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81. Why are shields better? - in Rookie Training Grounds [original thread]
0 Try Harder wrote: Tac Com wrote: All that said, as a heavy suit goes, I am really liking the Type II for it's nice balance between shields and armour. It still sports about the same armour health as the militia heavy suit but comes with a ...
- by Tac Com - at 2013.01.26 22:31:00
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82. Charge weapons worth it? - in Rookie Training Grounds [original thread]
Usually the charge is used for headshots since the increased damage is farther magnified by the headshot multiplier. It's more often then not to drop people with a headshot. As a personal preferance though I perfer the tactical since it's very ea...
- by Tac Com - at 2013.01.26 21:17:00
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83. Recruit Assault Rifle Stats - in Rookie Training Grounds [original thread]
That's pretty sweet. I still am kicking myself for being away when the exile was around. But sounds like we'll be seeing more of these around soon :)
- by Tac Com - at 2013.01.26 21:10:00
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84. HAV: Railgun vs. Missile Launchers vs. Blasters - in Rookie Training Grounds [original thread]
Red Vodka wrote: Hmm, thanks a lot. I think I'll go for blasters then. Anyone also have opinions on secondary turrets? From what I understand after riding in a tank two times, is that there's the driver's main cannon, then there's a turret on ...
- by Tac Com - at 2013.01.26 21:08:00
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85. HAV: Railgun vs. Missile Launchers vs. Blasters - in Rookie Training Grounds [original thread]
Scheneighnay McBob wrote: I personally don't have one myself; guess it depends on your preferred engagement range Blaster- close range fights Missile- medium Railgun- long range fights This is probably closest to the truth. Blasters with th...
- by Tac Com - at 2013.01.26 20:26:00
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86. Why are shields better? - in Rookie Training Grounds [original thread]
GeneralButtNaked wrote: Thanks for the replies everyone. I guess I should have mentioned that I was asking this about a heavy build. Specifically, I was thinking about running an HMG, and am trying to figure out how to be most effective. ...
- by Tac Com - at 2013.01.26 20:01:00
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87. Using Nanite Injector to revive other players - in Rookie Training Grounds [original thread]
To use a nanite injector, you select it by holding R2 and selecting with the right stick the item you want (in this case the injector). While it is in your hands, when you are over a casualty, hit R1 (fire) to revive them. After the revival animat...
- by Tac Com - at 2013.01.24 03:16:00
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88. Booster Math - in Rookie Training Grounds [original thread]
Musta Tornius wrote: Marc Rime wrote: Musta Tornius wrote: The unboosted values are 0.5 times the active but agreed, give us more values op! 0.75 actually (sorry 'bout the nit-pick, but the subject has "math" in it after all ;)) Wher...
- by Tac Com - at 2013.01.17 04:42:00
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89. Change Profiles - in Rookie Training Grounds [original thread]
A logout option would be much prefered but unfortunately that's the only way right now.
- by Tac Com - at 2013.01.07 02:17:00
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90. Sig profile question - in Rookie Training Grounds [original thread]
I can't say I've done any real testing on it but as far as I've been able to tell, the sig profile stat is refering to your radar signature. If your wearing a scout suit and you're nearby a heavy suit, your radar will pick him up naturally as long...
- by Tac Com - at 2013.01.04 15:01:00
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