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Found 16 results

  1. So, after a few weeks of running these raids on saturdays and running them on friday once, I am beginning to get some more concrete ideas for how they should work. For starters, I think that running orokin derelicts and potentially the hunt for atayan treasure is a good idea, as most everyone can do those with a minimum of gear, and they can be very beneficial. (treasure hunt less so, but come on, aesthetic is life, who doesn't want more kinetic sculptures?) That being said, me and several others of the community (Gadstat, Toxenov, Ishniana) agreed to do a bit of a raid last night. This proved to have a better turnout than saturday when DRTAC7 also showed up. So, I will hold it to a vote, who thinks that saturday is best, and who prefers fridays. Same time either way for now, we might get to fine tuning that later, but for now I want to get the day set. I will check the polls throughout the week, and depending on the number of answers will leave it up for one or two weeks. Until then, Saturday is the day. http://www.strawpoll.me/14728868 (new poll, I added another option for people who didn't care either way) See you on the plains Tenno Edit: If friday wins and there are conflictions with other events, we can move the time to a bit later. I have real life things going on on wednesdays, so I cannot run the raids then.
  2. To preface, I am a new member (a few weeks in might not be considered strictly new but I'm still working out everything) so I don't know if this has been tried before or if there is a better alternative or if this would work; However, that being said, I have an idea to make communications easier and more fluid between divisions. I have participated in a few raids, one as DA, one as FEAR (specifically PG), and one where I switched from DA to FEAR, and I have found that while intra-division communications are excellent (only a couple minor flaws that come from playing a game. it could be improved with more somberness but that would spoil the fun) inter-divisions are lacking and sluggish. From what I can gather (again, forgive me if I am wrong) when the Raid Leader (lets say robo) wants to attack somewhere (lets say to frostfall overlook from geological survey camp on Esamir) he sets it up like this. Robo first tells his division (again with presuming but lets say he was rolling with the PG) to get rolling and then communicates to the other division leaders, who in turn communicate to their subdivision leaders, where they need to go, losing some time while everybody sits around asking "what now?","Where to?" and the other myriad responses unique as those that play, which I imagine distracts the leaders. So now with the situation setup we see that, while not bad, good even, it could use some improvement. I have given it some thought and I think (again, think, I am not experienced enough to know) I have a solution. Simplistic though it may be I believe that maybe with revision it could be implemented to our betterment. My solution, as previously stated, is a rather simplistic one, and involves combining and meshing together squads. This is slightly more complex than just creating a jumble, which would slow down and prevent non-TS-users from communicating, though. What I propose is having subdivisions in their own squads (as per usual) but with a twist. These squads will not have their own platoons, just squads. For bigger raid divisions perhaps two squads in one platoon shall be needed. Then we take these squads and pair them up so that 1 PL can talk to up to 4 separate subdivisions at once rather than Robo>DA CO>DA then DA subdivisions (separately) it can be more structured like Robo>All PL's (at the same time) > each respective platoon at the same time. This would hopefully take out some links in the communications lines. After everybody has the message, the individual leaders can instruct specific locations or strategies not already mentioned. This would also help cross-division communication when a place is having difficulty and needs support. Lets say DA needs WW support on the south side ASAP because of an infantry rush, rather than letting the infantry get some ground by going CO>CO>Division, the CO can use Platoon Chat to instantly request that help. Another advantage is the syncing of division movements when splitting up the outfit. rather than wasting time to tell the individual CO's to get somewhere and divvy up their forces. Robo can say, Platoon 1 get to Terran BL-4 and Platoon 2 get Eisa Tech under control while telling Platoon 3 stay and defend, all because it was pre-divided into units. TL:DR advantages include streamlining of communications between divisions and aids in splitting up the outfit quickly. Wastes less time speaking from CO to CO to squad. P.S. Again, I am relatively new and have little knowledge of command communications but from what I have noticed (perhaps I am wrong, perhaps I can help) this would help quicken things up.
  3. Fitting Resources/Terms: CPU: Resource used by modules when fitting your ship, different modules use different amounts of CPU when you're out of CPU you can't fit anymore modules PG: Powergrid, resource used by modules when fitting your ship, different modules use different amounts of PG when you're out of PG you can't fit anymore modules Cap: Capacitor, the energy that the modules on your ship use to run Cap Stable: You can run your modules forever if while they are all on (the recharge rate of your cap is greater than the amount your modules are draining) Cap Unstable: Your ship will eventually run out of energy if you run all of your modules (most ships fall in this category but fights are typically over before it becomes too much of an issue) Slots: Highs: High slots, generally used for offensive modules (e.g. weapons, neutralizers) Mids: Mid Slots, generally used for EWAR, Shield modules, and Prop Mods Lows: Low Slots, generally used for armor modules (e.g. armor plates, dmage control), increasing the effectiveness of weapon systems (e.g. Magnetic Field Stabilizers, Drone Damage Amplifiers), and hull modules (e.g. Nanofiber Internal Structures, Expanded Cargo Hold) Rigs: Augments parts of your ship at a cost. For example, Small Auxiliary Thrusters I makes your ship faster but reduces your armor hp, Small Hybrid Burst Aerator I increases the rate of fire of your Hybrid Turrets but makes them use more PG than they normally would. Modules: Point: Warp Disruptor, prevents a ship from warping away (max range, 28km) Scram: Warp Scrambler, prevents a ship from warping away and shuts off MWDs (max range, 10km) MWD: Microwarpdrive, module that will greatly increase a ship's speed in the 1500-5000 m/s range (is shut off by enemy Warp Scramblers) AB: Afterburner, module that increases your ship's speed and is unaffected by Scrams Webs: Stasis Webifier, used to slow a ship to less than half it's normal speed (max range, 13km) EWAR: Electronic Warfare, (e.g. Scrams, Webs, Tracking Disruptors) Prop Mod: Propulsion Module, Afterburners and MWDs Types of Tank: EHP (Effective Hitpoints): The amount of hitpoints a ship has while taking into consideration the resistances it has for each damage type in shields, armor, and hull (does not include ability to active rep). For example, if 2 ships have equivalent hitpoints across shield, armor, and hull but one has higher resistance percentages, it will have higher EHP. **NOTE: The calculation for EHP assumes the ship is receiving equal proportions of each damage type which is not usually the case, EHP is just a good baseline of understanding the tankiness of a ship. Buffer Tank: A ship that can take a lot of damage without being actively repaired Active Tank/Rep: A ship that can take a lot of damage by running an Armor Repairer or a Shield Booster Shield Tank: Ship that has most of it's effective health in it's shields (either with high resistances, high hit points, or both) Armor Tank: Ship that has most of it's effective health in it's armor (either with high resistances, high hit points, or both) Hull Tank: Ship that has most of it's effective health in it's hull (either with high resistances, high hit points, or both) Miscellaneous Things That I'm Not Sure How To Categorize: Alpha/Alpha Damage: The damage dealt by a ship in a single volley of it's weapons Tech II Weapons/Ships: Require you to have that skill trained to 5. For example, a Tech II Caldari Frigate requires you to have Caldari Frigate V trained, Tech II Blasters require you to have Small Hybrid Turret V trained. Drone Boat: Ship that derives most of it's damage from drones (e.g. Tristan, Algos, Worm) Engagement Ranges: Kitey: ~20km or more, this range is dictated by a ships ability to activate a Warp Disruptor (usually around 20km) to prevent a ship from warping away but still stay outside of the range of Stasis Webifiers Scram Kite: ~6-10 km, this range is dictated by a ships ability to activate a Warp Scrambler (usually 7-9km) to prevent a ship from activating an MWD and is usually accompanied by a Stasis Webifier to prevent Brawl ships form getting closer and to help prevent Kitey ships from getting away. Brawl: ~0-3km, this range is dictated by a ships weaponry and their ability to apply damage to a ship, weapons such as Blasters have very short range and force ships with them to get as close as possible (often orbiting @500m). Within this range Brawl ships will deal loads of damage melting through tank. Also see this page on Eve University for more information.
  4. Important Terms: CPU: Resource used by modules when fitting your ship, different modules use different amounts of CPU when you're out of CPU you can't fit anymore modules PG: Powergrid, resource used by modules when fitting your ship, different modules use different amounts of PG when you're out of PG you can't fit anymore modules Cap: Capacitor, the energy that the modules on your ship use to run Cap Stable: You can run your modules forever if while they are all on (the recharge rate of your cap is greater than the amount your modules are draining) Cap Unstable: Your ship will eventually run out of energy if you run all of your modules (most ships fall in this category but fights are typically over before it becomes too much of an issue) Point: Warp Disruptor, prevents a ship from warping away (max range, 28km) Scram: Warp Scrambler, prevents a ship from warping away and shuts off MWDs (max range, 10km) MWD: Microwarpdrive, module that will greatly increase a ship's speed in the 1500-5000 m/s range (is shut off by enemy Warp Scramblers) AB: Afterburner, module that increases your ship's speed and is unaffected by Scrams Webs: Stasis Webifier, used to slow a ship to less than half it's normal speed (max range, 13km) Buffer Tank: A ship that can take a lot of damage without being actively repaired Active Tank: A ship that can take a lot of damage by running an Armor Repairer or a Shield Booster Alpha/Alpha Damage: The damage dealt by a ship in a single volley of it's weapons Tech II Weapons/Ships: Require you to have that skill trained to 5. For example, a Tech II Caldari Frigate requires you to have Caldari Frigate V trained, Tech II Blasters require you to have Small Hybrid Turret V trained. Drone Boat: Ship that derives most of it's damage from drones (e.g. Tristan, Algos, Worm) EWAR: Electronic Warfare, (e.g. Scrams, Webs, Tracking Disruptors) Prop Mod: Propulsion Module, Afterburners and MWDs Highs: High slots, generally used for offensive modules (e.g. weapons, neutralizers) Mids: Mid Slots, generally used for EWAR, Shield modules, and Prop Mods Lows: Low Slots, generally used for armor modules (e.g. armor plates, dmage control), increasing the effectiveness of weapon systems (e.g. Magnetic Field Stabilizers, Drone Damage Amplifiers), and hull modules (e.g. Nanofiber Internal Structures, Expanded Cargo Hold) Rigs: Augments parts of your ship at a cost. For example, Small Auxiliary Thrusters I makes your ship faster but reduces your armor hp, Small Hybrid Burst Aerator I increases the rate of fire of your Hybrid Turrets but makes them use more PG than they normally would. Engagement Ranges: Kitey: ~20km or more, this range is dictated by a ships ability to activate a Warp Disruptor (usually around 20km) to prevent a ship from warping away but still stay outside of the range of Stasis Webifiers Scram Kite: ~6-10 km, this range is dictated by a ships ability to activate a Warp Scrambler (usually 7-9km) to prevent a ship from activating an MWD and is usually accompanied by a Stasis Webifier to prevent Brawl ships form getting closer and to help prevent Kitey ships from getting away. Brawl: ~0-3km, this range is dictated by a ships weaponry and their ability to apply damage to a ship, weapons such as Blasters have very short range and force ships with them to get as close as possible (often orbiting @500m). Within this range Brawl ships will deal loads of damage melting through tank. Also see this page on Eve University for more information.
  5. Kitey MWD Rail Tristan This is your typical kitey ship (I get 144 dps and ~3000 ehp). This ship is fast (3200 m/s cold, 4500 m/s hot) and can put out decent damage. Combat You stay well away from your opponent with your MWD, using your Warp Disruptor to prevent them from running, your railguns to apply some damage, and your dranes to apply most of your damage. If you get caught in scram-kite range or brawl range you are dead, super simple. If they catch you at short range you will die because you have no tank to speak of. You generally do not want to jump into a plex that already has someone in it because it is very easy for them to scram you (shutting off your MWD) leaving you dead in space. Instead you want to wait in the plex for someone else or grab them outside the plex because you want to dictate the initial range of the engagement to start at long range (the above tips generally apply to all kitey MWD ships). Note: Your opponent has to decide whether they want to shoot you or your drones, keep on eye on your drones and pull them back as needed. If you lose all your drones you want to GTFO because you've lost ~85% of your damage. Ideal Enemies: Tech I frigates ESSENTIAL SKILL: Drones V: you need 5 drones to fly the Tristan effectively FITTING Price: ~7.5M ISK (Apr. 9, 2017) High power 2x 150mm Railgun II Medium power 1x Small F-S9 Regolith Compact Shield Extender 1x 5MN Y-T8 Compact Microwarpdrive 1x J5 Enduring Warp Disruptor Low power 1x AE-K Compact Drone Damage Amplifier 1x Drone Damage Amplifier II 1x Nanofiber Internal Structure II Rig Slot 1x Small Anti-EM Screen Reinforcer I 1x Small Processor Overclocking Unit I 1x Small Auxiliary Thrusters I Charges 320x Caldari Navy Antimatter Charge S 480x Spike S Drones 4x Hobgoblin II 4x Warrior II ALPHA VERSION: (Only ~3.5M ISK, Apr. 9, 2017) High power 2x 150mm Prototype Gauss Gun Medium power 1x Small F-S9 Regolith Compact Shield Extender 1x 5MN Y-T8 Compact Microwarpdrive 1x J5 Enduring Warp Disruptor Low power 1x AE-K Compact Drone Damage Amplifier 1x Drone Damage Amplifier II 1x Nanofiber Internal Structure II Rig Slot 1x Small Anti-EM Screen Reinforcer I 1x Small Processor Overclocking Unit I 1x Small Auxiliary Thrusters I Charges 320x Caldari Navy Antimatter Charge S 560x Caldari Navy Tungsten Charge S Drones 4x Warrior I 4x Hobgoblin I
  6. I Love these games and I'd like someone to play against. I suck in multiplayer
  7. BBurnessPS2 showing off new construction items including spawn tubes.
  8. Discussion thread here: https://www.reddit.com/r/Planetside/comments/43hzs6/psa_vanumans_dont_burst_the_aphelion_at_close/
  9. I have had the idea to post this for a couple months, but wanted to make sure that all these things were possible. All items on this list are confirmed (by yours truly ^.^) to be 100% do-able! I'd like to see who the first person is to complete this list (I am unable to participate, since I had to confirm all the items already xD). The Honor System will have to work, but this should be fine, since I trust you guys! (And if you AREN'T truthful, it's not like you've gained anything substantial xD). So, with a Quick Knife (your 1-shot knife only counts if you aren't wielding it!), here is the list of things to kill: An engi that has gotten out of his MBT to repair (must kill him with two quick knife swings, without letting him get back into the MBT. Starting things out easy.) A midair Light Assault (scaling up the difficulty a bit) A Scatter Max (no, it does not count if it is AFK xD) An enemy in the rumble seat of a Harasser (the Harasser has to be in motion!) The driver of an enemy Flash (the Flash has to be in motion!) A piece of c4 (or a tank mine) as it is being thrown out of the hands of an enemy, killing you both. (This one is the most challenging!) Let me know if there is anything that could be added to this list! Three, Two, One.. BEGIN!! -Stay Fr0sty
  10. We ran Chill Ops on Hossin last night for a couple of hours. Over the course of the evening, though I was impressed by our tenacity, enthusiasm, and sustainability, I noticed we were a bit lacking on WUTU calls, having a balanced squad composition, and general squad cohesion. These things, by themselves, will make or break a base hold or offensive. I know that we all, myself included, have gotten a bit more casual since the game launched two years ago - and I know none of us really want the kind of strict, mil-sim experience that some outfits offer. However, we need to work on these. WUTU For anyone unaware, WUTU is an acronym for "Wait Up, Team Up." If you're going in alone, you're doing it wrong. Always have at least one other person that has your back, and make sure you have theirs. ANYONE can call for a WUTU, and EVERYONE should be calling them. The only reason not to call one is if people are staying together already, but even if that's the case, you won't hurt anything by bringing it up. We all go rambo into a point once in a while, but this isn't efficient nor is it effective in most scenarios, we should break our habit of this. For our vehicle units, this usually manifests itself as having a "wingman". Same basic principle, but with vehicle pairs instead of infantry pairs. Your UCs will refresh your memory if you forget. In a game where a large amount of vehicle users go solo, and a small but strong minority is using harasser swarms, you need to have an extra tank or jet with you. For Wind Wraiths, WUTU always means the platoon waypoint, unless otherwise specified. Review the WW Standard Operating Procedure for other WW-specific WUTU types. Basic Infantry Squad Composition The balance of different classes present in each unit, whether a squad or platoon, is of critical importance to the success of any operation, whether a Lancer nest on a hillside or a full-on base assault. Squad Leaders and Platoon Leaders, this is one of your primary responsibilities. Make sure you have a balanced unit - at minimum, you want three (3) medics, one (1) engineer, and one (1) infiltrator in any general area. If you do not have this, you are not in a good position. I can think of no regular scenario where you would want any less than this. Other than these five, for most basic offenses, every other person in the unit should be an Assault Class. Generally, Heavy Assault. Situationally, draw from your pool of Heavy Assaults for MAXes or Light Assaults. If you find that you need additional support classes, substitute, but make sure not to sacrifice the superior firepower that Lashers, LMGs, and MAX weapons provide. Light Assaults have a tendency to roam - in many situations this is what they should be doing, but if everyone is roaming, who is holding the point? Basic Vehicle Squad Composition [Ed: added by shinything] In PG and WW, everyone is expected to be an engineer. Vehicle loadouts should be coordinated with the Platoon and Squad lead, but you should be focused on anti-vehicular (AV) and anti-aircraft (AA) loadouts, not anti-infantry (AI). In Vengeance, stick with your Engineer, Light and Heavy Assaut classes, as per Vengeance standard. I will probably write a much more in-depth guide on squad composition, especially the use of armor types and grenades, if I get some time later. I am tired of our squads, which generally have fantastic positioning, good leadership, and solid teamwork, getting mowed down on point because we don't have the firepower to maintain our grip on an area when another outfit brings in 12 Heavy Assaults or a small MAX rush. I'm sure we're all concerned about the happening at Daybreak - but that's no excuse for complacence and getting farmed. Gear up and strap in, it's Raid Night. I'll see you at 7:30pm Eastern. ---Robo
  11. INFORMATION: DESCRIPTION: 20 Players VS 20 Players PVP battleground where you defend or attack the crystals within time limit. OBJECTIVE: Destroy the Crystal / Defend the Crystal LEVEL REQUIREMENT: Level 30 above REWARD: BELICARIUM CREDITS / KILLING SPREE DAILY: EA CHEST (contain Strongbox Key) ITEMS NEED: ACCESSORIES ZYRKS: Pristine Indomitable Zyrks / Pristine Griefing Zyrks Accessories ARMOR: Relentless "HP" Crystals WEAPON: Normal Monster "Attack Phase" PVP Crystals (Varies on Class) "Defense Phase" OPTIONAL: Heaven's Elixer ATTACKING PHASE: DESTROYING CRYSTAL STRATEGY 1: 5 Players need to go to NORTH AIRSHIP. STRATEGY 2: 1 Player need to go to LEFT INNER to DISTRACT INNER TANK but don't climb all the way up. STRATEGY 3: The rest of the players need to go to RIGHT INNER and climb all the way up. STRATEGY 4: Mystic need to summon Thrall of Life , Priest need to use Kaia's Shield, and Lancer Pledge, Guardian Shout, and Iron Will at the bottom of the Ladder CLASS SKILLS COMBO: MYSTIC: Thrall of Life Mystic CS Glyph Build : http://teratoday.com/glyphcalc#my65:b1:e3:g3:i013:j123:k4:m023:o01:t2:A1:F2 PRIEST: Kaia's Shield LANCER: Pledge of Protection, Guardian Shout, Iron Will Click here to view the article
  12. This thread will be re-posted in the Legion's area, but before I do that, I thought I'd ask you guys for some help proofreading. Is it to-the-point? Clear? Did I misspell anything? Does the tone make me sound like a pompous penis-nose? Feedback is appreciated! I'd like this to actually help some newer players. The Mindset ·Planetside is a unique game with a unique combat system. When sniping in a typical FPS, the sniper wants the enemy to think, “Where did that shot come from?’’ However, due to killcams, bullet tracers, and our cloaking noise, this is not a realistic goal. What a Planetside sniper has that other snipers do not can be summed up in one word: mobility. Our goal is not to make the enemy think, “Where did that shot come from?” Rather, our goal should be to make the enemy think, “Where will the next shot come from?” ·We are a class that fights with our brains, not our giant muscles and machine guns. If the enemy is smart, we outsmart them. ·Situational awareness is our most important tool. If you run in front of a ScatterMax, odds are, you will die. If you run in front of a shotgun-wielding Heavy Assault, odds are, you will die. Being aware of our surroundings is a very important aspect of sniping, as it is the key determinant of our survival and effectiveness. It is better to let a target walk away unscathed, and live to take that shot later, than to kill your target while revealing yourself to 7 countersnipers that you can’t handle. The Mechanics ·Once you get yourself into the proper mindset, you can practice the mechanics of sniping. Above all else, discipline is the most important thing to master when shooting. It’s far better to have both the enemy and yourself alive, than for just the enemy to be alive. Avoid taking shots you aren’t confident in. ·Positioning is another key aspect of sniping. You’ll want to be higher than the enemy (although eye-level shots are easy to learn with a little experience, so don't rule them out). However, it is important that you pick your positions carefully. Avoid hilltops, obvious roofs, ledges that leave your back exposed to countersnipers, or any area that restricts your mobility. When moving from cover to cover, use your cloak. You are relying largely on being undetected, so do whatever it takes to keep from being detected. (Pro-Tip: ESFs with max rank Stealth, Afterburners, Racer Chassis, and Ejection Systems make excellent tools for dropping onto hard-to-reach prime locations). ·The basic steps of a well-placed sniper shot are as follows: cloak, position, aim (remember to take into account your range and elevation), decloak, shoot, recloak/move away, repeat. Getting greedy and going for more shots will end in you being either jumped or countersniped. No matter how bad you want to grab that extra headshot, remember that mobility is more important . The Tools ·A large part of being an effective sniper is finding a weapon that works for you and your playstyle. The basic snipers include a long-range Semi-Auto Sniper Rifle (SASR), a mid-range SASR, a mid-range Bolt-Action Sniper Rifle (BASR), and three long-range BASRs. Each of these rifles also includes several options in terms of optics as well. With such a wide array to choose from, it’s easy to become overwhelmed. Take a deep breath, head into VR Training, and test the waters a bit. ·Let’s talk about the SASRs first. There are two of these per faction, one designed for long range, and one designed for mid-range. The only difference between the two is the optics that can be equipped. The mid-range SASR is able to equip optics with 1x-4x magnification, whereas the long-range SASR can use optics with 6x-12x magnification. These rifles are designed for a faster-paced, more aggressive player. They cannot one-hit-kill (OHK) an enemy, even with a headshot. They also have a fair amount of recoil per shot. However, their follow-up shot capabilities make them ideal for finishing off enemies at a distance, or for more aggressive mid-range confrontations. Once the recoil patterns are learned and able to be compensated for, the SASRs can unleash a small hail of high-damage rounds able to reach out and touch someone. ·The other class of sniper rifle is the BASR. These weapons are known for their ability to OHK with a headshot out to a certain range. These rifles are also able to (typically) kill a target with only two bodyshots out to virtually any range. Each faction has four of these as standard issue. The mid-range BASR can use optics with 1x-4x magnification, and has the slowest bullet velocity, along with the shortest effective range. However, this rifle has the fastest reload speed and follow-up shot capability of the BASRs, making it an effective tool for the aggressive sniper. This rifle is ideal for dropping mobile targets with two bodyshots in rapid succession. Because of their slower velocity, they will have substantially higher bullet drop at range. The three long-range BASRs are divided into three ‘tiers’. The Tier 1 rifles have the slowest velocity of the three, and shortest range. They also have the fastest reload and chamber time. Tier 3 rifles have the highest damage, fastest velocity, and least bullet drop of the BASRs, but they also have the slowest reload times and chamber times. The Tier 3 rifles are also able to OHK with a headshot out to render range (if you see them, and hit them in the head, they will die). The Tier 2 rifles offer a middle ground in terms of velocity, damage, and reload/chamber times. BASRs are also able to equip straight-pull bolts. These are to be used responsibly, and the user should never forget to remain greedless. ·Finding the right rifle for your playstyle is vital, and finding the right optic to use is just as important. Try the optics and rifles out in VR Training, and ask for the help of some veteran players. Spend some time getting the feel for the mil-dots of the scope and learning the bullet drop at different ranges with different rifles. ·Never forget, practice makes perfect! *Empire Specific Sniper Rifles were not discussed, nor were the Auraxium Sniper Rifles
  13. Hey guys, was just wondering if anyone had and still played Tom Clancy's Endwar. I got it today remembering how much fun I had with it playing on the xbox. So I was hoping maybe we could get a few people together. And anyone whos unaware what it is, Endwar's a RTS where you command troops on a battle level. Its highly unit interactive with upgrades and such.
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