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Weapons-Text only

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JDog_OwNz View Drop Down
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    Posted: 08 Oct 2009 at 7:07pm
Originally posted by Drokun

1 + 4 for the combo I believe (you could test it by shooting your teammates combo sometime)
Ya but then the teamates character calls me names :( "I'm on your team I.D.I.O.T" LoL im not great at combos because i quit trying them after shewulph fell down a level on deck and blew my shock core up in my face :( i like the color the combo makes though. xD
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Post Options Post Options   Quote Prince Big Woody Quote  Post ReplyReply Direct Link To This Post Posted: 08 Oct 2009 at 7:00pm
1 + 4 for the combo I believe (you could test it by shooting your teammates combo sometime)
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Post Options Post Options   Quote JDog_OwNz Quote  Post ReplyReply Direct Link To This Post Posted: 08 Oct 2009 at 6:46pm
I thought the ammo cost for a combo was always five?  or is the one for the shock core not included?? :/
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Post Options Post Options   Quote GOW_KillinUGood Quote  Post ReplyReply Direct Link To This Post Posted: 08 Oct 2009 at 6:41pm
link gun's power is amplified when in close proximity with teammates who are also wielding the link gun.  Two people standing close together firing link primary at a node will destroy it very quickly.  Link secondary fire also grows longer the more people who are linking together.  Link gun altfire is the only way to heal nodes and vehicles.  It does not work to heal cores.....or does it?  check and see if I'm wrong. lol
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Post Options Post Options   Quote Bird_is_Fn_A Quote  Post ReplyReply Direct Link To This Post Posted: 08 Oct 2009 at 5:24pm
Nice guide Kali, good read man.
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Post Options Post Options   Quote Heavenly_tRiNiTy Quote  Post ReplyReply Direct Link To This Post Posted: 08 Oct 2009 at 5:17pm
Originally posted by grog_grog

Heavenly_tRiNiTy noted in another thread the the alt fire will detonate a fired redeemer.  And if you fire it with alt fire you can control its flight right?  I'd forgotten the first point
Yes the redeemer spawns after 2 mins of a map I believe. If you use the primary fire trigger the (nuclear) warhead goes in a straight line but using the secondary fire you can remotely control its path to move in any direction you want it to go. To detonate the missile either guide it to your target, near your target or simply press primary or secondary fire.
Its the only weapon that deals 250 damage and 150% damage for vehicles so nothing survives a direct hit. The weapon has splash damage (fallout cloud) which means the damage from the missile decreases in % the further you are from the centre. Ive seen people fire it relatively close up and survive but don't ask me how cos they're within the radius. Only reason I could think is if they are well stocked on health/shield and only experience the 3rd wave of impact which is approx 2/3 of 250 = 160 damage at a guess.
If you play warfare you'll find its the only weapon other than the shape charge that can destroy a barricade. I'll let someone else post bout special deployables that are effectively weapons. maybe it should be in another tutorial - would be good.
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Post Options Post Options   Quote grog_grog Quote  Post ReplyReply Direct Link To This Post Posted: 08 Oct 2009 at 1:22pm
Heavenly_tRiNiTy noted in another thread the the alt fire will detonate a fired redeemer.  And if you fire it with alt fire you can control its flight right?  I'd forgotten the first point
The rocket is my master.
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Post Options Post Options   Quote warfare Quote  Post ReplyReply Direct Link To This Post Posted: 08 Oct 2009 at 8:34am
Lots of good info, didn't know about the difference in sounds the characters make and didn't know about the damage indicator while using the primary stinger... good job.
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Post Options Post Options   Quote CarloThunder Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 8:11pm
Originally posted by XKaL1buR

Originally posted by CarloThunder

<FONT style=": #000000">I agree with most of this guide, but would you agree some weapons are better on certain maps, for example shock rifle on Arsenal because of the fairly narrow corridor or bio rifle on a wide open map so you don't killyourself with it?



Well, if you're in a big open space, the secondary bio rifle shot is the last thing you wanna use. It really all depends on the person using these weapons. But ya, I see what you're saying. Using the layout of the map to a**ist with whatever weapon you're using. Combos are your friend when it comes to denying people trying to exit an elevator lift or a jump pad, flak can be used to go around corners, etc.
 
Defo true about the flak round corners, thiat method is often used on most dm maps especially deck and arsenal.
all roun nice guy lol.
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Post Options Post Options   Quote XKaL1buR Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 8:08pm
Originally posted by CarloThunder

<FONT style=": #000000">I agree with most of this guide, but would you agree some weapons are better on certain maps, for example shock rifle on Arsenal because of the fairly narrow corridor or bio rifle on a wide open map so you don't killyourself with it?



Well, if you're in a big open space, the secondary bio rifle shot is the last thing you wanna use. It really all depends on the person using these weapons. But ya, I see what you're saying. Using the layout of the map to a**ist with whatever weapon you're using. Combos are your friend when it comes to denying people trying to exit an elevator lift or a jump pad, flak can be used to go around corners, etc.
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Post Options Post Options   Quote CarloThunder Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 7:59pm

I agree with most of this guide, but would you agree some weapons are better on certain maps, for example shock rifle on Arsenal because of the fairly narrow corridor or bio rifle on a wide open map so you don't killyourself with it?

all roun nice guy lol.
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Post Options Post Options   Quote XKaL1buR Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 7:58pm
LOL
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Post Options Post Options   Quote RemY Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 7:55pm
Finally we got a weapon guide :P gj kali
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Post Options Post Options   Quote Heavenly_tRiNiTy Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 5:28pm
Lol since I usually die with redeemer close up (and its slow) i'll load up with rockets instead. thx guys.
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Post Options Post Options   Quote Prince Big Woody Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 5:25pm
Pff you're just jealous you didn't think of it yourself.
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Post Options Post Options   Quote ReverendCrow Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 5:24pm
lol without killing urself noob haha ill deny that redeemer with my IH hahahaha
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Post Options Post Options   Quote Prince Big Woody Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 5:15pm
Redeemer usually does the trick
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Post Options Post Options   Quote ReverendCrow Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 5:15pm

well what i found useful (unless im screwin around ) load of double-tri rockets since they are close range...instant death haha for the most part

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Post Options Post Options   Quote Heavenly_tRiNiTy Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 5:13pm
Originally posted by ReverendCrow

i think the IH does more damage than 100 ill have to recheck...
redeemer best shot down (from a distance) with either flak or stinger (from up close) hands down link shaft
I think ur right cos Ether and Medic are always exploding me with this I die even when Im armoured or have 100+ health. Tips to survive IH would be great though, I can only run , dodge and link shaft for so long.
Cos I'm Wonderman...I'll take that knife and shove it up your a$$!
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Post Options Post Options   Quote ReverendCrow Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 5:05pm
i think the IH does more damage than 100 ill have to recheck...
redeemer best shot down (from a distance) with either flak or stinger (from up close) hands down link shaft
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Post Options Post Options   Quote Prince Big Woody Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 5:01pm
Well I may be off.. I don't really use the stinger primary that much (ping) but it's either 7 or 14. I just feel that with it's fire rate it'd be lower than 14.
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Post Options Post Options   Quote Heavenly_tRiNiTy Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 4:57pm
Kali I believe ur correct with the stinger - it deals 14 damage and is capable of 10 shots/second at max speed. You start with 100 shots so its possible to discharge a cartridge in just over 10 seconds. And I thought he mentioned the unique healing power of the link in his post bt sorry if I'm wrong. Its the main reason why you could often predict what weapons the enemy are carrying in a map like e.g. sandstorm bt peeps have become more adept these days.
Cos I'm Wonderman...I'll take that knife and shove it up your a$$!
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Post Options Post Options   Quote XKaL1buR Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 4:47pm
Ya, I know, which most likely equates to 40 per second if you keep it concentrated. Damage still stays the same, 20, only, you're wielding two of them at the same time.

Edit: Feel free to add anything else I might've missed. I think I covered most of the basics, but, I realize I may have missed a few things. 
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Post Options Post Options   Quote Prince Big Woody Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 4:45pm
Originally posted by XKaL1buR

Drokun, I realize that I may have made a couple of minor mistakes regarding weapon damage. Feel free to correct me if i'm wrong. But the 40 points is for dual enforcers. The stinger primary? Probably is. I got some of the damage calculations from Liandri Archives. Didn't say post patch, so I a**umed it was the same after.

Well it still does 20 damage per shot.. it just shoots twice as fast :O

Also I just realised no one mentioned healing vehicles with link secondary? Or did I read over that.
  • if you flak downwards whilst jumping in the air the shards bounce off the surface which makes using it more effective
If you bounce flak off the floor before it reaches the opponent you concentrate the shrapnel under a smaller spread (less wasted in the air) so that can be nice on midrange.
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Post Options Post Options   Quote Danjel8 Quote  Post ReplyReply Direct Link To This Post Posted: 07 Oct 2009 at 4:44pm
Spam... lol

Every gun has its place, a mega kill covering a flag carrier is still a mega kill whether u get 4 headshots or 4 spam shots.

Also the Avril can be shot by one player and guided by another player.
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