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07-17-2008, 07:28 PM
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#1 (permalink)
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Join Date: Apr 2008
Location: Maine
Age: 19
Posts: 243
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Kit Unlock Guide
I've seen a couple of these threads floating around where the player doesn't know what to unlock next. Unlocks are a pretty big decision in the game. Your unlocks have to be something that your going to end up being comfortable with and also something that will help your squad. Also being a squad leader, what game types you play on most, and what maps you play on the most affects your decision as well. Here is just a little guide for a good unlock list. There is probably another thread like this around somewhere but I thought that it might be helpful to post my own. Please feel free to share your ideas as well.
Squad Leader*Basics*
 - Squad Leader Spawn Beacon - A greatly used weapon in squad play. It allows squad leaders to set up a temporary spawn point.
General Unlocks To Go For
 - DysTek Repair v2.0 - Used to repair vehicles... a pretty obvious use if I do say so.
 - II-29 Motion Mine - Greatly used by all engineers. This is THE unlock to bring when being an engineer.
 - AED-6 Defibrillator - This is a MUST! If you do not have one of these then get it right now! It heals your teammates and can also be used as a weapon when in the right hands (it's very fun to kill people with, and quite funny).
 - PK-74 AR-Rocket - A greatly used gun feature. It allows a player to shoot a rocket at a chosen range. This is extremely effective against infantry.
 - FRG-1 Grenade - How would it look if you were the only one on your team not hurling grenades at the enemies flag? These will come in hand when you need something to throw between a couple of buildings or into a large crowd (just remember to watch out for friendly fire).
 - V5 EMP Grenade - The support's only defense against armor. These will really come in handy if you don't have an engineer around. They also create static making it harder for the enemy to see thing clearly for a couple of seconds.
General Unlocks To Avoid Or Don't Really Need To Be Used*some of these may be needed to unlock some of the very useful unlocks*
There are non here because thinking that an unlock sucks is a matter of opinion. If you are mainly recon then you'd think some unlocks would be worse then others, and this goes for all kits. Their are some unlocks that are very limited in their usage like SG-34 Grenade (smoke grenade), DS-22 Sniper Decoy, MMB-5 Motion Mine Bait, AE Defuser, SAAW 86 Anti-Air, and a couple others. These unlocks are not bad though, they just aren't used as much as others would be.
What is the best kit to work on first?
I would recommend working on the Assault Kit first, first getting the AED-6 Defibrillator, Advanced Med Hub, and Voss L-AR and then jumping over and grabbing the NetBat"! Infantry ID and PK-74 AR-Rocket. I would then recommend working on your Engineer kit. This is the second most commonly used kit I think. Get the II-14 EMP (EMP mines), DysTek Repair v2.0, and the II-29 Motion Mines. With Engineer I wouldn't worry too much about unlocking a new gun because the default weapons are just fine for them.
Does anyone feel differently about some of these unlocks or feel that something is missing (I feel as if there is something missing, I just can't figure out what)? I want to open this up to some discussion. Bear in mind that these are the basic kit unlocks to make a good all around soldier.
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07-17-2008, 07:32 PM
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#2 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
Posts: 1,416
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Re: Kit Unlock Guide
Three quick points:
Mine bait is essential on any engineer attempting to support an armor push. EDIT: When an engineer on offense, I'm typically packing bait and a PDS.
Spawn beacons are nowhere near as useful as an Otus drone most of the time.
The IDS is also essential as a support.
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07-17-2008, 11:50 PM
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#3 (permalink)
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Join Date: Mar 2008
Location: Lowell/Medford, MA
Age: 23
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Re: Kit Unlock Guide
I'd like to make a statement on your inclusion of the Sniper Decoy in the "not so great" list. As a SL alot of the time on our server, I have to say that the Sniper Decoy actually has MORE use on TG than anywhere else. Only on TG is intel so widely spread, and available, with ease (this is the only server I've seen that puts their IDSes on their Otuses).
Because of this widespread intel, that beacon becomes 100 times more lethal because within a certain radius it messes up ALL intel. Someone tries to spot you when you cloak past them to make sure you're an enemy before they TK won't get the "Enemy Sniper!" and they won't shoot. The CO won't see you on Sat-track and any UAV/IDS won't see you either. Such an unlock is near useless on TG for a SM, but for a SL it makes a huge difference. Enough that after Support (because of the IDS), Recon is probably most used SL kit. Extended Cloak, Decoy, and light armor, ask those who have been in my squad when I've used that, outside of Camp Gib, I've been highly successful with that combination.
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07-18-2008, 12:10 AM
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#4 (permalink)
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Join Date: Apr 2007
Location: Courthouse Bay, Camp Lejeune, NC
Age: 21
Posts: 1,288
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Re: Kit Unlock Guide
I would recommend the Sprint unlocks very much so. At first it may sound useless with all the little trinkets you have right away, but being able to keep up with your squad, travel quickly, and recover your stamina fast is key on the battlefield. With all the weapons and gadgets you have in your hands, battlefield finesse is goes a long way in your effiency. Speed is key.
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07-18-2008, 01:19 AM
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#5 (permalink)
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Join Date: Mar 2008
Location: Ave Maria, FL
Age: 20
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Re: Kit Unlock Guide
I agree with Azura, I waited WAY too long to get the sprint upgrades, and it got to the point where I literally would get delegated crappy roles in-squad because I couldn't keep up. I was slowing down the whole squad.
Now, its not an issue anymore, but I apologize to those I slowed down.
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07-18-2008, 08:55 AM
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#6 (permalink)
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Join Date: Oct 2007
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Re: Kit Unlock Guide
Also an IDS is very important. You can get by on most maps with a lot of IDS's if you dont have a commander.
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07-18-2008, 09:19 AM
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#7 (permalink)
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Join Date: Mar 2008
Location: Ave Maria, FL
Age: 20
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Re: Kit Unlock Guide
The problem is this: many of us don't have NS, and in order to get it as a field unlock you need to have the whole tree unlocked, plus play a round beforehand in a squad.
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Also playing as: |TG-SC| MyNameIsKelvin
EVE Online: Yumi Hikare
Why MTG has lost any sense of balance:
Lotus Cobra
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07-18-2008, 03:26 PM
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#8 (permalink)
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Join Date: Jun 2007
Posts: 280
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Re: Kit Unlock Guide
Razcsak is right about the MM bait and armor push. MM bait + a Zeller will clear out a nice path for armor.
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07-18-2008, 05:01 PM
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#9 (permalink)
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Join Date: Nov 2006
Location: Bridgewater, NJ
Age: 35
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Re: Kit Unlock Guide
Quote:
Originally Posted by Holy
Squad Leader*Basics* - Squad Leader Spawn Beacon - A greatly used weapon in squad play. It allows squad leaders to set up a temporary spawn point.
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I hate the beacon. With a passion. I would urge everyone to refrain from dropping the beacon if they can avoid it. In most situations the Otis is of much greater value and when it's not, the SL is probably better off not deploying the beacon, but instead letting SMs spawn directly on him/her.
I'd like to echo the sentiment already expressed about the decoy. I use that all the time, as both a squad member and squad leader. There are many times when moving from point A to point B undetected greatly increases your squads effectiveness. Think outside the box a little and I'm sure you can find some uses for it other than hiding a prone sniper's location.
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07-19-2008, 09:10 PM
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#10 (permalink)
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Join Date: Jul 2007
Location: Mountain Home AFB, ID
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Re: Kit Unlock Guide
I've had great success EMPing infantry. The biggest problem is they don't bounce and take AGES to throw relatively speaking, so it's very difficult to land them on an enemy or two and still be in position to exploit their weakness.
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07-20-2008, 02:38 AM
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#11 (permalink)
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Join Date: Jul 2007
Location: Vancouver, west coast of Canada
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Re: Kit Unlock Guide
Quote:
Originally Posted by Lorax74
I hate the beacon. With a passion. I would urge everyone to refrain from dropping the beacon if they can avoid it. In most situations the Otis is of much greater value and when it's not, the SL is probably better off not deploying the beacon, but instead letting SMs spawn directly on him/her.
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I agree with you Lorax, but I've seen sc1ence pull off some amazing beacon runs on very hotly contested flags. The problem is, he knows when to set it down (ie. when his own safety is compromised and he needs to push up the lines), and when to pick it up. Most SLs leave beacons until they're destroyed -- a quick, 1 spawn boost is usually what sc1ence does with it.
Though, again, it's like Az's herzog -- he's done it enough to be able to time it effectively. I, along with most other sane people, prefer to keep the SL alive and spawn off him.
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07-20-2008, 10:32 AM
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#12 (permalink)
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Join Date: Aug 2007
Location: Ireland
Posts: 1,500
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Re: Kit Unlock Guide
I won't comment on beacons I don't think I'm experienced enough yet (i.e. don't know the situations for best usage).
If you are new to the game I'd go, defib, sprint unlocks, rockets, probably extra rocket (NS) then whatever interests you most, there is not much need for the Voss. Having sprint, defib and extra rockets will put you at the same level as most TG SMs after 8 unlocks which will come relatively quickly (especially if you have NS). The only unlocks that I can think of that I don't really use (ever) are radar grenades and defuser. Oh and never, ever unlock the advanced beacon.
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07-20-2008, 04:07 PM
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#13 (permalink)
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Join Date: Mar 2008
Location: Lowell/Medford, MA
Age: 23
Posts: 549
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Re: Kit Unlock Guide
The advanced beacon is a passive unlock. All it does is half the spawn time when it says "You have been killed." not "You have been critically wounded." In other words, if you CAN'T be revived, you'll come back twice as fast if your squad leader has that unlock. It's actually really useful. Once you get the "You have been killed." message, your ticket has already been subtracted anyways, so it won't kill your tickets faster.
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07-20-2008, 06:56 PM
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#14 (permalink)
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Join Date: Aug 2007
Location: Ireland
Posts: 1,500
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Re: Kit Unlock Guide
Quote:
Originally Posted by pred011586
The advanced beacon is a passive unlock. All it does is half the spawn time when it says "You have been killed." not "You have been critically wounded." In other words, if you CAN'T be revived, you'll come back twice as fast if your squad leader has that unlock. It's actually really useful. Once you get the "You have been killed." message, your ticket has already been subtracted anyways, so it won't kill your tickets faster.
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Hmm, ok I am still never going to unlock it because I'm too lazy to play NS. I was under the impression that it took away from the time I had to revive them. Also it's uses seem very, very slim if that is the case.
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07-20-2008, 07:44 PM
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#15 (permalink)
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Join Date: Mar 2008
Location: Lowell/Medford, MA
Age: 23
Posts: 549
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Re: Kit Unlock Guide
Very very slim indeed. It's awesome on vehicle heavy maps, since a death in one of those is unreviveable. Outside of that though, it has very few practical uses, as you stated. If you have other things to get, go for them first. On top of that, the unlock before this is the floating sentry gun, and although he can be fun at times for the most part he doesn't have much use.
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