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DemonEyez91
XCUTI0N
8
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Posted - 2013.12.21 10:24:00 -
[1] - Quote
So I'm getting ready to make a sniper build and I have a good solid idea on how everything needs to be done(SP wise). My only issue right now is this, should I use a Amarr or Caldari logi suit. If I choose Caldari I get the most high-power slots meaning of course that I'll be able to do the maximum amount of dmg possible if fill each high-power slot with a complex dmg.
However I'll be sacrificing the ability to equip a sidearm which to some might not seem important, because you can argue that snipers really shouldn't be getting spotted to often by either enemy snipers or infantry. This is true, but unless you're red-line sniping I don't care who you are if its not a counter sniper it'll be some ground troop you shot one to many times.
This brings me to the Amarr logi suit which gives you 3 high-power slots compared to the 5 you receive from the Caldari suit, but you have the ability to carry a sidearm. Now the reason I'm stressing over this decision is, because with the new updates and maps I've found its more beneficial to stay mobile compared to stationary. This means the chance for encounters with enemy ground troops increases greatly and as much as I would love to praise myself for my sniping skills I am also very realistic. It is far more easier to simple switch to your sidearm then to attempt shooting with your sniper rifle.
So should I sacrifice my sidearm for max dmg or should I sacrifice max dmg for a sidearm. Please keep in mind mobility as far as running around the map and or objectives. Thank you and I can't wait to hear back with everyones input and ideas |
Keri Starlight
0uter.Heaven
2068
|
Posted - 2013.12.21 10:29:00 -
[2] - Quote
5 Damage Mods are completely worthless because of the stacking penalty.
"I load my gun with love instead of bullets"
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Lorhak Gannarsein
Science For Death
828
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Posted - 2013.12.21 10:41:00 -
[3] - Quote
Keri Starlight wrote:5 Damage Mods are completely worthless because of the stacking penalty.
This. If it's for sniping only...
Amarr.
PRO tanker and proud.
Lentarr Legionary.
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Garth Mandra
The Southern Legion The Umbra Combine
273
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Posted - 2013.12.21 10:43:00 -
[4] - Quote
1st complex damage mod: 10% 2nd complex damage mod: 8.7% 3rd complex damage mod: 5.7% 4th complex damage mod: 2.8% 5th complex damage mod: 1.5%
1st and 2nd are worth it. 3rd is maybe worth it if you're desperate. |
abarkrishna
WarRavens
218
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Posted - 2013.12.21 10:46:00 -
[5] - Quote
Be a real logi. I lose enough battles because of snipers not helping.
Don't be THAT guy!
But if your heart is set on it use an assault suit. You can get basic fits without a specific role bonus. Not only do you get a side arm but you also get a bunch of slots for damage mods and profile dampeners.
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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Bunny Demon
Scions of Athra
31
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Posted - 2013.12.21 10:49:00 -
[6] - Quote
Garth Mandra wrote:1st complex damage mod: 10% 2nd complex damage mod: 8.7% 3rd complex damage mod: 5.7% 4th complex damage mod: 2.8% 5th complex damage mod: 1.5%
1st and 2nd are worth it. 3rd is maybe worth it if you're desperate. +1 Also the amarr logi can make a good AV fit with swarms, smg, av nades, RE, proxy, hives etc
Donate isk to the guy above ^
(Or me, whichever you prefer)
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DemonEyez91
XCUTI0N
8
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Posted - 2013.12.21 17:23:00 -
[7] - Quote
Thanks guys this is very helpful |
Nitrobeacon
Freek Coalition Freek Alliance
154
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Posted - 2013.12.21 17:28:00 -
[8] - Quote
CCP intended scouts to be snipers/infiltrators, that didn't turn out well. I say redo the scout or nerf heavy/medium suit efficacy at sniping in scout comparison. |
Needless Sacermendor
Red Fox Brigade
626
|
Posted - 2013.12.21 17:35:00 -
[9] - Quote
Nitrobeacon wrote:CCP intended scouts to be snipers/infiltrators, that didn't turn out well. I say redo the scout or nerf heavy/medium suit efficacy at sniping in scout comparison. CCP intended to provide a set of tools for you to use as you see fit ... hence the video the produced demonstrating how a HEAVY suit can be used as a sniper ! |
Nitrobeacon
Freek Coalition Freek Alliance
154
|
Posted - 2013.12.21 17:42:00 -
[10] - Quote
Needless Sacermendor wrote:Nitrobeacon wrote:CCP intended scouts to be snipers/infiltrators, that didn't turn out well. I say redo the scout or nerf heavy/medium suit efficacy at sniping in scout comparison. CCP intended to provide a set of tools for you to use as you see fit ... hence the video they produced demonstrating how a HEAVY suit can be used as a sniper ! Why'd cal logies get nerfed then? Must be because some suits (assaults in this case) must be better at others in doing certain things.
So a heavy while able to use the sniper rifle, cannot be better than a scout - the intended user of the sniper rifle |
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Kasote Denzara
A Vulture
1465
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Posted - 2013.12.21 17:46:00 -
[11] - Quote
Nitrobeacon wrote: Why'd cal logies get nerfed then? Must be because some suits (assaults in this case) must be better at others in doing certain things.
So a heavy while able to use the sniper rifle, cannot be better than a scout - the intended user of the sniper rifle
I will never acknowledge a scout suit as an "intended user" of the sniper rifle. It's a medium frame weapon at best, though the light frames are also capable of using it well (if not better, considering the playstyles).
I'll explain. The majority of the snipers I run into are stationary. They will use either a medium or a heavy frame. They don't move much and are often the sort you walk up behind and punch repeatedly to death. The light frame ones I run into are on the move rather often, making pinpointing their exact location a little difficult, depending on the mobility of the sniper in question.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara
The Traitor, in the name of "freedom".
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pyramidhead 420
Carbon 7 CRONOS.
245
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Posted - 2013.12.21 17:52:00 -
[12] - Quote
3 damage mods max
amarr logi does EVERYTHING.
amarr logi > all other suit
my amarr logi has 800hp+, 33db, duvolle, adv sidearm, m1 grenade, and THREE equipments. you can insert 3 damage mods for the shield extenders and still get ~600hp. |
Toby Flenderson
research lab
160
|
Posted - 2013.12.21 17:55:00 -
[13] - Quote
Bunny Demon wrote:Garth Mandra wrote:1st complex damage mod: 10% 2nd complex damage mod: 8.7% 3rd complex damage mod: 5.7% 4th complex damage mod: 2.8% 5th complex damage mod: 1.5%
1st and 2nd are worth it. 3rd is maybe worth it if you're desperate. +1 Also the amarr logi can make a good AV fit with swarms, smg, av nades, RE, proxy, hives etc
Never considered this. Thanks for the idea haha. |
Toby Flenderson
research lab
160
|
Posted - 2013.12.21 17:59:00 -
[14] - Quote
pyramidhead 420 wrote:3 damage mods max
amarr logi does EVERYTHING.
amarr logi > all other suit
my amarr logi has 800hp+, 33db, duvolle, adv sidearm, m1 grenade, and THREE equipments. you can insert 3 damage mods for the shield extenders and still get ~600hp.
Can't the Gallogi do almost the same thing except it lacks the sidearm but adds an equipment slot? I'm also not sure about the slot layout for the Amarr logi so I don't know if either has an advantage over the other. The Amarr racial bonus only matters if you run at least one armor repair but the Gallogi can run 4 prototype equipment without real issues. I like my sidearms but I think that I would trade it for proto equipment. |
pyramidhead 420
Carbon 7 CRONOS.
245
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Posted - 2013.12.21 18:07:00 -
[15] - Quote
Toby Flenderson wrote:pyramidhead 420 wrote:3 damage mods max
amarr logi does EVERYTHING.
amarr logi > all other suit
my amarr logi has 800hp+, 33db, duvolle, adv sidearm, m1 grenade, and THREE equipments. you can insert 3 damage mods for the shield extenders and still get ~600hp. Can't the Gallogi do almost the same thing except it lacks the sidearm but adds an equipment slot? I'm also not sure about the slot layout for the Amarr logi so I don't know if either has an advantage over the other. The Amarr racial bonus only matters if you run at least one armor repair but the Gallogi can run 4 prototype equipment without real issues. I like my sidearms but I think that I would trade it for proto equipment.
pretty much, but i prefer the sidearm, over a 4th piece of equipment. the base shield is a little higher too, so its a little more balanced.
pro amor arent worth the cpu/pg cost. 5hp per sec is plenty. also with ttk so low, you die or live, rarely in between. so hp>self reps. with the amount of logis' on the field, its not hard to find a rep tool or rep hive. i carry rep hives my self, as 1 of my 3 equipment. |
Ensar Cael
Dead Man's Game
62
|
Posted - 2013.12.21 18:11:00 -
[16] - Quote
I run a Minmatar ADV Assault with 3 complex DMG mods, Charge sniper and SMG side arm. Make sure you pack a nanohive and grenade too. You want mobility and speed outside of a scout right?
Also, don't sit still. You make more points/ kills on the move if you hack as well. If you fully skilled into Sniper/ Core skills, you should do just fine. Helps if you got good aim too as AA is switched off (as it should be for this game), poor rendering and weird hit detection will work hard against you.
Edited to correct spelling mistakes and missing words. |
pyramidhead 420
Carbon 7 CRONOS.
245
|
Posted - 2013.12.21 18:14:00 -
[17] - Quote
Ensar Cael wrote:I run a Minmatar Assault with 3 complex DMG mods, Charge sniper and SMG side arm. Make sure you pack a nanohive and grenade too.
Also, don't sit still. You make more points/ kills on the move if you hack as well. If you fully skilled into Sniper/ Core skills, you should do just fine. Helps if you got good aim too as AA is switched off (as it should be for this game), poor rendering and weird hit detection will work hard against you. AA is switched ON. do you mean snipers have no AA? (cant, remember. i dont really use them much)
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Ensar Cael
Dead Man's Game
62
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Posted - 2013.12.21 18:18:00 -
[18] - Quote
pyramidhead 420 wrote:Ensar Cael wrote:I run a Minmatar Assault with 3 complex DMG mods, Charge sniper and SMG side arm. Make sure you pack a nanohive and grenade too.
Also, don't sit still. You make more points/ kills on the move if you hack as well. If you fully skilled into Sniper/ Core skills, you should do just fine. Helps if you got good aim too as AA is switched off (as it should be for this game), poor rendering and weird hit detection will work hard against you. AA is switched ON. do you mean snipers have no AA? (cant, remember. i dont really use them much)
Snipers don't get AA. I have tried with it on and off and it makes no difference. Run with an AR and it makes a massive difference. |
Cenex Langly
0uter.Heaven
515
|
Posted - 2013.12.21 18:18:00 -
[19] - Quote
Keri Starlight wrote:5 Damage Mods are completely worthless because of the stacking penalty.
At most only 3 really contribute. What's it something like 10% 7% and 3%? (I completely forgot what the penalty is, but that 4th one does something like 1% and any more do next to nothing.)
To be honest Amarr is simply better due to the sidearm slot. 3 High Slots is all you need for DMG Mods so anything else is extra baggage. Sidearm keeps you alive from others.
But, I'm no sniper, You'd have to ask Jace or Calisk about what they use.
Newb
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Mitch Laurence
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
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Posted - 2013.12.21 18:30:00 -
[20] - Quote
With sniper proficiency at 5 plus 4 complex damage mods the charge sniper does: 466.36 ~466 With sniper proficiency at 5 plus 5 complex damage mods the charge sniper does: 470.86 ~471
I've sniped a lot of mercs and I can only recall 2 separate occasions where I left a suit sitting at 5 or less hp(after one shot).
I run cal assault 95% of the time because: 1. I can survive what I'm dishing out with around 500hp (you will get shot trust me) 2. versatility, that breach smg has saved me about 20 times so far. 3. At one time we had a cal assault reload speed bonus which would greatly benefit snipers(now there is no bonus on any suit that compliments snipers whatsoever) 4.The all black suit looks badass. Logis are the true glass cannons of the sniper class, assaults are more like a ceramic cannon with a backup slingshot. I will skill proto logi only after my upgrades are fully maxed out. I would re-roll minmitar assault before I'd roll cal logi though.
FYI: When I run logi its only to fly up somewhere drop some uplinks and then fly back to the supply depot to change back to assault suit. Quick tip, dropping uplinks at your sniper perch is a real quick way to give away your position.
"People will say we're in love." -Hannibal Lecter
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Skyline Lonewolf
Ancient Exiles. Renegade Alliance
0
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Posted - 2013.12.23 02:06:00 -
[21] - Quote
It depends on your play style, whether you want to be stationary or mobile. Here are a few of the fittings and setups that I run:
Gallente Logi:
If I'm stationary sniping, I have a gal logi fitted with 3 complex dmg mods, stacked plates, an armor rep hive and ammo hive(s).
Pros: In this build, I can snipe from high or far positions without much worry. It has high survibability (much like the heavy). If I get shot at, I brick tank most shots, see where they come from, hide behind cover, aim, and take em out. If it's an assault shooting at me, I can do the same thing but also strafe snipe them, crouched or standing.
Cons: Lacks mobility due to movement penalty/Secondary. Be wary of scanners, tank blasts/shots, forge, counter-snipers, scouts, and armor piercing weapons like the scrambler rifle.
Caldari Logi:
I have a caldari logi fitting with 5 complex dmg mods in the highs, and full armor on the lows (stationary), and another with 5 dmg mods and kinetic kin cats/cardiac regulator on the lows (mobile but from range). I also have a TAC sniper fitting with 2-3 complex dmg mods on the highs, complex shields, armor and kinetics on the low slots (mobile around objectives).
Pros: The full complex versions can one shot most ADV suits or below with a charged rifle and proto suits (if they arent HP stacked or heavies). The weapon of choice is up to you. You can play stationary or mobile in the mountains or home objective.
The most viable mobile sniper fittings are either caldari or amarr if you want to be an aggressive recon. Idk if people do it with a charged rifle, but one of my old corp mate used to do it with a TAC sniper rifle on city maps due to the higher RoF. Having a side arm helps also especially if u are running in the city.
Cons: Lower HP (530~), shields are squishy/Lacks Secondary. The 4.3-5% more dmg from stacking 5 dmg mods is negligible and use is situational depending on map. Unfortunately, this game lacks one-shot kill sniper rifles without having to charge, unlike in say BF4 where u can be effective at all ranges as an aggressive recon and still have a fast enough RoF to take out multiple targets. The TAC sniper is your best bet here.
Hope this helps give you some insight into the other suits/builds. I don't run Amarr myself so I wouldn't know how they are. I'd say if you want to be aggressive, do caldari assault or amarr logi as they both have sidearms. The main thing to pay attention to is high and low slots as well as cpu/pg fittings in case u want to run armor/speed mods on the lows. Maxing out core skills should help with that, as well.
Highest Killstreak: 33 - no OB
Longest Kill: 603M Charged
KDR: 14.00
Fave Wep: Thale's
Most Used: Charge
Gamemode: Dom
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noob cavman
Tickle My Null-Sac
305
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Posted - 2013.12.23 02:14:00 -
[22] - Quote
I love my kat tac
Tickle my null-sack weapons guy.
Teabagging the universe one merc at a time
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Bojo The Mighty
Zanzibar Concept
2434
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Posted - 2013.12.23 03:14:00 -
[23] - Quote
abarkrishna wrote: But if your heart is set on it use an assault suit. You can get basic fits without a specific role bonus. Not only do you get a side arm but you also get a bunch of slots for damage mods and profile dampeners.
No, that is not a good idea. As a scout, here is my opinion:
- Logis have precision of 50 innately so they can pick up all medium frames on radar.
- Profile is same as other medium frames
- Can fit extra equipment slots, that's ammo, an uplink, and an active scanner
- Amarr Logi has the Sidearm as well: Sidearms are very important to scouts.
Go Amarr Logi and lose the nanohives, unless Proto. Sniper is super garbage up close and you know it. Pistol is absolutely deadly at a good range. SMGs kill like the dickens, crackhead buzzsaw practically. Flaylocks used to be really good but there in a different place now.....Nova Knives can tear people up if you got the ninja skills like Zaitoichi.
I Buy Officer Weapons and IA5 Pistols Contact me for arrangements; 200k-500k a pop
Lentarr Legionaire
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Tectonic Fusion
775
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Posted - 2013.12.23 03:16:00 -
[24] - Quote
Nitrobeacon wrote:Needless Sacermendor wrote:Nitrobeacon wrote:CCP intended scouts to be snipers/infiltrators, that didn't turn out well. I say redo the scout or nerf heavy/medium suit efficacy at sniping in scout comparison. CCP intended to provide a set of tools for you to use as you see fit ... hence the video they produced demonstrating how a HEAVY suit can be used as a sniper ! Why'd cal logies get nerfed then? Must be because some suits (assaults in this case) must be better at others in doing certain things. So a heavy while able to use the sniper rifle, cannot be better than a scout - the intended user of the sniper rifle It was intended so they all could use it, just like how some people use Nova Knives on their heavy suit.
Solo Player
Squad status: Locked
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Cosgar
ParagonX
8987
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Posted - 2013.12.23 03:23:00 -
[25] - Quote
Nitrobeacon wrote:Needless Sacermendor wrote:Nitrobeacon wrote:CCP intended scouts to be snipers/infiltrators, that didn't turn out well. I say redo the scout or nerf heavy/medium suit efficacy at sniping in scout comparison. CCP intended to provide a set of tools for you to use as you see fit ... hence the video they produced demonstrating how a HEAVY suit can be used as a sniper ! Why'd cal logies get nerfed then? Must be because some suits (assaults in this case) must be better at others in doing certain things. So a heavy while able to use the sniper rifle, cannot be better than a scout - the intended user of the sniper rifle CaLogis got nerfed because they eliminated any reason to use any other suit through its ungodly CPU/PG, module slot count, racial bonus and shield > armor imbalance at the time. There's versatility and then there's ****ing god mode. CaLogi fell in the latter category.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Needless Sacermendor
Red Fox Brigade
629
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Posted - 2013.12.23 14:46:00 -
[26] - Quote
Cosgar wrote:Nitrobeacon wrote:Needless Sacermendor wrote:Nitrobeacon wrote:CCP intended scouts to be snipers/infiltrators, that didn't turn out well. I say redo the scout or nerf heavy/medium suit efficacy at sniping in scout comparison. CCP intended to provide a set of tools for you to use as you see fit ... hence the video they produced demonstrating how a HEAVY suit can be used as a sniper ! Why'd cal logies get nerfed then? Must be because some suits (assaults in this case) must be better at others in doing certain things. So a heavy while able to use the sniper rifle, cannot be better than a scout - the intended user of the sniper rifle CaLogis got nerfed because they eliminated any reason to use any other suit through its ungodly CPU/PG, module slot count, racial bonus and shield > armor imbalance at the time. There's versatility and then there's ****ing god mode. CaLogi fell in the latter category. Sorry, I gave you a like ... but my OCD got the better of me n I had to take it back ... 9,001 just hurt to look at lol. |
TechMechMeds
Swamp Marines Kleenex Inc.
1830
|
Posted - 2013.12.23 14:52:00 -
[27] - Quote
DemonEyez91 wrote:So I'm getting ready to make a sniper build and I have a good solid idea on how everything needs to be done(SP wise). My only issue right now is this, should I use a Amarr or Caldari logi suit. If I choose Caldari I get the most high-power slots meaning of course that I'll be able to do the maximum amount of dmg possible if fill each high-power slot with a complex dmg. However I'll be sacrificing the ability to equip a sidearm which to some might not seem important, because you can argue that snipers really shouldn't be getting spotted to often by either enemy snipers or infantry. This is true, but unless you're red-line sniping I don't care who you are if its not a counter sniper it'll be some ground troop you shot one to many times. This brings me to the Amarr logi suit which gives you 3 high-power slots compared to the 5 you receive from the Caldari suit, but you have the ability to carry a sidearm. Now the reason I'm stressing over this decision is, because with the new updates and maps I've found its more beneficial to stay mobile compared to stationary. This means the chance for encounters with enemy ground troops increases greatly and as much as I would love to praise myself for my sniping skills I am also very realistic. It is far more easier to simple switch to your sidearm then to attempt shooting with your sniper rifle. So should I sacrifice my sidearm for max dmg or should I sacrifice max dmg for a sidearm. Please keep in mind mobility as far as running around the map and or objectives. Thank you and I can't wait to hear back with everyones input and ideas
Amarr logi because the sidearm means that you can kill people sneaking up on you or snipe in cqc if you have a good squad where caldari means you can only snipe/die when snuck up on.
Variety is the spice of life.
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
810
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Posted - 2013.12.23 16:27:00 -
[28] - Quote
Everyone I've played with knows me as a logi, but I actually started out as a sniper. It got boring, but I kept all my sniper prof. and dampeners and all that jazz (reason #4 I have almost 20mil WP but only one suit to proto). I pretty much just situationally counter-snipe now, though sometimes I'll jump into a pub solo and snipe to keep my skills up if I don't have anyone to squad with at the time. Anyway, long story short: Amarr.
No point in using the Gallente for a sniper build, WTF would you need all kinds of equipment for as a sniper? Sidearm is critical if you are going to leave the redline. I don't use my cal logi (lvl 3) for that reason and because there's no point in more than 2-3 damage mods. This is more or less what my counter-snipe fit looks like (not in front of my PS3):
Logi A/1
2 complex dmg mods ? enhanced shield mod
Charge sniper rilfe (Swap out for a tac if it's a tower forgegunner I'm going after) 'Toxin' SMG
compact nanohive STD drop uplink (don't be stupid about where you place them - theres the logi talking - and link/hive can be quite helpful) +/- scanner
Enhanced profile dampener Enh armor plate Militia profile dampener blueprint
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Patrick57
Fatal Absolution
2321
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Posted - 2013.12.23 17:05:00 -
[29] - Quote
Gallente Logi. You can stack Damage Mods, have 4 Equipment slots for Triage and Ammo hives, and have enough HP to take an enemy Thale's shot.
There's a thread about it somewhere, about the best sniper fit using a Gallente Logi....
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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knight of 6
SVER True Blood Public Disorder.
880
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Posted - 2013.12.23 17:20:00 -
[30] - Quote
go amarr you'll want the sidearm. the smg is currently the best sidearm so get good with it.
also, CCP THIS THREAD SHOULD BE ON YOUR RADAR... why? because it's a problem, a huge problem.
I should be screaming at the notation of using anything but a scout for sniping but honestly I can't in good conscience recommend anyone spec up a scout suit at this time or anytime in the last... ever really, I can't think of a time that scouts have been a really good choice.
not to derail your thread, I just thought it needed to be said. have fun sniping and stay out of the redline!
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Scheneighnay McBob
Bojo's School of the Trades
3317
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Posted - 2013.12.23 17:20:00 -
[31] - Quote
(Non Amarr)Logi + Sniping = getting beat to death by my scout's uplink
We used to have a time machine
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Chunky Munkey
Amarr Templars Amarr Empire
2721
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Posted - 2013.12.23 17:48:00 -
[32] - Quote
DemonEyez91 wrote:So I'm getting ready to make a sniper build and I have a good solid idea on how everything needs to be done(SP wise). My only issue right now is this, should I use a Amarr or Caldari logi suit. If I choose Caldari I get the most high-power slots meaning of course that I'll be able to do the maximum amount of dmg possible if fill each high-power slot with a complex dmg. However I'll be sacrificing the ability to equip a sidearm which to some might not seem important, because you can argue that snipers really shouldn't be getting spotted to often by either enemy snipers or infantry. This is true, but unless you're red-line sniping I don't care who you are if its not a counter sniper it'll be some ground troop you shot one to many times. This brings me to the Amarr logi suit which gives you 3 high-power slots compared to the 5 you receive from the Caldari suit, but you have the ability to carry a sidearm. Now the reason I'm stressing over this decision is, because with the new updates and maps I've found its more beneficial to stay mobile compared to stationary. This means the chance for encounters with enemy ground troops increases greatly and as much as I would love to praise myself for my sniping skills I am also very realistic. It is far more easier to simple switch to your sidearm then to attempt shooting with your sniper rifle. So should I sacrifice my sidearm for max dmg or should I sacrifice max dmg for a sidearm. Please keep in mind mobility as far as running around the map and or objectives. Thank you and I can't wait to hear back with everyones input and ideas
You should pick wnichever suit is easier for me to OHK with a breach pistol to the back of the head.
No.
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Tectonic Fusion
784
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Posted - 2013.12.23 19:42:00 -
[33] - Quote
Scheneighnay McBob wrote:(Non Amarr)Logi + Sniping = getting beat to death by my scout's uplink I can just no scope you if you're gonna get that close...
Solo Player
Squad status: Locked
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Pages: 1 2 :: [one page] |