Results 341 to 360 of 1949
02-05-2013, 11:16 PM #341
Oh, my, that GD-7F recoil increase! I could barely control the recoil on it beyond close range due to its insane rate of fire, no idea how bad this is going to be now.
Edit: clarifying stuffs.
08-05-2013, 05:07 PM #342
- Join Date
- Jun 2011
Curious to know if anyone has made use of drifter jump jets rather than the regular ones on their LA?
I was playing around with them in VT, they're a bit odd... almost feel like an unfinished concept in the way they just boost you dead straight forward at running speed. New angles of attack could be opened up, if only through being very unexpected (I don't recall ever seeing any enemies using them either), but that flat straight trajectory feels like it'd be even easier to anticipate and spray bullets at than a regular LA spotted early in their trajectory.
What would be cool would be if they were tweaked to boost at, say, sprint and a half speed. Make them into a tool for charging at / from the enemy...
(Not weapon per se, but posted here cos to the best of my knowledge we don't have a non-weapon equipment thread and I thought best not to start one!)
08-05-2013, 05:13 PM #343
Yeah, never tried it as I dislike the light assault. Its like the scout in TF games, the only thing hes got going is speed. (and C4)
08-05-2013, 08:31 PM #344
08-05-2013, 08:34 PM #345
08-05-2013, 09:59 PM #346
actually, because I know thats what LAs do, thats what I do everytime Im checking for enemies.
08-05-2013, 10:14 PM #347
So I started kitting out my heavy. Never play heavy, but I got Lancer, SVA, resist shield and flak armor for him now. Pretty nice so far.
08-05-2013, 11:03 PM #348
- Join Date
- Mar 2013
I read somewhere the resist shield and flak armour didn't stack. Does anyone know if that's right?
08-05-2013, 11:31 PM #349
I have tried the drifter jump jets a little bit, and I vastly prefer the regular ones. The drifter can be sort of useful for jumping off cliffs/towers and go quite a distance. Problem is the vertical jump jets are almost just as good at that with some juggling, and much better/more versatile at almost any other situation you can think off. They need to give the drifters a serious tweak for them to be worth it IMHO (and they might have, there's been a good while since I tried them last after all).
09-05-2013, 12:15 AM #350
- Join Date
- Nov 2012
09-05-2013, 12:52 AM #351
Tribes (Ascend) has the hands-down best feeling of speed and momentum that I've seen in any FPS. Love it!
09-05-2013, 01:47 AM #352
Save for concussion grenades, and depending on playstyle, Nanoweave Armour 3-4 (level 3 can survive one shot from a Pump Action Shotgun, level 4 proximity mines if you are not dead on). Concussion Grenades especially. Today, with Laldy as PL, we were defending Eisa, even after being cut off, for at least two hours. At one point, a squad of NC cap the Western Satellite, and guarding the cap point. We move in, Qazz throws a Concussion, and in a blink of the eye they were mowed down.
On a tangent, I have come to really appreciate the SVA-88 as the paragon of what VS small arms should be: not the highest RoF, not the highest damage per bullet, not the best recoil, but it somehow works smoothly. Compensator and Forward Grip really transform the weapon.
09-05-2013, 02:10 AM #353
- Join Date
- Mar 2013
Shields haven't stacked with Flak since a patch or two ago. That's when I stopped advocating it in favour of Grenade Bandoleer (coincidentally the same time I learned to flick my shield on .every.time. I round a corner)
RE: Nanoweave, here's a chart of # of bullets to kill. Top row is the bullet's base damage. Almost every carbine and LMG is 143 or 167.
Last edited by cfftble; 09-05-2013 at 02:14 AM.
09-05-2013, 02:17 AM #354
Nanoweave is worth it with resist.
The added % resist provides stacks with nanoweave given some absurd bonus once you get both around level 3+
Edit: Just saw cfftable's post. Things have changed a lot since I last checked..."KING GEORGE IS A FROG
le BANG~__-MICHEAL FUCK OFF~~__-INTERPOL KNOW YOU WELLBIENG~—
NOT RUSHMORE MOUNTAIN
KILL WESTON KILL MUST KILLTHEWESTERNINMYHEADDOESN’TEXSIST
TEXASISDEADINPARISHEWASAMAN..BINGBING.TETTOHEAD.SP ACEOK,TIMEDEADANDSTOPPED1920HOKKAIDO.UNDERSTOODAT1 ONE.
09-05-2013, 03:49 AM #355
For me personally resist shield is better, when I know that there is a pump shotgun in the tower.
Also with recent tank buff, I do believe munition pouch for heavy is viable again to use.Hear from the spirit-world this mystery:
Creation is summed up, O man, in thee;
Angel and demon, man and beast art thou,
Yea, thou art all thou dost appear to be!
09-05-2013, 07:46 AM #356
09-05-2013, 07:49 AM #357
note: flak properly works against mines. I always survive a mine when I step on one with level 3 or 4 flak armour on my engi
09-05-2013, 07:51 AM #358
I like it. Bullets to kill accurately describes the difference between a 143 damage weapon and a 125 damage one. It looks like a lot, but it's only 1 bullet.
It also gives you a quite solid idea of how many people you can drop with the bullets you have. If it takes at least 8 bullets to drop someone with my SMG and I have 50, I can probably take on 5 without reloading.
09-05-2013, 07:53 AM #359
I never bother getting great twitch or aim skills because I find support roles so much better and fun to play. so for whatever enemy it is: do I need one clip or two?
09-05-2013, 08:08 AM #360
Yeah, I should probably clarify that I don't like the metric "bullets to kill" when choosing between armour upgrades for myself. Also, I'm not unlike QuantaCat, I think, when it comes to approach to the game. Though I've been enjoying playing heavy a lot lately.