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05-18-2009, 12:51 AM #31
Re: Rethinking the Clark RDX
Haha Carebear landing!
|TG-69th|Berlancic2"Speed. Aggression. Surprise."



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05-21-2009, 06:08 PM #32
- Join Date
- Apr 2009
- Posts
- 8
Re: Rethinking the Clark RDX
I have to disagree in certain cases. For instance, maps such as Verdun 64, or suez 64, or Tampa 64. Those maps are SO big that fully zoomed in an IDS still is tiny and darn near useless. On those maps I like to go EMP and RDX. RDX is more useful when I want/need to clear rollers for my vehicle or want to damage a piece of armor.
Granted not REAL useful, but more than I get out of an IDS on those maps.
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05-21-2009, 09:03 PM #33
Re: Rethinking the Clark RDX
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05-24-2009, 04:02 PM #34
Re: Rethinking the Clark RDX
A very nice write up on the RDX shotgun. It is really an under-used weapon that I would consider packing if I wasn't taking on armor in a map.
Like everybody else my standard support kit is emp nades and IDS (always always IDS) but I really don't like the sentry gun personally. The sentry gun, being stationary, is really only useful for defense and even the best placed sentrys can only get a couple of kills before it's blown up and the squad members revived.
So, thank you for the write up
I'll be giving this a try when I don't need those emp nades.
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05-29-2009, 01:36 AM #35
Re: Rethinking the Clark RDX
Yea I favour the Clark-RDX over the sentry as well. And if I know that there's only a few pieces of armor on a map, or that chances are slim that I'm going to run into armor, I'll pack the Clark-RDX. I know having the EMP nade is nice for that off-time you DO run into armor, but I'd rather have something I can use in all situations. The Clark-RDX is decent against armor -- I almost took out a walker with it by myself (engineer came when it was about 25-30%) Its not easy, granted, but its possible. If you have EMP nades you can't take out the armor by yourself in nearly any situation (now if you have godly weapon switching, perfect timing on the nades and are against a horrible enemy pilot...). It can also reach the top of those really big buildings like command-post in Cerbere Landing, letting you pressure any pesky enemies up there from a very safe vantage point (since they'd have to come to the edge to shoot the near 90* down at you, in which case your buddies will likely pick them off), and with the fairly large splash damage you could take out a beacon as well with a little luck... all from the ground. Its also a light area-denial tool since no enemy in their right mind is gonna run over that sticky bomb if its in front of them -- since it's gonna blow. Now this assumes (and I hate assuming) that the enemy detects your projectile and avoids it, but if they don't and run over it...you get a hit, and thats even better. Several people have mentioned that the Clark-RDX fills the same role as grenades, and while it may seem like this is the case, they are different equipment with different uses. Heres an example: You're defending Ruins on CampG and a couple enemies have gotten onto that second level; you could throw a grenade but since the ledge is so small you either need a lot of luck, awkward positioning or several seconds to gauge your throw; with the Clark-RDX you can just swap to it (which would take as long as it would to swap to your nade) pop off a few rounds where you want it, and do a happy dance as your enemy either falls to the ground or runs out of cover. A lot of the time you'll get the kill, since the enemy sees the explosive coming in and when it doesn't blow right away they think its a rifle-rocket that was poorly ranged -- yes they're gonna move so they don't get hit with the next clip, but their reaction is slower and they get hit by the delayed fuse either crippling or killing them. The main secret to the Clark-RDX -- and I've only just starting to really use it -- is in the aiming. I like the Clark-RDX better than a grenade because I, personally, am more accurate with it. I can place the charge exactly where I want it more often than with a nade which requires a greater angle to go an equal distance, which causes you to momentarily move your target out of your direct focus.
Good Luck. You're gonna need it ^_^
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05-30-2009, 05:21 AM #36
Re: Rethinking the Clark RDX
Considering the nature of the game (movement with no real static defense) I'm not sure why you'd want to bring an autonomous weapon to the fight (read: the sentry gun). If you're deciding between the sentry and the RDX, bring the RDX instead.
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Blah blah blah.
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05-30-2009, 02:21 PM #37
Re: Rethinking the Clark RDX
well if you attack a flag you put the sentry in the flanking direction so that it can warn you of any incoming enemy by putting them on the netbat or by getting destroyed. Sentry can be use in many other way then static defense turret. If you only have one ids and it cant cover the whole area put a sentry in front of an unwatched entrance and it will do the trick. Because if you say that the sentry is not mobile then then ids is not either and in this case we all agreed that the ids is in most if not all situation a most. The only situation where I see the clark RDX getting use full might be in standoff situation and in rare flag assault.
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