Awry Barux
Shining Flame Amarr Empire
28
|
Posted - 2013.08.21 14:37:00 -
[1] - Quote
Scheneighnay McBob [center wrote:Marksman[/center] I'm just calling it marksman because it's the best name I can think of. A marksman usually hangs just beyond the edge of the major fighting. While they can usually take on the role of area denial, marksmen have another job- kill area-deniers and AVers. Since this role isn't always needed, a marksman can also place uplinks in overlooked corners, play area-denial, and capture unguarded installations. Scouts are the best marksmen, but again, assaults can also fill this role. Common marksmen weapons include sniper rifles, tactical assault rifles, shotguns, scrambler rifles, laser rifles, nova knives, and scrambler pistols. Sub-Categories: Forward scout: Uses drop uplinks and codebreakers to sneak around the enemy and provide spawns for their team. The weapon is completely your preference, but I would advise against using knives. Short range: Relies on stealth (profile dampeners are key); knives, shotguns, and scrambler rifles are good here. Long range: Stays at a distance to harass the enemy: modules besides damage mods aren't really important, but use sniper rifles or laser rifles, with a scrambler pistol as backup. More are needed when your team is being eaten alive by area-deniers, or the shock troops need a forward spawn to help them attack.
Why no love for the Tac AR? It got nerfed, but its range and reliability still make it worth using. I view the role of TAR marksman as a flanking/harassing focused suit, generally assault, preferably Min for the speed bonus, with shields in the high slots and biotics in the lows for mobility and skirmishing. In general the markman's role is best played from the sides of battle- find where your teammates are shooting and flank it. The TAR is perfect for this, as its optimal range allows you to sit just outside the effective range of all those Duvolle ARs (where they deal ~30% of their damage, versus you dealing 90%+) and plink away, then use your stamina mods to escape with ease. While one might think that damage mods are ideal here, there's no substitute for the survivability of complex shield extenders, since as a marksman you'll always be outnumbered. If you can draw 3-4 enemies into chasing you, all the better, as the rest of your team is now a leg up, 15 v 12. Packing REs can be fun for that situation. More marksman of this sort can be needed, IMO, when your team is trapped in an area, getting ripped apart. Harassment from the flanks disrupts enemy shield rotation and prevents the enemy from focusing entirely on a small portion of your team. |