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Old 10-20-2006, 10:47 PM   #16 (permalink)
DirtyLude
 
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Re: Unlock Thoughts

I usually find someone on the list and join the same server. If it's an infantry map it seems like everyone is medic, but that might be just the TG squad.

I tried the smoke grenades, but found them to be pretty useless. They have a BF2 vanilla coverage. I only tried them a couple times on a flag and all they did was alert the other team we were coming.
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Old 10-21-2006, 03:15 PM   #17 (permalink)
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Re: Unlock Thoughts

Any tips for using the Ganz and deployable sentry? I'm finding I'm more effective withthe standard Support gun, and the sentry has only netted me a couple of kills - is its range very short, or does it take a while to track a target?
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Old 10-21-2006, 04:34 PM   #18 (permalink)
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Re: Unlock Thoughts

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Originally Posted by Maus View Post
Any tips for using the Ganz and deployable sentry? I'm finding I'm more effective withthe standard Support gun, and the sentry has only netted me a couple of kills - is its range very short, or does it take a while to track a target?
Its a great setup for Titan defending. The sentry gun seems to work best in confined and controlled spaces. The combination of the ganz and sentry gun is insane when defending the titan corridors, but doesn't play as well in conquest in wide open combat.
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Old 10-22-2006, 09:06 AM   #19 (permalink)
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Re: Unlock Thoughts

Hehe. So, I've been trying to make my ways as a very ineffective recon, but I have found a couple of good uses for a few of the unlocks.

AMP Mines and C# (the stuff that goes "BOOM!" when you press the button): Since I am a pretty crappy sniper, I've been relying on my wit in the placement of these babies to get through. They've been very kind to me, though the C# seems harder to place on armor without blowing oneself up as well. Maybe I just need practice, but I have a lot of trouble trying to demolish a moving walker.

Defribs: I don't have them. So, those of you SL's who are used to yelling "PENGIE!!! SAVE MEE!!!" when you're down *cough.. exprmnt..cough* are gonna need to find a new savior for the time being.
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Old 10-22-2006, 09:48 AM   #20 (permalink)
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Re: Unlock Thoughts

even if you dont have the defibs, one field upgrade and you got em.
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well, like I tell my squads sometimes, some rounds are just "grab your ankles".
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Old 10-22-2006, 11:48 AM   #21 (permalink)
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Re: Unlock Thoughts

Yes smoke greanades was not that great, you can still use them to get the other teams attention in the wrong direction.. I unlocked them to allow the field upgrade for the gun on that side. That gun is better than the standard one but I am considering to get the other assault gun instead.

I also dont see the point of the extra ammo for the pistol on the next to last general upgrade, who uses that thing anyway? Or is it extra ammo for all guns?, if so then it might actually would be useful.
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Old 10-22-2006, 03:00 PM   #22 (permalink)
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Re: Unlock Thoughts

I thought it was extra ammo for all guns. If it's not, I agree...that's a really lame upgrade. So far, I haven't really liked any of the assault upgrades aside from the defib that much. I still have to get the rocket attachment and the other gun though, so I'll see how that works out. On another note, is anyone else running into a lot of people who bunny hop and try to knife you?
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Old 10-23-2006, 09:28 AM   #23 (permalink)
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Re: Unlock Thoughts

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Originally Posted by ThePenguineer View Post
AMP Mines and C# (the stuff that goes "BOOM!" when you press the button): Since I am a pretty crappy sniper, I've been relying on my wit in the placement of these babies to get through. They've been very kind to me, though the C# seems harder to place on armor without blowing oneself up as well. Maybe I just need practice, but I have a lot of trouble trying to demolish a moving walker.
It's RDX, which is actually a real explosive. Because, you know, in 150 years we won't have invented anything better. And know what the main ingredient in C4 is? RDX. Way to be original, DICE.

I've also had a lot of problems trying to demolish vehicles, particularly walkers. Seems like the slightest movement of the vehicle and I'm dead- it feels very much like BF2 1.0 in that regard. I'm hoping this gets fixed soon, because it's really putting a dent in my use of explosives.
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Old 10-23-2006, 09:32 AM   #24 (permalink)
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Re: Unlock Thoughts

you just gotta be real careful how close you get to it. Pretty much just a touch and youre dead. Hopefully this will get addressed.
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well, like I tell my squads sometimes, some rounds are just "grab your ankles".
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Old 10-23-2006, 10:38 AM   #25 (permalink)
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Re: Unlock Thoughts

Recon (sniper side, since that's pretty much all I play recon wise)

APM (claymore) : These things are GREAT. Since they do not blow on friendlies, they are guaranteed 2 free kills if you dump them in any intelligent spot. I usualy leave a couple in obvious paths or on the flag and move on. 5 minutes later you get a couple kill messages. Also decent for the usual things you use them for like locking down ladders. (Did I mention I love the fact they don't blow on friendlies?)

4x Scope : This is a must have as well. Without out it, you can be a very effective support sniper for your team. With it, you are guaranteed head shots if you have the time to zoom in Not sure why, but they added additional zoom in steps (used to be 2x 3x 4x, now there are twice as many) so it takes longer to zoom in

Stabilizer : This one is a toss up. If you're supporting your team from up close, there is no need for this. However if you want to line up the headshot for a 250m+ kill, then this is your friend. Basicly take only if you're going to be sniping for 125+ ranges.

Gun unlock : This is my take on the gun, and some my not agree: It SUCKS for close support for your team. It has 3 rounds, and while it takes anything it hits down to diddly squat for health (allowing for more body shots) if you're supporting your team on the move, you're going to be putting head shots into enemy support teams, and body shots in people who are hurt already. And 6 shots before reload counts a LOT in a heated engagement versus 3 shots before reload. Also, the regular sniper guns have a little bit faster reload time.

It absolutly OWNS for longer engagements, and flag defense. At longer ranges you can quickly pick off anyone hurt, or take your time reloading. This thing also has less bullet drop then the regular sniper rifle, allowing for much easier shots at the 200m+ range. In flag defense spread some RDX around the flag, and if more then 1 enemy is near, shoot the RDX. Bam, whole bunch of kills, and 4 more RDX bundles left. If you're on the attack, this rifle allows you to clear RDX from the flag, mines from the road, take out spawn becons from affar, and shoot down support shields with one shot. If it only had a 6 round mag, I'd make love to it
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Engineer:

The disarm tool is very meow. Haven't ever used it. It's better to get a sniper to shoot mines then try to disarm them.

Vehicle detector thing : Like someone else wrote, this thing is awsome. Stick it on your tank/walker if you're driving, or somewhere safe if you're on defense. Any enemy vehicles will then show up on the minimap.

AT Rifle: Total ownage. It's greatest advantage is lack of lock-on tone for the driver of the vehicle. You can snipe tanks, APCs, and flying troop carriers hovering for landing with one shot (from the back for the tanks ofc ). It's not as useful for long range fire as a AT rocket due to slow projectile path, and lack of guidance.

EMP mine: Very nice tool for defense. Allows your squad and your AT rifle to do it's work while the tank is sitting there like a duck.

Mobile mine: Love them. You get something like 5 or 6 of them, and two seem to blow a tank sky high. You can hide them behind objects so the driver won't see them and if they drive by they will get a rear hit They are too slow to catch fast moving vehicles however, unless you leave an EMP mine around for extra fun times.

Vehicle repair tool: Not sure what this is called, but it's the thing that allows you to repeair while inside a vehicle. Haven't had a chance to use it much, since it obviously needs two engies in two vehicles to be truly effective. But it has mucho potential especialy on vehicle heavy maps. Usualy I drive in an APC behind a walker providing EMP fire and repairing it at the same time.

AA Unlock: Hmm.. this one is sort of a dud. It has 2 shots of AA missiles that will lock onto the fighter/chopper craft from extreme distance, but rarely hit unless you have a REALLY good angle. The troop transport seems to not want to lock on unless you are very close to it, and from my(so far) limited experimentation, takes more then 2 missiles to take down. So far my experience with it has been very luke warm. It looks like a very situational weapon, or something you take along while you're driving around in a vehicle to take pot shots at passing transports.
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