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Lloyd Orfay
Kinsho Swords Caldari State
0
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Posted - 2014.05.29 23:34:00 -
[1] - Quote
Hello forumites.
I am wondering if anyone can tell me effective ways to counter specific weapons and the best ways to use them.
1) What are effective ways to counter combat rifles and to use them?
2) What are effective ways to counter rail rifles and to use them?
3) what are effective ways to counter scrambler rifles/pistols and to use them?
4) What are effective ways to counter Minmatar submachine guns?( I can use these pretty well for CQC, but I look at stronger high RPM weapons as weaponry for chumps. The basic combat rifle gets my attention though, but I don't CQC with it like some people)
In-depth feedback will be much appreciated. |
Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
485
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Posted - 2014.05.30 03:55:00 -
[2] - Quote
2) The Rail Rifle is a great weapon to use at mid to long range. The hipfire spread and recoil prevents this weapon from performing well in CQC and from having an automatic sniper. There is a short charge before you fire the bullets, it is not that notable but it is there. Due to the charge, a lot of players keep their finger on the trigger causing for wasted magazines. The RR's scope is great but you will see a ton of spread after about 7-10 shots. A way to work the recoil to your favor is by, aiming for the feet and the recoil will guide you to a headshot. To counter this weapon is to move a lot from place to place, if you begin to get hit seek for cover immediately and pop a few times. Since the RR has a charge you'll be able to fire a few shots before your enemy can return fire. You must also admit when you can't fight off the threat. You want to get in close since it is horrible in CQC, but if there is to much open ground for you to move in close, you will be ripped apart. It is important not to underestimate this weapon in CQC, it has high damage per bullet so a few lucky shots can take you out quick.
Lock me Bro. I DARE YOU!!!
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Lloyd Orfay
Kinsho Swords Caldari State
0
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Posted - 2014.05.30 17:27:00 -
[3] - Quote
Thank you, the spool time helps to react towards them, but players just rip people apart with the weapon and the stronger rails are worse because their effective range is higher than majority of the weapons. I will make sure I move in patterns so I can't be hit easily by the rails.
Majority of scouts are ones I will not respect. Go drop your shotguns, your dummy weapons, and fight like real players.
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Stefan Stahl
Seituoda Taskforce Command
557
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Posted - 2014.05.30 21:40:00 -
[4] - Quote
1. Right now the CR is the hardest weapon to counter. It's main "weakness" is that it doesn't work well when fighting groups. The clip is relatively small and calls for many reloads, or forces the operator to switch to his sidearm. The best strategy right now is to be the second guy to fight a CR user so you catch him during his reload. 2. RRs have a quarter second charge time. If your weapon doesn't this puts the RR at a disadvantage worth ~100 hp. The charge time also puts the RR user at a disadvantage when you can force a peek-and-cover situation. Each time the RR user has to feather the trigger his disadvantage grows. 3. SCPs rely on a steady target. If you're looking to use them efficiently, look for targets that move slowly and fight them on level ground. That way you can easily anticipate where the head will move next (left or right, never up or down) to score those headshots. If you want to avoid getting killed by SCPs use a suit that moves quickly and stay in places where your elevation changes relative to the SCP-user. This makes getting headshots very difficult. 4. SMGs have very high DPS but lack range. As long as you're far enough away you are completely safe. |
Lloyd Orfay
Fantom Company
1
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Posted - 2014.05.31 05:22:00 -
[5] - Quote
Thank you, although one thing I might disagree on is SMGS. They seem to have too much effective range as players kill me with them while being quite a distance away, and I don't wear weak armoured suits.
Majority of scouts are ones I will not respect. Go drop your shotguns, your dummy weapons, and fight like real players.
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MINA Longstrike
809
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Posted - 2014.05.31 07:16:00 -
[6] - Quote
Lloyd Orfay wrote:Thank you, although one thing I might disagree on is SMGS. They seem to have too much effective range as players kill me with them while being quite a distance away, and I don't wear weak armoured suits.
Higher tier weapons have slightly longer ranges.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Lloyd Orfay
Fantom Company
1
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Posted - 2014.05.31 22:55:00 -
[7] - Quote
Thank you, i've noticed this now and one could say certain higher tier rails have a bit too much effective range.
Majority of scouts are ones I will not respect. Go drop your shotguns, your dummy weapons, and fight like real players.
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HOWDIDHEKILLME
Dying to Reload
149
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Posted - 2014.06.01 04:37:00 -
[8] - Quote
Lloyd Orfay wrote:Thank you, i've noticed this now and one could say certain higher tier rails have a bit too much effective range.
Get 10-20 meters back and use a laser better range, best counter at range to RR..... But cr@p up close.
Lonewolf till I die
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Lloyd Orfay
Fantom Company
8
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Posted - 2014.06.01 07:53:00 -
[9] - Quote
Tried, and not bad... not bad.
Wat?
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Arkena Wyrnspire
Fatal Absolution
13928
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Posted - 2014.06.02 09:15:00 -
[10] - Quote
Combat rifles are... difficult to counter. They're pretty good at most ranges. Outranging them might work best if you're not a CQC player. Any competent player with a CR will wreck you at midrange though. If you want to use one, it's notdifficult. The only tip worth mentioning is that the weapon has a 'rhythm' to it. If you click the trigger at a certain rate it'll fire faster than if you were randomly tapping at a faster rate.
Countering the RR - cover. RRs aren't so great at cover fights because of their charge time. It's not hugely significant but it's something. By doing this you can also bait people into emptying their clips more than they might otherwise. As the RR needs to charge to fire a lot of people tend to dislike stopping shooting, so by ducking in and out you can force them to empty their clip, at which point you have a short window to charge them. The damage output isn't as high as a combat rifle though so provided you're in range you can probably just casually kill them. Just don't get outranged, that's a bad place to be at.
The best way to counter an SCR is to bait them. Jump out of cover and jump back in quickly - if a load of lasers blast through where you were standing a minute ago, they've used up some of their heat bar. Jump back out again and engage - there'll be a short window in which they can't effectively kill you as they'll overheat if they try to do so. It -is- quite short though so be quick. If you want to use one I wrote a guide on the topic: https://forums.dust514.com/default.aspx?g=posts&t=117063&find=unread SCPs aren't really used that much on the field anymore. They have short clips and a headshot bonus, so it's beneficial to jump around to prevent someone from lining up a headshot on you and possibly get them to need to reload.
SMGs are, like the combat rifle, difficult to counter. As a fully automatic weapon with little else to it there are few quirks you can exploit to kill their users. Outranging them is the best solution, although anyone using an SMG is likely to have a longer ranged weapon with them or otherwise not be trying to engage you at that range.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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