Scheneighnay McBob
Bojo's School of the Trades
2894
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Posted - 2013.08.10 16:05:00 -
[1] - Quote
I've been hearing a lot of complaints about specialist weapons over the past year. During the time I've played, I've tried just about everything there is to try, and have more or less become a jack of all trades (but master of none). So, I've decided to make a thread about 4 of the specialist weapons. The weapons I left out either are too simple to bother with, or too terrible to make a guide on (looking at you, plasma cannons). Most of this is just a copy-paste of my thread on general discussions, but I've also decided to add some pointers with how to use them effectively.
Mass drivers As the description says, mass drivers are best for breaching (semi-CQC) and area denial. ~Their strengths are in taking advantage of choke points, and decimating anything below them. Shields usually aren't effective because flux grenades are used. ~Their weaknesses are the projectile speed, arc (making it difficult to hit elevated targets), and lack of ammo. ~In fighting them, It's best to keep your distance (use tactical ARs, scrambler rifles, sniper rifles, forge guns, and laser rifles), avoid choke points, and get above them. Worst case scenario, pull out your tent and wait for them to run out of ammo.
There are 2 main tactics with mass drivers, but either way, you'll want nanohives and flux grenades for the fit you use them with. Unless it's an iffy shot, always throw your flux in before wasting ammo. Now the 2 main tactics: CQC and area denial. ~If you choose to go the CQC route, it isn't particularly complicated. Just run with the pack, throw flux grenades, and fire at anything red (remember you have splash, so you can hit people in cover). Just beware of anyone trying to rush you, and keep a cool head. DON'T SHOOT YOUR FEET- the closest you should shoot to yourself is a few meters away. The sweet spot is hard to get down, but you can it people near you without hitting yourself. ~Now for the area denial: this can take a bit of practice, along with some parkour skills. Get to an elevated position that you feel you feel overlooks high activity areas. Also take note of how your position can be accessed by the enemy and what escape routes you could take without getting trapped. Also look at choke points where the enemy is forced to go through, and make sure you're at a good angle to fire into them. Then it just comes down to waiting for reds, and leading your shots.
Forge guns This is an area I have less experience with. I just barely touched on them when the accuracy was fixed. Also, the majority of the problem is not the forge itself, but the map design. They're AV as well as AI, so a good forge gunner can be extra tricky ~Their strengths are in range, the ability to destroy vehicles, very high damage, and lots of eHP. It's also easier to hit with splash at higher elevations. ~Their weaknesses are lack of mobility (easy to keep track of them), low rate of fire, lack of an equipment slot, low turn speed, and slow reloads. Assault forge guns also have the added weakness of not being able to hold their charge; it's almost impossible to tell that you're fighting them though, so assume all forge guns are assault forge guns until you confirmed they're holding their charge. ~You have 2 main options to fight them. Either go at very long range, or get into CQC. You won't kill them at mid range. For both options, remember to kill any logibro they may have first. This should somewhat cut off their supply of ammo, and a rep. If you're sniping, there isn't much to say, aside from remembering to snipe their uplink/s and nanohive/s. In CQC, stick to cover and keep track of their shots. It's only safe to leave cover immediately after they fire. Once you're in CQC, be wary of splash, and take advantage of their low turn speed. Again, waiting them out and antagonizing them into wasting ammo is also an option if they're alone.
Using a forge gun requires more practice than tactical know-how. Shouldn't be difficult to figure out, but remember to keep track of the chevrons, so you can hit enemies as they come around corners.
Laser rifles These aren't seen as OP anymore, but this is just to prepare for 1.4. They're a very unusual weapon, because of how specific their optimal range is. However, they're horrifying at their optimal. ~Strengths are range, high shield damage, high ammo count, and damage buildup (when it's high) ~Weaknesses are damage falloff at short-mid range, heat buildup (can be lessened with an amarr assault), and the need too build up damage before being powerful. ~To fight them is relatively simple: either take a sniper rifle or forge gun and shoot at the source of the incredibly obvious laser, or hop between cover into CQC. Good laser rifle users have enough situational awareness to avoid getting caught in CQC though, so you might need to coordinate.
The laser rifle, like the mass driver, has 2 uses- area denial, and long-range combat. As far as area denial, It's the same basics as the mass driver, only you also have to take optimal range into account. You're also looking for more open areas than what's needed for the mass driver. If you aren't into area denial, just keep a decent distance behind the pack, and primarily focus on firing into open areas with few obstructions. As far as a sidearm, I would suggest using an SMG. |