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  1. #41
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    Just another vote for "Basilisks are amazing tank killers and Bulldogs are awful (on the sundy)"

    I'll agree that Basilisiks are so-so vs infantry. My favorite for infantry killing on the sunderer is the Fury. Splash + good RoF mean you can stop any LAs or engies rushing you.

    The ranger isn't all bad either. Sure, it should be stronger. But a single ranger will kill an ESF in less time than it takes the ESF to kill the sundy, which at the end of the day counts for a lot.

  2. #42
    I edited my posts to reflect all of your comments about the Basilisk (and Vehicle Stealth), I simply never had any really good experiences with using them.
    In regards to the Fury, it is of course superiour to the Bulldog as it can take on armour and infantry but it's just way too expensive at 1000 certs and this was supposed to be a thread for "Giraffe Calves" right?

  3. #43
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    I'd just much rather have the basilisk and be able to completely destroy tanks, prevent air from doing lazy bombing runs, as well as any predictably moving infantry; than have bulldogs that miss infantry, don't hurt tanks and can't be used vs air.

  4. #44
    Secondary Hivemind Nexus RIDEBIRD's Avatar
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    I don't think you should spend certs on sunderer weapons really, dual basilisk is the best choice for the cost conscious calf.
    Find me on the Steams

  5. #45
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    Quote Originally Posted by RIDEBIRD View Post
    I don't think you should spend certs on sunderer weapons really, dual basilisk is the best choice for the cost conscious calf.
    Nightvision on the default machinegun that is on the forward postion might be usefull for spotting mines.

  6. #46
    Secondary Hivemind Nexus Cooper's Avatar
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    I've been running Front Fury and rear Kobalt for quite some time now.

    The main reason is that the Kobalt is as good as the Fury against infantry (if not moreso when stationary) and provides similar AA to the Basilisk (in a "scares the mossies off from completing their rocket pod run and ocasionally pops them if they're not paying attention" way).

    It seems to work well. I've been thinking however of moving to a dual Fury setup, but does that leave it too vulnerable to air?

    Has anyone tried a Fury + whatever the gun is that is basically one arm of burster? It's been on my mind as something to replace the kobalt.
    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. #47
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    Quote Originally Posted by Cooper View Post
    I've been running Front Fury and rear Kobalt for quite some time now.

    The main reason is that the Kobalt is as good as the Fury against infantry (if not moreso when stationary) and provides similar AA to the Basilisk (in a "scares the mossies off from completing their rocket pod run and ocasionally pops them if they're not paying attention" way).

    It seems to work well. I've been thinking however of moving to a dual Fury setup, but does that leave it too vulnerable to air?

    Has anyone tried a Fury + whatever the gun is that is basically one arm of burster? It's been on my mind as something to replace the kobalt.
    I'm currently running Ranger + Fury.
    Not entirely sure about it really. Doesn't help that they're the wrong way round (rear fury, front ranger). The ranger is NOT a good AA weapon. However, experience suggests that it's good enough that you will kill an ESF before the ESF can kill you. And the fury is awesome AI and acceptable close-range AV. I've not really seen what the ranger does to infantry, but my guess is very little.

  8. #48
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Well, my take on arming a Sunderer is that you cannot do a really good AA setup. You can do a mediocre AA setup, which at best matches a dual burster Max (a Ranger outputs roughly the same damage as a single burster arm), but you completely sacrifice AV and AI. So, IMHO better go with Fury and Basilisk. Very good AV and AI, and can still deter a mossie. Anything more, there are always the passengers. Also, when babysitting a Sundy, I find a dedicated AI weapon is needed.

    Perhaps in a more organised setup, with one mineguard Sunderer as the spawn, and one Ammo and one Repair as mobile rearmament depot, having each fill a dedicated role (AA, AV,AI) would be great. Combined with the HP Sunderers have, you have a mobile fortress. But that is asking too much.

    Kobalts are amazing, and I find Fury and Kobalt to be an amazing AI combination when moving between bases in general. Kobalt is lazer-accurate, so you can headshot that HA that has the nerve to try to fire a rocket at your bus, and can still scare mossies away. But again you sacrifice AV capability. And I find dual Furies to be a better overall setup for a specialised AI Battle Bus. In such a case you either drive around like a maniac avoiding rockets, while your gunners mow them down, so they have no time for accurate fire, or you are breaching a shield with gate diffuser, and want to do area denial around your sundy, so you want to keep those explosions going.

    Bottomline: All these setups are specialised. Dual Basilisks are good enough. If someone isn't sure what to get, just gather some experience manning various kitted up sundies, and see which style you find more to your liking and suits your driving and deployment style.
    Last edited by MrEclectic; 17-04-2013 at 06:26 PM.

  9. #49
    Secondary Hivemind Nexus Cooper's Avatar
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    I like dual Fury's but I find that "point and shoot" of the Kobalt lends itself to absolutely anyone using it.

    It takes a bit of time to learn the Fury's drop-off.
    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

  10. #50
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    The kobalt is an amazing AI weapon, I like it over the fury tbh since it have extremely high accuracy over long range so you can pretty much snipe infantry with it with burst fire. Got many long range kills with. Hell when I park and guard my sundy nowadays I tend to try to park it so that my kobalt can see the target we are attacking just to be able to provide cover fire and to make sure that there is no sneaky way for enemy LA/Engineers to get to me.

    Rangers are actually decent especially since ESFs tend to bugger out as soon as they get hit by flak and if they do not the ranger will kill them. It is also half-decent against infantry, I have killed a few LA that thought they could just hover and drop c4 on me with it.

    Bulldogs are overrated on Sunderers, agreed but they are a cheap way to get a grenade launcher which can be very handy, especially when paired with the rapidfire of the Kobalt or Walker. The grenade provides splash damage and the machine-gun can finish off survivors.



    The other day when TR tried to warpgate us on Indar they parked 4 sundies at crater fireingrange they had 1 minguarded and 2 or 3 repair sundies parked in a circle. Pretty effective.

  11. #51
    Secondary Hivemind Nexus Boris's Avatar
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    I roll Kobalt/Basilisk for exactly that reason. The Kobalt is very nice anti infantry and decent against ESFs (but doesn't damage Libs or Gals) and I generally feel that if I'm up against a tank, it's best to have the passengers hop out and engage it with rocket launchers.

  12. #52
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    The ranger is the only new gun I have added to my Sunderer..was getting tired of being tagged by pesky fliers...

  13. #53
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    Couple of tips I keep on mentioning in Mumble but should really be somewhere more permanent.


    • There are tunnels in the spawn rooms of amp stations and tech plants. Use them.
    • You get 10 seconds of immunity to fall damage after leaving a lift beam/jump pad/droppod. Use this rather than the "down" elevators on tech plants, towers, and biolabs, and exploit the shit out of it to murder Sunderers that are hiding under the legs of tech plants.
    • When in a lift beam, look up ~45 degrees and hold down jump/crouch to rapidly ascend/descend. Holding jump, you'll leap several meters into the air at the end of the lift.
    • Bind minimap zoom to something closer to hand than [ and ]. I use the scrollwheel. It's a lifesaver, especially when you have radar (cert a radar flash always have radar)
    • Firing a weapon will flag you on nearby hostile's minimaps for ten seconds.
    • You can adjust minimap colouring in the General Options. I use pink for VS, blue for NC and red for TR (because those don't clash with the squad colourings).
    • There's a spot key (Q by default I think?) that will flag the targeted hostile on nearby ally's minimaps for ten seconds. Keep in mind though that the spot message can be heard by nearby hostiles.
    • Holding down the spot key on an ally will give you a menu where you can ask for ammo, heals, repairs or a ride. This is better than shooting the target of your request.
    • Proximity messages (the ones accessed from the voice menu and the spot key), infiltrator cloaks and fighter aircraft all have empire-specific sounds.
    • When on the spawn screen, nearby medics are represented by crosses. See if any are running towards you before hitting deploy.
    • When being revived in a firefight, watch the kill logs to see if your medic died immediately after. If she did, why not wait a bit before clicking "yes".
    • Fighter aircraft have no resistance to small arms fire and surprisingly little health. If your squad is being harassed by one, just open up, it'll drive her off.
    • MAX suits have a 80% resistance to small arms fire. They have no resistance to explosives. The Heavy's AV grenades are shit against tanks but wonderful against MAXes, taking them down to 10-15% health in one hit. In cases of MAX crashes and camps, cert grenade bandoleer and chuck two round the door in quick succession. You'll score a pile of Extreme Menaces.
    • Lashers are also a good choice against MAXs, as are underbarrel grenades (they'll take a MAX to half-health in one hit).
    • Squad deploy drops you on your squad leader's head, even if they're currently a corpse. Use it while you're waiting for your beacon spawn to cool down, or if you're a SL yourself and want to rapidly redeploy your squad without a Galaxy.


    • Phoenix missiles (the screaming blue ones NC launch) can be shot down.
    • The Engineer's sticky grenades, when attached to a hostile, will go through the spawn shield with the hostile. It will also ignore that hostile's flak armour, pretty much guaranteeing you a kill.
    • The HA's resist shield has a cutoff at 500-600 damage. If a single projectile is more than that (say from a tank shell or a sniper bullet), it'll ignore the shield's resistance.
    • Don't park Sunderers under base walls, especially those of amp stations and tech plants. It's the work of a moment for an engineer or LA to take the spawn tunnels and jump pads to right next to your Sunderer, and then dump mines and C4 on top of it.
    • If you feel you're dying far too often, it's almost certainly because you're being too aggressive. Stop running into ambushes, idiot. Find cover and wait for hostiles (who you can see on your minimap because you brought radar, right?) to come to you.
    Last edited by cfftble; 19-04-2013 at 04:48 AM.

  14. #54
    Secondary Hivemind Nexus Cooper's Avatar
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    Reflex sights.

    Get them. They are one of the best ways of improving your game performance for cert cost.

    Don't go mad and ever bother getting more than one sight for any gun. The 1.5x or 2x reflex sight is enough for anything up to medium (80m) range engagement.

    In almost all instances (bar sniper rifles and maybe the SVA88) greater than medium range engagement is pointless and you are better just moving closer under cover. Even with the upcoming changes to VS fallloff, trying to take someone down with an Assault Rifle, Carbine or LMG at range is near pointless. You will only be able to down them if they are really far from cover. All you will do is give away your position.

    The only gun I have a greater zoom sight on is my NS-11 because I use it solely for Esamir where medium-to-long range infantry engagement tends to be more common and it has a manageable first round recoil for using with semi-auto fire. (Press B to switch...)
    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

  15. #55
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Excellent post Coffeetable!

    On reflex sights: saw a guy saying that the movement speed/mouse sensitivity from reflex sights differ between 1x and 2x, whereas NV is the same as 1x, which is also the same as iron sights. So it might be good to use only the 1x and the NV, as appropriate, to give yourself the muscle memory of how your weapons handle.

  16. #56
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    Continuing the Sundie load out discussion:



    Incidentally, I bought the ranger over the walker, as I always found the Walker on Gals/libs very hard to hit anything with, outside of very close range. May be different when you are on the ground however.
    Last edited by CMaster; 18-04-2013 at 06:03 PM.

  17. #57
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    Quote Originally Posted by CMaster View Post
    Fixed it for you. :P

  18. #58
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    Oh, two more:

  19. #59
    Secondary Hivemind Nexus MrEclectic's Avatar
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    This one is for SLs and emergencies: Just hitting M, so the map appears, and then "Squad Deploy" on the lower left corner, deploys you to the location of the squad leader after a 10s delay. For that purpose, /suicide is redundant. There are uses, if the squad is to quickly deploy to a spawn beacon or a spawn location somewhere else on the map.

  20. #60
    Lesser Hivemind Node Ksempac's Avatar
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    Hi, I'm new here and new to the game so I would like to say hello and thank you for this thread

    After much trial and error, I decided I wanted to play as an Infiltrator (love sniping, and love getting behind enemies lines to shoot them in the back. *Evil grin*), and I was wondering whether the XM98 was worth it. Based on feedback here, that seems to be the case, so I'm gonna purchase it with Cert. The default Infiltrator weapon definitely lacks firepower ("wt* ? I shot him in the head and he is still alive ?") but I was worried about the lower range of the XM98.

    And if I really enjoy the game maybe I will shell out some cash for the Parallax.

    For now, I'm simply trying to get the hang of the game, while remembering my FPS skills (I haven't played a competitive FPS for years). Once I get some experience, I will apply to the RPS outfit (I didn't want to jump in right away, I would have been a drag on the team).

    Question : you mention trying out weapons in VR. I'm guessing VR is virtual reality, I've never seen such a thing in the game or the menus. How do I start that ? Can i try weapons I haven't unlocked yet ?
    Last edited by Ksempac; 21-04-2013 at 06:31 PM.

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