Ghosts Chance
Inf4m0us
577
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Posted - 2013.12.24 03:33:00 -
[1] - Quote
tactics against various other ARS
against rail rifles - abuse their spool up time to duck in and out of cover taking pot shots at them using that half second to put two bursts into them before their weapon starts to fire, at close range try to get them to stop shooting and re-spool up as much as possable, duck and weave is the name of the game.
Against Scrambler rifles - that first shot HURTS, try to bait out the first shot and make sure it DOESNT HIT YOU, their heat build up is their weakness and that first shot builds up alot of heat, after the first shot they only have a few rapid shots left before they have to stop shooting, dont let them have a free moment to let their weapon cool off or your going to face another charge shot coming at your head. If you dodge the first shot and manage to not get hit to oftin in the barrage that follows engage hard and they will either overheat trying to hit you, stop shooting, or revert to a sidearm.
Against Plasma rifles - you have the range advantage so if you can use it you can strait out DPS them, if you cant use it (if they are smart they wont fully engage untill their optimal) then they can put DPS on you pretty fast, it doesnt have an inherit weakness built in like everything else so the key with this one is to try to bait a reload, cover is your friend in this case as avoiding DPS will involve putting things between you and them, if you can catch them on a reload its over your rifle + the potshots you should be taking at them throughout the fight should overcome their sidearm if you havnt taken too much damage.
Against other Combat Rifles - its all going to boil down to how well you can use the rifle, whoever uses it best wins. duck and weave, know that both of you have high burst damage, waiting for a reload isnt an option, so repositioning and making sure to get your burst off while denying them theirs is what you want to do. play agressivly while higging cover, make sure your the first to fire and duck back into cover before they can return fire.
The combat rifles advanatage is burst damage, you can put out 2-300 damage in under a second if your aim is good and playing peekaboo games with your oponents is standard practice. a good trigger finger is important as the faster you can pull that trigger the more reliable your burst is going to be. that will come with practice though.
the assault varient is a bigger SMG, hipfire is your friend only aim down the sights in a one sided engagement (aka shooting someone in the back) it puts out monster DPS but its rate of fire is also its biggest weakness if your not hitting with most of your clip you will lose out on your damage potential and end up caught on a reload.
the combat rifle is a hit and run weapon in most cases, cover, positional advantage and repositioning are going to have to be your staplles, dont be afraid to give up ground when you have to, tactical retreats have gotten me more kills then i can count alowing me to retake the ground i gave up.
of course this will change slightly depending on what suit you use and what suits your against, i tend to face the different rifles slightly different based off the suit im facing as well, but this is the most reliable way to engage most targets with the combat rifle reguardless of anything else.
heavys, specialists weapons, sidearms, and other targets are all a different story but most of the same reflexes still work its just a matter of trial and error. using the same tactics you use against the main 4 rifles against other targets works surprizingly well with the exception of mass drivers.... make sure your positioned so they cant splash you and would have to direct hit you, i stand behind small hills and use elevated positions. |