Will
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Post by Will on Dec 25, 2012 15:48:37 GMT -5
Normally, if you want an Assault Shield on your back (turtle), you need to spend 2 Create-a-Class points (one for overkill, another for the shield). In the first 10 seconds or so of a round, you are allowed to change your class, so long as you have not shot anyone yet. So start with a class with the shield as a primary, plant it in the ground, change class to the class you want, then pick up the shield. Voila, you saved yourself 2 CaC points to be spent elsewhere. This only works at the start of a round, not when you respawn, so it's a tactic best used in Search and Destroy.
Not sure if it's intentional, or a bug to be patched in the future. Probably the latter.
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danoski666
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Post by danoski666 on Dec 25, 2012 15:51:09 GMT -5
In SnD it would basically give you free 2 points. Thats definietely something to keep in mind if I will go shielding anytime soon.
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Robospy
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Post by Robospy on Dec 26, 2012 6:07:14 GMT -5
There is a glitch where you could have an assault shield as primary on one class and as secondary on another and if you swapped you got a glitched shield that worked but went away if you swapped guns, this way you could get a free assault shield as well as being able to get 2 assault shields. (However like the first tactic, it's only really effective in SnD)
Here's a video of the glitch explained in the first post, I've seen a few people do this in SnD before, thinking they were badasses... Shame nobody cared or even noticed
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bluespark
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Post by bluespark on Dec 26, 2012 7:57:06 GMT -5
I wonder if this would work with Claymores, too. Not that placing those in your own spawn would be terribly helpful in SnD, but it might in some circumstances.
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Will
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Post by Will on Dec 26, 2012 11:27:52 GMT -5
I wonder if this would work with Claymores, too. Not that placing those in your own spawn would be terribly helpful in SnD, but it might in some circumstances. That was my first thought too. And nope, it doesn't work equipment. After you use any equipment, you are no longer able to switch classes (similar to if you fire any weapons)
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Post by argyle antiques on Dec 27, 2012 11:28:07 GMT -5
Thanks for the tip. I mainly play SnD so I tested this out and I came up with a way to have a 17 point class!
This is what I do:
1. Create a riot shield class. Create a class with 6 perks and 1 equipment (10 points). Create a primary gunfighter class with 3 attachments. (Should be 1st, 2nd and 3rd create-a-class slots for quick assembly)
2. Spawn in an SnD match with the shield class. Plant the shield in the ground.
3. Change to Primary gunfighter class and swap the blinged out primary for the shield on ground. (this leaves the 5 point gun on the ground)
4. Change back to riot shield class and plant it on the ground next to the 3 attachment primary.
5. Now change to the final class with 6 perks and quickly pick up the shield and gunfighter gun.
Voila! You now have 6 perks, 1 equipment, a tricked out primary with 3 attachments and a turtle shell on your back! (equivalent of 17 create-a-class points)
I was able to assemble this class in just a few seconds at the start of a match and went 14-0 on turbine after I got the hang of it.
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Post by ElysMustache on Dec 27, 2012 13:28:01 GMT -5
Wow.
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Dumien
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Post by Dumien on Dec 27, 2012 13:34:09 GMT -5
Wow.
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Post by ElysMustache on Dec 27, 2012 13:38:25 GMT -5
Argyle: couldn't you Overkill the first class to save time? Or.... Secondary Gunfighter.
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bluespark
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Post by bluespark on Dec 27, 2012 14:36:45 GMT -5
As soon as this tactic becomes widely known, prepare for teammates being dicks and picking up your Blinged gun and/or your Shield.
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Post by UrbaneVirtuoso on Dec 27, 2012 14:41:39 GMT -5
That does come with an interesting, yet fair drawback -- you spend a whole lot of time doing this. Here's to hoping you're content being Specialist Bonus'd as you risk losing the foothold.
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Post by argyle antiques on Dec 27, 2012 14:51:50 GMT -5
You could, but then you wouldn't have 6 perks and and additional point on the first class. Edit: barthanatos: I misunderstood your question...To answer your question, No. If you overkill the first class (riot shield + primary gunfighter primary) you would lose everything but the shield planted in the ground. For every gun you want in your setup you need to swap gun for shield planted in the ground. Does this answer your question?
You can keep changing classes and doing steps 2 & 3 until the 10 or so seconds run out. So you could have 6 perks, 1 extra point for a lethal or tactical slot, primary gunfighter primary and a secondary gunfighter secondary. That would be the equivalent to a 19 point class! (Primary gunfighter primary[5 points], Overkill w/ secondary gunfighter secondary[4 points], 6 perks[9 points] and tactical/lethal [1 point])
Edit: 20 points! (overkill w/ tricked out secondary gunfighter would be 5 points)
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Post by argyle antiques on Dec 27, 2012 14:57:01 GMT -5
bluespark: I've had this happen once or twice. Not a big deal as I just end up with a normal pick 10 after swapping class again. And the rounds are fast in SnD...which brings me to the next point...
UrbaneVirtuoso: doing so is actually really fast and gives a chance for the randies to run out and die...takes me about 5 seconds to do so with a 3 attachment primary and a shield...i only need the first 3 create-a-class slots to do it and it becomes habit
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Post by ElysMustache on Dec 27, 2012 15:52:22 GMT -5
For every gun you want in your setup you need to swap gun for shield planted in the ground. Does this answer your question? Yes. I derped.
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Post by argyle antiques on Dec 27, 2012 16:02:30 GMT -5
The possibilities are amazing. I mean you could have 6 perks with 2 primaries (each primary having 3 attachments)
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Post by Megaqwerty on Dec 27, 2012 16:26:44 GMT -5
...and you normally can't even spawn with two triple attachment guns so really that's priceless as far as CaC points go.
Also. Double riot shield all the way.
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wittyscorpion
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Post by wittyscorpion on Dec 28, 2012 1:38:31 GMT -5
I have to say that this qualifies as a "glitch" :-), i.e. behavior unintended by the game developers. So if this tactic becomes popular, expect it to be "fixed" by patches in the near future.
That said, this is very useful for Dom "Opening Move" battle as well. To cap B, the following enhancements are very useful:
1) Damage resistance: Flak Jacket, Tac Mask, Assault Shield (and to much lesser extent, Hardwired) 2) Speed: Lightweight, Extreme Conditioning, TI 3) Concealment: Smoke Grenade
Have 1 class offer Assault Shield, 1 class offer a 3-attachment SMG, and 1 class offer 5 perks (7pts) + 2 equipments of TI & Smoke (3pts), you can assemble a class that has everything you need.
Double Assault Shield would have been cool for this as well, if not for the huge downside of slow movement speed.
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Robospy
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Post by Robospy on Dec 28, 2012 2:18:56 GMT -5
What's the point having speed based perks when it takes you and extra 10 seconds to set your class up properly anyway
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Post by air139 on Dec 28, 2012 3:29:08 GMT -5
Thanks for the tip. I mainly play SnD so I tested this out and I came up with a way to have a 17 point class! This is what I do: 1. Create a riot shield class. Create a class with 6 perks and 1 equipment (10 points). Create a primary gunfighter class with 3 attachments. (Should be 1st, 2nd and 3rd create-a-class slots for quick assembly) 2. Spawn in an SnD match with the shield class. Plant the shield in the ground. 3. Change to Primary gunfighter class and swap the blinged out primary for the shield on ground. (this leaves the 5 point gun on the ground) 4. Change back to riot shield class and plant it on the ground next to the 3 attachment primary. 5. Now change to the final class with 6 perks and quickly pick up the shield and gunfighter gun. Voila! You now have 6 perks, 1 equipment, a tricked out primary with 3 attachments and a turtle shell on your back! (equivalent of 17 create-a-class points) I was able to assemble this class in just a few seconds at the start of a match and went 14-0 on turbine after I got the hang of it. Too many steps. 3 classes: riot shield/primary gunfigter with side arm/ all the perks and eqiupment steps: Plant Shield Respawn Gun, swap gun, plant shield respawn perks, grab loot
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Post by argyle antiques on Dec 28, 2012 10:19:01 GMT -5
yeah you're right...swapping back to the riot shield is useless, just plant the shield switch to perks and pick up gun and shield...me and a party of 6 all ran this setup last night on SnD and steamrolled
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Post by air139 on Dec 28, 2012 18:15:38 GMT -5
its been silly, SF,TF,Grip Fal with 6 perks is hillarious
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Post by Megaqwerty on Dec 30, 2012 1:23:18 GMT -5
Could you also use this to plant an infinite amount of shields at the beginning of the round?
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asasa
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Post by asasa on Dec 30, 2012 1:30:47 GMT -5
Yes. There was a video of it somewhere else. Like on this same page. Unless this goes to page 2, in which case... last page.
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Will
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Post by Will on Dec 30, 2012 10:11:42 GMT -5
Could you also use this to plant an infinite amount of shields at the beginning of the round? You're still restricted to only being able to change class for 10 seconds. I can get about 6 shields on the ground in that time. It's fun to see the other team wander into your spawn confused as fuck.
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Post by Megaqwerty on Dec 30, 2012 17:13:13 GMT -5
So you could get 72 (6*9) shields out in Ground War...
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danoski666
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Post by danoski666 on Dec 30, 2012 17:39:51 GMT -5
So you could get 72 (6*9) shields out in Ground War... I want to see that. Really.
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Post by ElysMustache on Dec 30, 2012 23:56:07 GMT -5
It would take a lot of time to find the space to place them, slowing you down.
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Robospy
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Post by Robospy on Dec 31, 2012 0:33:57 GMT -5
6 x 9 is actually 54 Megaqwerty
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Post by Megaqwerty on Jan 1, 2013 19:49:49 GMT -5
What the Foxtrot was I thinking?
Mistakes were made.
(Also, I might be dyslexic.)
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