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  1. #21
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    If you upgrade your galaxy with the bulldog guns then also add nightvision on them. Very usefull for quickly identifying enemy muster points. The only good medic is a dead medic!

  2. #22
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    I really dislike nv on air weapons and MBT secondaries.
    I always find enemies being out of range and invisible under it.

  3. #23
    Secondary Hivemind Nexus RIDEBIRD's Avatar
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    You can fly the gal danger close though, and you mostly do. The gal is more of a low altitude gunship then a bomber. I don't like NV on the Saron either though.
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  4. #24
    Secondary Hivemind Nexus RIDEBIRD's Avatar
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    Regarding galaxies - if you like to fly them, try the different performance upgrades in VR. I am leaning more towards prefering the vertical power one and I consider upgrading it, but the roll (precision drops) is very nice if you want to do cool moves and very tight drops.

    For other certing purposes the nanite repair is really, really, really ridiculously amazing. Fire suppression is also nice.
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  5. #25
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    Scythe photon pods are awesome with zoom optics; it's not too much to get to the 3rd level, and they make a huge difference in ground attack runs. Great for flying directly over an enemy position at the ceiling and then loosing off a salvo from a vertical dive.

  6. #26
    Secondary Hivemind Nexus Cooper's Avatar
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    Re: Gals

    I like the vertical lift, but then I've almost completely adapted my Gal flying from PS1.

    In PS1 it was all about getting high and staying high, in PS2 it's often a good call to hug the ground. You drop faster, pick up faster, get awa and behind cover faster.

    A fully certed precision drops gives you excellent manouverability that has saved my Gal too many times for me to feel like switching.
    Quote Originally Posted by CROCONOUGHTKEY
    KING GEORGE IS A FROG
    le BANG~__-MICHEAL FUCK OFF~~__-INTERPOL KNOW YOU WELLBIENG~—
    OFF
    NOT RUSHMORE MOUNTAIN
    KILL WESTON KILL MUST KILLTHEWESTERNINMYHEADDOESN’TEXSIST
    TEXASISDEADINPARISHEWASAMAN..BINGBING.TETTOHEAD.SP ACEOK,TIMEDEADANDSTOPPED1920HOKKAIDO.UNDERSTOODAT1 ONE.
    UNDERSTANDTHISANDFUCKOFFPIRATEBAY.TIMEDOESNTEXSIST FORMEASIMPATEKPHILLPE.
    BANG

  7. #27
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    And manoeuvrability is the key to wrestling mossies, which is about the most hilarious thing you can do in a Galaxy.
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  8. #28
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    great posts!!!
    RPS Purple Giraffe Addict - Richtersen-

  9. #29
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    Quote Originally Posted by CMaster View Post
    I really dislike nv on air weapons and MBT secondaries.
    I always find enemies being out of range and invisible under it.
    Except that the NV scopes are mainly for spotting infantry, and when you are spotting infantry you have to be fairly close anyway. I have found them superior to zoom on pretty much every single weapon except my AP Lightning because that is pretty much only used as a sniper.

    Tank battles tend to get filled by smoke, explosions and all kinds of crap the NV scopes helps a lot there especially for your gunners.

    For the main gun of a scythe NV is the only way to go because you will never engage something further away than the NV scope render.

  10. #30
    Really like these guides so far, good job! I'll have to think about my choice of weapons after seeing that weapon guide... ;_;
    Now lemme add a guide to my favorite part of the game:

    A short Guide to the Sunderer:

    Weapon Choice:

    The default M20 Basilisks are good, they are all purpose and can take down anything but don't count on them if you have a mossy swooping down on you or you're assaulted by infantry, so you might want to upgrade.
    I'll go through all the options first and then what I'd recommend. (Keep in mind you'll have to buy your guns per slot on the vehicle)

    M12 Kobalt: This is the cheapest gun you can get at 100 certs or 250 SC and it's an 'okay' option to take down that pesky heavy assault that's been shooting you with his rockets from across the open field, but you'll need to have really good aim to get him and killing infantry on the move with it is quite difficult.

    M60-G Bulldog: This one costs 250 certs or 500 SC and is essentially a mounted grenade launcher. It's projectiles have a good amount of splash damage and can decimate infantry at close to long ranges, a direct hit on infantry is an instant kill.
    And it also does decent damage to light armour on a direct hit. The arching trajectory of the projectiles needs some getting used to though.

    G40-F Ranger:
    This thing is an expensive decorative item for your Sunderer at 1000 certs or 700 SC. It's advertised as an effective air-deterrent cannon and hence shoots flak rounds, problem with it is that it's damage is very low at the moment and makes it pretty useless at it's advertised job, you might be able to scare away novice pilots with the flak explosions but experienced pilots will just soak up the really low damage and continue their assault on you.

    A30 Walker: Your other option for Anti-Air costing a more reasonable 250 certs or 500 SC. This one does not shoot flak rounds and instead uses high caliber bullets with a high bullet velocity and decent damage, if you manage to hit every round you can take down an enemy ESF in a single magazine and the reload speed is very quick. Hitting your target takes practice though as you have to lead your shots and be more accurate than you'd have to be with a flak cannon.
    You can't aim this weapon down very far but it can damage light (and to a lesser extend heavy) armour and infantry as well and do considerable damage to those targets.

    M40 Fury: Another grenade launcher at a whooping 1000 certs or 700 SC. This one shoots projectiles designed against armour and they are very effective at that, the splash radius on this is lower than on the Bulldog but killing infantry is still very feasable with it. The projectile arch is also lower than on the Bulldog making aiming considerably easier for novice gunners.

    Alright! That's all the options, now what would I recommend:

    Primary Weapon Slot:
    The M60-G Bulldog is the best choice for anti-infantry and with all the kamikaze C4 runners around these days a must for at least one weapon slot on your Sunderer. You can't aim the gun down far enough to hit an enemy standing right at the vehicle but getting the Bulldog for the primary slot will allow you to shoot the ground right behind and around the rear of your Sunderer enabling you to kill infantry running behind the vehicle (which I find is the typical approach for the afforementioned kamikaze C4).

    Secondary Weapon Slot:
    If you want something for Anti-Air go with the A30 Walker on this one, the G40-F Ranger is just crap right now.
    If you'd rather take on enemy armour go for the expensive M40 Fury.
    Or get another Bulldog for more anti-infantry ownage and light armour damaging.
    Last edited by BestAsbestos; 17-04-2013 at 02:29 PM. Reason: Changed the Basilisk description to reflect all the feedback :)

  11. #31
    Certing your Sunderer:

    Passive Systems:
    At least the first 2 to 3 ranks on Aquisition Timer totalling in 41 certs (Rank 1 = 1 cert, Rank 2 = 10 certs, Rank 3 = 30 certs) are highly recommended, if you need to go higher than rank 4 to pull a new Sunderer as soon as your old one gets destroyed you should reconsider your Sunderer placements and driving ability...

    Utility Slot: Get the Sunderer Advanced Mobile Station (S-AMS) for 50 certs as soon as you can, this will allow you to deploy your Sunderer with the "B" key (default) and create a spawn point for your allies. None of the other options are worth it unless you wanna run a very specialized bus. Seriously, get the S-AMS.

    Defense Slot:

    The first ranks of Mine Guard (30 certs and then 50 certs) can be very helpful, as every rank basically means that the enemy will need one extra mine to take you down.

    If you're running with a group of armour or just want to be sought after by ammo starved Scythes, Liberators and Tanks alike the Vehicle Ammo Dispenser for 50 certs on Rank 1 is a great option. As an added bonus to being loved you also get a good amount of certs for resupplying your armoured friends. Be aware though that the large glowing holographic ammo logos that will be added to your Sunderer's sides can also be seen by the enemy.

    Quote Originally Posted by MrEclectic View Post
    Stealth can be useful on certain occasions. Good for a fallback sunderer, or for that first sunderer pulled during a surprise attack on a tower. "Where are they coming from" keeps the element of surprise for just a little longer, and some times that is all that is needed. Situational, but only costs 30 certs for the first rank, and that's all that is needed.

    Performance Slot:
    Here you get the option between the Rival Combat Chassis which will improve your breaks, turning, traction and reverse speed, or the Racer High Speed Chassis which will allow you to enter the local racetrack with your bus, each costing 100 certs.

    The Sunderer is already faster than a standard Magrider and Lightning so the Racer High Speed Chassis will just mean that you can outrun your armoured escorts even faster (which isn't really a good thing). If you do go for it though try going off road with it, you can get some sick air on the smallest bumps at full speed!

    The Rival Combat Chassis is the proper choice here. Improving traction will mean that you can climb hills better (and faster), better turning and higher reverse speed can save you from a lot of dangerous situations and better brakes always come in handy if you want to avoid running over and destroying that wild Flash that just jumped out in front of you.

    Fluff:
    If you have some loose SC lying around you can get a horn for your Sunderer; Never again will your allies wonder where you parked and the horn may also scare off timid enemy ESFs...or maybe not.

    Last edited by BestAsbestos; 17-04-2013 at 02:31 PM. Reason: Added MrEclectics Stealth recommendation.

  12. #32
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    note that a Sunderer with 2 Basilisk gunners will win a fight vs a Lightning with no trouble and has a good chance of taking down a heavy tank too. The Basilisk also only needs 3-4 hits to kill infantry. Not bad for the default gun.

  13. #33
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Yargh View Post
    note that a Sunderer with 2 Basilisk gunners will win a fight vs a Lightning with no trouble and has a good chance of taking down a heavy tank too. The Basilisk also only needs 3-4 hits to kill infantry. Not bad for the default gun.
    The Basilisk is amazing. Two are the major threats against a sunderer on the move: running into enemy armour and being spotted by an enemy aircraft. Two basilisks or 1 basilisk/1 furry and the Lighting doesn't know what hit it, and your gunners will most likely blow up that MBT as well. In the case of MBTs though, if it has friends, even a lonely Heavy, better avoid the confrontation, or engage, but also have your passengers hop out, keeping only the gunners still manning the guns. If you get spotted by an enemy aircraft, even dual Rangers won't save you if he's not scared away. Better have the passengers hop out, spread out, and start shooting at the thing. On that note, zoom for AA/AV guns and NV scope for grenade mortars.

    Also, personally I can't stand the Bulldog. From discussions with others, a lot feel the same. Too severe ballistic trajectory and too slow RoF. If you miss, that's it. A Furry, because of its flatter trajectory, higher projectile speed and higher RoF, allows for fire correction.

    Stealth can be useful on certain occasions. Good for a fallback sunderer, or for that first sunderer pulled during a surprise attack on a tower. "Where are they coming from" keeps the element of surprise for just a little longer, and some times that is all that is needed. Situational, but only costs 30 certs for the first rank, and that's all that is needed.
    Last edited by MrEclectic; 17-04-2013 at 12:03 PM.

  14. #34
    Secondary Hivemind Nexus mrpier's Avatar
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    I've taken down both sunderers and mbt's with the basilisk on my flash, there was always other distractions around though.

  15. #35
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Some of the default weapons that we disregarded in the beginning, blinded by the "ooh, shiny!" factor of the upgrades, are actually devastating when used properly. I cannot pull it off, but I've seen videos and received live fire from Liberators with Shredders. Well it deserves the name!

  16. #36
    All good points about the Basilisk and I have noted that they can technically kill anything, however in my experience, unless I was only encountering already distracted enemies, the Basilisks have let me and my gunners down most of the time.

    Quote Originally Posted by MrEclectic View Post
    On that note, zoom for AA/AV guns [...]
    Zoom for AA guns isn't a good thing as the zoom distorts your perception of distances, which you'll have to rely on when leading your shots against enemy aircraft (unless they're stationary of course). A better choice I think are the night vision optics as those will allow you to see through the rocket smoke from a swooping ESF allowing you to keep hitting it reliably, probably saving your sunderer.

  17. #37
    Secondary Hivemind Nexus RIDEBIRD's Avatar
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    Basilisks are great tank killers (the best on a sunderer), okay as air deterrents, and pretty shitty at shooting infantry. I use one basilisk and one bulldog, but I'd say two basilisks is perhaps generally a better choice. If infantry is threatening you with strikers, Phoenix or OP excuse me AV turrets, you're already dead anyway.
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  18. #38
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    When in a firefight, equip Nano. When engaging vehicles equip Flak. After the HE nerfs, the AA and AV buffs and new weapons, and the proliferation of shotguns and SMGs, Nano is preferable. Nano 3 and you can survive a pump shotgun shot. Nano 4 and you can survive mines sometimes.

    Flak Armour in all suit slots, all the time. Dying ten times to people you can shoot back at is half as frustrating as dying once to mines or explosive spam.

    Flak Armour stops people from quitting the game.

  19. #39
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by cfftble View Post

    Flak Armour in all suit slots, all the time. Dying ten times to people you can shoot back at is half as frustrating as dying once to mines or explosive spam.

    Flak Armour stops people from quitting the game.
    Good point. The best argument for Flak I've heard was "it removes the annoyance from the game". Don't remember who it was, but that is one fine quote! Still, with higher levels of Nano (3+), after the nerf to splash damage radius, you can still survive a lot of explosions, plus pump action shotguns, which are a new source of annoyance. Depends on the play style I guess and what pisses you off the most! I find that nowadays I die mostly to shotguns, SMGs and the bugged TR MCG (it can go to full speed instantly now - it is a bug/exploit that a lot use).

    I used to be of the school of thought "Nano 1 is all you need, if you care about surviving bullets" but I feel that with the proliferation of pump action and automatic shotguns, higher levels are a viable option now.
    Last edited by MrEclectic; 17-04-2013 at 01:39 PM.

  20. #40
    Secondary Hivemind Nexus RIDEBIRD's Avatar
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    You survive a lot with nano, even mines if you're a heavy with shield on. I never use flak on anything but engineer. As I've said multiple times, if I get shot with a rocket, OP turret, lib or tank, I'm dead anyway. I'd much rather be slightly be more durable in CQC and die about half a second faster from a lib.

    I also use shield accelerator on LA and infil as the playstyle caters to hiding and charging them shieldz (even though shield accelerator needs a buff in regards that it charges up the shield when the charge starts just as slow as standard).
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