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141. Heavy Machine Guns? - in Rookie Training Grounds [original thread]
As someone who specced into heavy (forge and hmg) for uprising knowinh that the hmg were nerfed I can safely say that hmgs are really good again. If you go heavy they are an awesome tool of destruction. The only downside is their slightly shorter...
- by Musta Tornius - at 2013.05.11 18:41:00
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142. Starting over.. (Deleting)??? - in Rookie Training Grounds [original thread]
Why do you want to delete your characters for? It would waste all the SP you've accumulated so far. For the patch just start the game and it will update itself. If you have to delete your character for some reason then just do it from the charact...
- by Musta Tornius - at 2013.05.11 00:19:00
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143. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Those are some sweet graphs, nice to see how the damage falls off at range.
- by Musta Tornius - at 2013.05.10 12:04:00
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144. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Citpaan Hacos wrote: Musta, I use a Charge Sniper an managed to get a 595 meter kill today, so I think it's safe to say their range is still at least 599. Well we got lower value at 595, still need an upper one before I'm including it :)
- by Musta Tornius - at 2013.05.10 12:04:00
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145. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Thanks Soozu, I added your shotty info. I also added some pistols and SMGs.
- by Musta Tornius - at 2013.05.09 09:05:00
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146. How to effectively deal with tanks - in Rookie Training Grounds [original thread]
Also if you are serious about AV then complex damage mods (light for swarms, heavy for forges) are a must. At 10% bonus a module they make a huge difference how hard your weapon hits vehicles.
- by Musta Tornius - at 2013.05.08 11:40:00
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147. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Rynx Sinfar wrote: thank you for maintaining this It helps that people are willing to donate their time towards this too but you're welcome :) . I've added the first two lasers, they haven't changed from Chromosome at all, although my old v...
- by Musta Tornius - at 2013.05.07 22:17:00
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148. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
I've added all the assault rifle data that Bendtner92 provided to the main post, thanks!
- by Musta Tornius - at 2013.05.07 13:24:00
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149. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
All HMGs except Gastuns have been added to the list, also scrambler pistol, toxin smg, exile assault rifle.
- by Musta Tornius - at 2013.05.07 00:21:00
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150. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Thanks for the first bit of info Bendtner92, I've started updating the thread slowly, personally I've got forges and hmgs covered so whatever else you guys skill into please post some info!
- by Musta Tornius - at 2013.05.06 21:07:00
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151. Uprising - dropsuit SP question - in Rookie Training Grounds [original thread]
We don't know yet, but we will in the next hour or two :)
- by Musta Tornius - at 2013.05.06 14:49:00
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152. Forge gun - arrrghhh! Why..?! - in Rookie Training Grounds [original thread]
Well depends what type of forge you're using, I prefer the assault as a nice anti infantry tool with its short charge time. Generally you aim a little in front of them, depending on the angle aiming at their feet is usually a good bet. I only aim ...
- by Musta Tornius - at 2013.05.04 21:57:00
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153. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
0 Try Harder wrote: I think you forgot to change the value of the 'Flashbow' CAR-9 Burst Scrambler Pistol. It has the same range (max and effective) as the regular CAR-9. (I just double checked on my alt :P) Fixed, thank you.
- by Musta Tornius - at 2013.04.30 07:35:00
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154. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Mini update: Added some standard and adv. mass drivers. They all seem to have the same 134m ish range.
- by Musta Tornius - at 2013.04.29 10:28:00
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155. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Thanks to my corp mate monkey999517 I have now got all the different shield and armour modifiers, once Uprising comes I'll do a quick check to see if they have changed and what the new weapon ones are.
- by Musta Tornius - at 2013.04.28 13:57:00
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156. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
An update: I'm preparing this info thread for Uprising, in the next major update you'll see that weapons that have NOT YET been checked will have a mark next to them Not Checked for Uprising 'NCU'. I thought about keeping old values around for a ...
- by Musta Tornius - at 2013.04.28 10:11:00
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157. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Scheneighnay McBob wrote: LMTs confuse me. The installations have great range, but the one on my tank doesn't even have long enough range to hit a dropship. Things went quite funny after the great missile nerf of 2012. Maybe in uprising thin...
- by Musta Tornius - at 2013.04.15 08:18:00
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158. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
ladwar wrote: well the large missile turrets range is 1-191m effective 100% even thou you can target farther the missiles explode at 191m IE was targeting installation at 243m with 43% effective but it would always explode at 191m. Sounds in...
- by Musta Tornius - at 2013.04.07 21:02:00
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159. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Looks like all the regular sniper rifles you can get from the market have now been added, thanks to 0 Try Harder for the info of the last two rifles!
- by Musta Tornius - at 2013.04.07 06:30:00
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160. Squad Name - in Rookie Training Grounds [original thread]
It would be useful for a team leader in corp games. RAther than saying squad 1 go there, it could be Squad Red, Squad AV etc etc
- by Musta Tornius - at 2013.04.05 12:12:00
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