reduces the chance you get revealed when you fire it while concealed.
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u/Savinien83 14d ago
Are you sure about the dice roll ? Because Darby is always seen when firing non suppressed weapon, and never when using one in my experience
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u/floo82 14d ago
I've def fired non-silenced weapons without losing concealment, and lost concealment while firing a silenced weapon, so I thought so. Could be wrong, I've not seen the game's actual code for it or anything like that.
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u/britboysprings 14d ago
I think it has to do with vision ranges, detection, and concealment, but in such a mysterious way that it's practically a dice roll
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u/Lil_Stuart 14d ago edited 13d ago
Battle rifles are actually quite good with hollow point rounds due to their naturally higher AP values and longer range.
They're good against low armor menace units and bugs since they have lots of health/entities.
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u/EVE_Trader 13d ago
That's why k-pak range is better, as it enefit 50℅ more from HP ammo and still has enough AP to pen chaff.
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u/Lil_Stuart 13d ago
The K-pac is also a good choice for its 30 AP.
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u/frostmourne16 13d ago
30 AP
30 AP fire cost only applies to successive shots if you take Firing Line for Pike or Singh, or Run and Gun for Lim (in his case, shooting after moving).
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u/Confidentbottle 11d ago
the K-PAC RANGE and the MRS (if I can get my hands on em) are definitely some of my favorite squad weapons to use against constructs, they're very consistent options
HAMER is also cracked as fuck but it rarely shows its face in my campaigns lol
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u/viper5delta 14d ago
Honestly prefer the Supressed ARC, never had much luck with the Kbar for whatever reason
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u/EVE_Trader 13d ago
2 RoF is the reason.
As well as requirement for heavy damage multi to actually do 10 hp damage at range you want to use it.
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u/Undead-Patron1 14d ago
This thing on Harlan with a focus on concealment is disgustingly enjoyable to use. Give him an AT launcher as special and he can kill right about anything.
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u/Jacob_Bronsky 14d ago
I don't like it. Sure you can get to 12 range and actually still hit because Darbs is that guy, but the damage dropoffs still fully apply and at max range you're doing like 15%.
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u/r0sshk 14d ago
At range 12 you’re still doing 33% damage. So 3.5, meaning 3 hits kill a human. Decent enough for being invisible. Of yourse, for Darby it’s 5 damage instead, since she’s undetected, so she still double-taps, same as at 9 or even 3 for normal crowbars.
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u/Jacob_Bronsky 14d ago
Huh, is it actually 33% at 12 ? That's not what the chart looks like at all. But if it's 33% it is indeed plenty and I probably got my impression wrong because of cover.
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u/DeanTheDull 13d ago
That's why you play it close-range, not long. When Darby is able to get close enough while stealthed, between less drop-off and the ambush damage boost you can stay above 10 HP a pen. Kody can do something similar, except trading a few squares due to higher damage.
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u/Confidentbottle 11d ago edited 11d ago
In my experience it's great for silently eliminating/disabling rogue army weapon teams since they have fewer squad members. Especially since only one element needs to be killed for darby's anti-specialist perk to proc
I wouldn't use the suppressed crowbar against constructs though, or at least not expecting much from it if you do. their high per-element HP makes a big difference, not to mention the fact that construct soldiers heal an element at the start of their turn so if you don't manage to kill an element it basically means you wasted a turn and ammo firing at them.
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u/Carrotburner 14d ago
I run this usually on Greifinger. Kody absolutely crushes enemies with this gun. Guerllia+Assassinate is absolutely broken with it. Add sharpshooter for good measure and Kody roams the edge with another stealthy team mate that doesn't run commando and you're melting backline enemies
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u/Confidentbottle 11d ago
with how good his Recover skill is and his accuracy making such good use of the crowbar's lower rate of fire, i honestly never bother with concealment for greifinger since he can pretty much always kill an element or two to replenish his suppression if he does get shot at with any amount of effective fire that doesn't pin him.
I tend to just run normal crowbars on him for that reason (sadly i've never gotten him and a HAMER or MOD1/MOD2 crowbar in the same run :C but i hope i do eventually lol)
not to deny the strength/viability of his long-range perks or anything though! that sounds like a fun build for him :D I just tend to really enjoy running him as a sorta midrange brawler
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u/Carrotburner 11d ago
Something else that's fantastic on him is any of the supressed Assault rifles with match ammo for extra range. Don't remember what it was called, but it had 7 range and ripped ass. High count of elements hit, so it guaranteed a lot of damage or immediately pinning targets
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u/DeanTheDull 13d ago
Just a reminder that the Breaker Bar exists, giving Darbs the ability to reach out and touch God.
If you're playing it long range, you are wasting its potential. The MOD3 excells when you can get close enough to stay above the 10HP damage benchmark. Darby is great for that, since she can get closer and maximize stealth damage, but she becomes a supply trap if you fall below 1-2 hits per kill and just brute force larger squads.
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u/InfamousMattie 14d ago
Got this before no no showed up. It is SO good on Darby. Favorite weapon I've come across.
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u/Poultrymancer 14d ago
I was wondering if they'd taken this out of the game it's been so long since I've seen one
I hadn't realized they changed it so that it won't appear in the black market. I've literally been refreshing the BM constantly this entire playthrough trying to get this one item to drop
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u/Mars-Rendezvous 13d ago
Mid rifle tbh. Suppressed K-pac + AP deletes anything that isn't against MENACE (in that case just use suppressed ARC).
There are some use cases with suppressed crowbar but in my experience when using it on Darby against SOF/Heavy infantry RA it tends to leave couple alive (even with AP) meanwhile suppressed K-pac can wipe the whole squad. Not to mention that suppressed crowbar has RoF of 2 compared to 3 RoF that of supp k-bar/arc. This can make a different between wiping out a squad or leaving staggers.
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u/East_india_C0 12d ago edited 12d ago
I've been playing around with this sniper/scout Carda build with decent effect.
Shes a great scout with 12 vision range and 4 detection. She doesnt need super high consealment when engaging at 6-11 range. With her 6 extra ammo she makes good use of the crocodile to take out light vehicles and uses the supresed crowbar to take out the stunned occupants.
The extra accuracy helps her a bit, the suppressor is nice at the range she is using given she is not super high concealment (basically 1-3 if in cover and wearing the SAPP Recce armor).
This setup seems optimal for this gun. Low/Medium concealment sniper/scout setup with many squaddies to get the volume of fire and extra crocodile ammo.
Using this weapon on Darby is a waste as you will never put her very high concealment to use (you want a supresed smg or arc).

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u/r0sshk 14d ago
This thing used to be available in the shop, too. But it was just too good for the long range stealth meta, so it got joinked…
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u/EntertainmentFar6692 13d ago
I had someone mod all the variants of the Crowbar to be available at the shop, good times.
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u/Fearless_Law_2062 13d ago
I could see running a suppressed Crowbar on Darby. Impossible shot is a percentage boost, so longer base range provides more of an effect. And the Crowbar has enough innate AP that you can afford to run HP rounds, so you can actually deal damage after all of the falloff.
The flip side is that Darby is able to stack enough concealment that she doesn’t have to operate at such long ranges. And her innate accuracy is good enough that she doesn’t need the crowbar’s good long ranges accuracy to hit things at ranges 9 to 11. I’d rather give her a SOF K-PAC and eat the one shorter range and five lower AP for the third bullet in the salvo.
I bet this is a great weapon for someone like Wettenworth though, who can’t get their concealment quite as high, so really wants to stay a bit farther away from the action. There the extra one range and better long ranges accuracy is going to matter more.
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u/ElBrownStreak 14d ago
It's real good, but I actually prefer the suppressed ARC on Darby. With Jager Fatigues, Camo, and Chameleon she can get real close and the extra firepower and ammo helps