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Old 11-25-2006, 02:45 PM   #181 (permalink)
 
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Re: Unlocks and you (and us)

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Originally Posted by Maus View Post
I just got the H-AVR, and am kind of disappointed. The only thing I've killed us an unfortunate sniper. Is it basically useless unless you hit the back of a tank? I seemed to be taking very little off tank and walker armor.
It does about the same damage as the default rockets; a little more, but not really noticeable. The main advantages are that you can fire and drop right back into cover, and it doesn't give a lock-on warning. So if you can get into a good position for a kill shot, they don't spoil it by raising their shields at the last second.
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Old 11-25-2006, 02:48 PM   #182 (permalink)
 
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Re: Unlocks and you (and us)

Alot of people had awesome things to saw about the pilum. Well after having it unlocked for a few days and using it exclusively, it really isn't any better than the default rocket launcher, just different. Again, dice did a good job balancing the unlocks.

Two things that really comes to mind is 1. long range shots are difficult to impossible with the pilum, default you can do em fine. 2. Trying to hit transports/gunships is MUCH more difficult with the pilum.

But the lack of a lock tone keeps things balanced.
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Old 11-25-2006, 03:35 PM   #183 (permalink)
 
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Re: Unlocks and you (and us)

Maus :

youre just aiming at the wrong sections. It does wonders against armor when you lie in wait and ambush.
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well, like I tell my squads sometimes, some rounds are just "grab your ankles".
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Old 11-26-2006, 09:41 PM   #184 (permalink)
 
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Re: Unlocks and you (and us)

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Originally Posted by BHack View Post
Alot of people had awesome things to saw about the pilum. Well after having it unlocked for a few days and using it exclusively, it really isn't any better than the default rocket launcher, just different. Again, dice did a good job balancing the unlocks.

Two things that really comes to mind is 1. long range shots are difficult to impossible with the pilum, default you can do em fine. 2. Trying to hit transports/gunships is MUCH more difficult with the pilum.

But the lack of a lock tone keeps things balanced.
I believe that the most important "pro" of the Pilum is the prjectile speed AND the reload time wich is considerably faster than the default rocket launcher.

But I do agree that DICE balanced things right and it is definitely not overpowered, but it's still a great weapon.
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Old 11-27-2006, 04:38 PM   #185 (permalink)
 
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Red face Re: Unlocks and you (and us)

Hey, Has anyone else lost several unlocks? I musta screwed up. I have had a dozen or so I can't find. Watdid I Doo rong? OK it says Be Careful, but I did them all the same and have just one or two I know of.

Can you tell me how you can screw it up? Should not be rocket science to do this.

Also, My 2142 name is ZeroPoint, so can I have two names or a new member for that? Juz curious.

Dimley Lit always a NUBE.
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Old 11-27-2006, 04:41 PM   #186 (permalink)
 
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Re: Unlocks and you (and us)

ZeroGhost1, you should bring that issue up with DICE or EA, not ask about it on this thread, since we can't "fix" the problem for you and you are derailing the topic we are discussing.
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Old 11-27-2006, 05:49 PM   #187 (permalink)
 
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Re: Unlocks and you (and us)

Having hated the sniper rifle since BF1942, I decided to see if it was any better in 2142.

First time playing, first kit picked...and I fell in love. It' SO much more accurate! After getting used to it, I can now hit people on the move...even a bunny-hopping idjit on occasion. Up til 2142 I couldn't even hit someone standing still.

So far, I've managed to completely unlock the entire Recon section, have grenades, both sprint unlocks (very handy...I highly recommend), Squad Leader Beacon, and am starting my way up the ladder for Support kit.

I absolutely love the Gyroscope thingy for the Recon kit. Zooming in and out, plus the "hold your breath" option to stabilize the crosshairs is an absolute Godsend.
Also loving the unlocked Sniper rifle. Yeah, 3 shots per clip compared to 5, but it's worth it...seems to have faster reload between shots than standard, and (maybe it's just me) a better degree of accuracy. Nevermind the power of the shots...that's a given.
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Old 11-27-2006, 05:54 PM   #188 (permalink)
 
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Re: Unlocks and you (and us)

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I remapped my shift key to duck... the stabilizer doesn't seem to work. Any ideas?
I did the same...then mapped my left Ctrl key to Sprint. Make sure you map Sprint to a key...it has to be held down to stabilize. Since I usually just double-tap the W key for sprinting, the Ctrl key method works well for me.
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Old 11-29-2006, 07:55 AM   #189 (permalink)
 
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Re: Unlocks and you (and us)

G'Day again.

I'm a Major Gold in game. What I did when selecting unlocks is that I assumed that I was going to get the weapons via Field Upgrades anyways. I have every Tool unlock, the first 3 Player Upgrades, and the Squad Beacon, as well as onle one Weapon actually unlocked. (The Voss (Assault's Right Unlock Tree)). At least this way you have all the tools, and via the squad play, you'll be able to get the weapons eventually. As mentioned before, some of them aren't as good as the Class default anyway.
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Old 11-30-2006, 11:20 AM   #190 (permalink)
 
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Re: Unlocks and you (and us)

DysTek Pulse Meter

I essentially unlocked the DysTek Pulse Meter to gain access to the Clark 15-B Shotgun via field upgrades, thought it to be a relatively useless piece of equipment, and never included it in my kit selection. After opting for the meter over my usual equipment for a few rounds, I am almost ashamed to admit just how mistaken I was for thinking such a thought.

While defending a strategic location, I usually stray toward the rear of my squad’s objective, dig in, and impatiently wait for our enemy. Though somewhat successful with this strategy, I noticed the OPFOR had a real advantage, since they could probe our defenses to discover our positions and react accordingly in their next attack. Once I began using the Pulse Meter, the advantage shifted back to my squad, as we could tell exactly how many soldiers where approaching our position and from what direction. Therefore, instead of reacting to their probes, we were able to mount a very proactive and much more successful defense.

As you can imagine, I found the Pulse Meter to be just as effective on the offense. While approaching choke points, corners, or well-defended locations, a brief scan would reveal hostile targets and allow my squad to make better decisions. It also prevented our enemy from being able to close in on our flanks without detection and spoil our advance.

The DysTek Pulse Meter is not exactly an essential piece of equipment, but one that should not be overlooked or considered a worthless unlock.
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