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261. Upstart in need of serious guidence! - in Rookie Training Grounds [original thread]
There's nothing wrong with assault builds using assault rifles. You just need to be around longer to make effective use of them. Increasing your skills let you have more health and do more damage with the same equipment. I recommend you put militi...
- by Musta Tornius - at 2012.12.10 08:58:00
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262. General Upgrade Questions, and Gunnery - in Rookie Training Grounds [original thread]
The turret question has been asked several times but I don't think we have a definite answer yet. If you check the weapon info in game you should be able to see what category they fall under (heavy, light, sidearm). What slot you put them in doe...
- by Musta Tornius - at 2012.12.09 13:24:00
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263. Difference between Instant battle and Mercenary in the battle finder - in Rookie Training Grounds [original thread]
Instant battle lets you play regular ambush and skirmish. The mercenary ones currently are for testing 'new' maps and modes.
- by Musta Tornius - at 2012.12.08 21:59:00
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264. what is Meta Level - in Rookie Training Grounds [original thread]
Luckily for you I have got most weapons in a handy little thread at the top of the forum in a sticky regarding ranges. Don't forget to calculate taking your sharpshooter skills into account.
- by Musta Tornius - at 2012.12.07 11:20:00
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265. Headshot multiplier - in Rookie Training Grounds [original thread]
The damage multiplier isn't the same for all weapons. A scrambler pistol has ridiculously large multiplier (200 300x) whilst an ar only has 125% or so. Just aim at a friendlies head and look at the number at the bottom left.
- by Musta Tornius - at 2012.12.04 02:17:00
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266. General Question - in Rookie Training Grounds [original thread]
You'd be better of posting this in the bug forums, especially if you can recreate the problem.
- by Musta Tornius - at 2012.12.02 12:05:00
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267. Worth it to put points into swarm launchers? or just wait for heavy weapons? - in Rookie Training Grounds [original thread]
As long as you don't try to take down competent dropship pilots or shoot at tanks from halfway across the map then swarms are not bad at all. Basically everything what Sinboto said. Forge guns hit a lot harder and you are more dangerous with them...
- by Musta Tornius - at 2012.11.23 19:42:00
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268. Scan Profile/Profile Dampening - in Rookie Training Grounds [original thread]
LOS generally stands for Line of Sight, the direction you are looking at and the things you can see that way. An enemy behind you would not be in your los for example.
- by Musta Tornius - at 2012.11.17 01:36:00
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269. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
I added the first militia small turrets, I will add more as I got time and get the numbers.
- by Musta Tornius - at 2012.11.14 11:05:00
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270. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Heh I was actually thinking of doing some yesterday, thanks for reminding me. I'll add it to my todo list, you can always help out too if you want!
- by Musta Tornius - at 2012.11.14 09:02:00
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271. Support Medic - in Rookie Training Grounds [original thread]
If you don't mind sharing what's the rest of the modules in your suit?
- by Musta Tornius - at 2012.11.12 12:42:00
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272. Give Your Triage Tips! - in Rookie Training Grounds [original thread]
In the previous build I had great success running a plate rep dual shield logistic suits with rep, res and quantum nanohives + aur massdriver for fire support. It is really rubbish on its own but you can really support squads with the indirect fir...
- by Musta Tornius - at 2012.11.10 23:50:00
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273. What is the best setup for taking out enemy vehicles? - in Rookie Training Grounds [original thread]
Considering swarms can be outrun by a semi experienced pilots forge guns are really the only choice for dealing with them effectively. As long as you have a good aim you can drop them as soon as they are within 300m of you. As for tanks, ambushin...
- by Musta Tornius - at 2012.11.10 18:10:00
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274. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Yeah I spoke to a GM, should have it moved sometime soon to training ground.
- by Musta Tornius - at 2012.11.09 16:23:00
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275. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Added all the advanced Heavy Machine Guns and the missing standard ones. Updates are going to slow down a bit from now but I'll keep adding as I go along. Will prolly have to revise some with the upcoming assault and laser rifle range adjustments.
- by Musta Tornius - at 2012.11.09 14:05:00
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276. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Hello everyone, thanks to dent 308 I have finished the laser rifles category, it seems viziam's only advantage over the elm-7 is a higher starting damage of 5 points. Considering after 9 shots fired they are equal it is not a big deal. Anyway wan...
- by Musta Tornius - at 2012.11.06 09:44:00
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277. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
So after a little info here and there it seems we can safely say the forge guns are a little bit strange. It seems that max range is somewhere between 300 and 400 whilst the optimal seems to be at max 300. The projectile flies way beyond this but ...
- by Musta Tornius - at 2012.10.30 09:53:00
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278. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Specter RND wrote: Alright, got the info for my forge gun 'Grimlock' Guristas Assault Forge Gun Maximum range (With no sharpshooter bonus) - 300m Efficiency rate - Infinite, till max range is reached Meta Level - 9 And the Gastun's BRN-50 For...
- by Musta Tornius - at 2012.10.28 11:04:00
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279. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Henry FitzEmpress wrote: With there being an "optimal range" does that mean there is a damage drop off after optimal? Yep, that's exactly what it is. After optimal it drops off quite regularly up to its max range where it usually is only a s...
- by Musta Tornius - at 2012.10.26 15:53:00
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280. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Drommy Hood wrote: The info on the shot guns is a little misleading though. I understand that obviously your just going by what the game tells you, but I can assure you that at 9 meters I do not do max damage with my shot gun. Could be to do wi...
- by Musta Tornius - at 2012.10.26 12:15:00
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