Post by illram on Feb 15, 2016 18:22:42 GMT -5
So a lot of you probably have some or all of the hero armor unlocked. It is not as long of a grind as dark matter, but it is a grind, and it is extremely satisfying to complete. There is another thread with pretty pictures of the various hero armors and I will also spare you the "walkthrough" on how to get each one as that has been done 5 billion times on reddit already, and there isn't really one best way to get all of them anyway. I will limit my editorializing to the more quirky ones.
Instead I will order hardest to easiest, in my opinion, with my final stats, and my notes for some:
General notes: if you use overkill in most game modes, so long as you get two kills per use of the weapon, you should get to 6 kills. Safeguard, Kill Confirmed, and Domination (once the bug was fixed) are good modes to do these challenges as there are lots of opportunities for points and/or multikills. Hardpoint is good sometimes. Also Nuketown is obviously an insane moshpit of insanity but it is a double edged sword for some, since while you can get a lot of kills, you can also die quickly and unexpectedly.
HARD--"for the love of God, I just want this to be over" tier.
1. HIVE - 275 kills, 2.27 kills per use. This took FOREVER. Safeguard and Domination were my go to game modes. Shoot it at spawns or wherever you know people are about to congregate and then don't die. But don't shoot it near the robot as the robot activates it! Also don't put them together too much as one person can activate multiple hives. In Nuketown you can camp up in the top floor and just shoot it at the other side and you will usually get at least 2 kills IF you stay alive. I think the most annoying thing about this weapon is you need to run away and hide after shooting them, which I really really hate doing. I feel like such a pussy. But man that sound sure is satisfying once you hear it....mmmm. As a "regular" weapon it's sort of OK, I guess.
2. Gravity Spikes - 215 kills, 1.57 kills per use. Another one that took way too long. Safeguard was again the go-to game mode here. If you go into overtime in Safeguard you automatically get two more rounds, for a chance at almost 20 minutes of gameplay. Plus with the spikes, usually once the robot gets near the goal, if you can get to the goal without dying and spike it you will usually get 2+ kills, which is what you need to average per use. One of the weapons whose challenge goals closely coincide with how you should use it in "normal" play--i.e., save it for multikills and area control. Also when you kill at least two people he says funny stuff which is cool.
After these two, the other weapons are mostly medium difficulty to easy. They are all fun to use.
MEDIUM
Sparrow - 250 kills, 2.14 kills per use. It's a good weapon, but it took me a while for some reason. I think it is because when I first started using it I was ADS'ing. I stopped doing that and began to just run around with it and hip fire it and that led to more multi-kills.
EASY
Tempest - 275 kills, 2.15 kills per use. This weapon is so much fun. No need to ADS here either. Large hit box.
Annihilator - 270 kills, 1.9 kills per use. Another fun one and no delay prior to shooting like the tempest, although I found hip firing it was not very accurate. I feel like they may have nerfed it as its hitbox was super big at first and then it seemed to get smaller.
War Machine - 250 kills, 1.87 kills per use. Silly easy-mode weapon, although sometimes the grenade bomblets seem a little weak. Noob cannon in a game without noob cannons. Great for safeguard and domination. Sucks when you're on the opposite end and you hear the screaming bombs and the loud booms. Makes people run away.
Scythe - 268 kills, 2.2 kills per use. Self explanatory. Easy mode. You don't need to spin it up really either since it kills so quick, although that helps if you need to lock down a sight line.
Purifier - 160 kills, 1.92 kills per use. Might be my favorite. Just absolutely murders people, but the key is to not get killed before you can burn your victims to death. This happens a little too often.
Ripper - 160 kills, 2.29 kills per use. I think I may have gotten this in just six consecutive games. It is that good. How was this not nerfed? It's Commando lunge, but better, and you earn it faster than some of the abilities! Also you are deadly in uplink with this. Possibly my favorite due to its versatility.
ABILITIES - with overkill, you get 4+ opportunities per game, so the key is just be consistent and make sure you get that one kill. Usually this means triggering the ability when you have someone in front of you. Awareness helps, obviously. The doubles are actually harder, in my opinion.
HARD
Glitch - 87 kills, .71 kills per use. My only sub 1 K/D specialist ability. The double kill was harder than the hero camo challenge here. I hate this for the challenges, I like it for actually using it, as it can be a lifesaver. To complete it you need to do stupid stuff like C4 your dom flag and then flip the spawns and then wait for your c4 alarm on your old flag and then glitch and then blow your c4 etc. etc. Stupid, because that's not what this ability is for.
MEDIUM
Rejack - 107 kills, 1.09 kills per use. Another one where the double kill was harder than the normal challenge, since in many game modes you get 4+ chances to use it, so you just need to try and average 1 kill per use. A useful ability though; I liked jumping straight up after rejacking and waiting til the last second to activate it. Usually either meant the people sitting around me waiting for me were killed/shot by teammates, or they expended their ammo already uselessly shooting into the smoke. Useless against anyone good though.
Vision Pulse- 123 kills, 1.58 kills per use. This should not be hard, but there is a bug where you only register for the medal if you kill the person 1 or 2 seconds after the pulse. Highly annoying. Without it this would probably be the easiest ability challenge. For non challenge purposes it's very useful for objective games or any time you want to decamp a group. Just note that your ping shows up on their radar, so if you really want to be a jerk, try combo-ing it with a CUAV or an EMP.
EASY
Kinetic Armor - 82 kills, 2.05 kills per use. Useful when you anticipate a gun fight, the extra couple bullets of damage it can absorb often are the difference in a straight up encounter. Not good enough though to offer serious protection for capping a flag or escorting a robot. Overall trash tier IMO.
Active camo - 82 kills, 2.34 kills per use. This was weaker when I used it, I think it was buffed to conceal you more. If you want to sneak up on someone it's pretty good as now it is actually hard to see them. Before, you were still a visible shimmer.
Heat Wave - 82 kills, 2.16 kills per use. Like VP and Rejack, I think this is the other "actually useful" ability. Great for challenges. Avoid the impulse to activate it when you see someone right in front of you as everyone's first impulse is to just shoot, and getting killed by your heatwave victim is no fun.
Combat Focus - 66 kills, 2.44 kills per use. I think this is sort of useless and it is a shame as the killstreak bonus perks in prior games had their niche, e.g. if you wanted to just be a UAV machine for your team. It doesn't last long enough though. It is trivially easy to beat this challenge, all you need to do is set your scoresteaks to hcxd, uav, and care package. Play kill confirmed and get your meter as close to HCXD as you can, then activate BEFORE you snag a Tag. For instance if you kill three people but leave the last tag, you are at 350 points. Activate it, pick up the single tag for 200 points,and there are your first three scorestreaks (and a grandslam, medal). That's just one example, but the basic idea is activate it once you are within enough points for at least one streak and the points are right in front of you. For instance capping an enemy flag with it active will get you 400 points (the HCXD) as well. I hated this challenge because I hated running HCXD and care packages.
Psychosis - 68 kills, 3.24 kills per use. Kind of a fun ability but to really use it you need to "act" like the clones. Once you realize that all a clone does is run forward, it is easy to spot the non clone. That's the clone that's shooting/jumping/standing still/aiming/doing anything other than running forward. As someone pointed out you can also complete FMJ challenges by shooting through clones. Whoopty doo.
Overdrive - 53 kills, 3.79 kills per use. I think the counter is bugged as I don't remember being this effective with this but it was definitely easy. You run like a madman with this on so if you equip a good hip fire gun this one is super easy to complete. Limited usefulness in reality beyond CTF and Uplink. I guess sort of useful in other types if you need to quickly run back to an objective or something.
Weirdly, in completing the challenges, you find yourself using the abilities in ways you normally would not use them. I.e., basically waiting until you have a guaranteed kill or multi kill until triggering the ability. For many of these their usefulness is not in killing power, e.g. glitch. However I still don't think I would use any of the abilities other than maybe Heat Wave and VP over one of the superiour specialist weapons. If you could switch specialists mid game though that would totally change the game.
And now FINALLY I can take Overkill off of all my classes.
Instead I will order hardest to easiest, in my opinion, with my final stats, and my notes for some:
General notes: if you use overkill in most game modes, so long as you get two kills per use of the weapon, you should get to 6 kills. Safeguard, Kill Confirmed, and Domination (once the bug was fixed) are good modes to do these challenges as there are lots of opportunities for points and/or multikills. Hardpoint is good sometimes. Also Nuketown is obviously an insane moshpit of insanity but it is a double edged sword for some, since while you can get a lot of kills, you can also die quickly and unexpectedly.
HARD--"for the love of God, I just want this to be over" tier.
1. HIVE - 275 kills, 2.27 kills per use. This took FOREVER. Safeguard and Domination were my go to game modes. Shoot it at spawns or wherever you know people are about to congregate and then don't die. But don't shoot it near the robot as the robot activates it! Also don't put them together too much as one person can activate multiple hives. In Nuketown you can camp up in the top floor and just shoot it at the other side and you will usually get at least 2 kills IF you stay alive. I think the most annoying thing about this weapon is you need to run away and hide after shooting them, which I really really hate doing. I feel like such a pussy. But man that sound sure is satisfying once you hear it....mmmm. As a "regular" weapon it's sort of OK, I guess.
2. Gravity Spikes - 215 kills, 1.57 kills per use. Another one that took way too long. Safeguard was again the go-to game mode here. If you go into overtime in Safeguard you automatically get two more rounds, for a chance at almost 20 minutes of gameplay. Plus with the spikes, usually once the robot gets near the goal, if you can get to the goal without dying and spike it you will usually get 2+ kills, which is what you need to average per use. One of the weapons whose challenge goals closely coincide with how you should use it in "normal" play--i.e., save it for multikills and area control. Also when you kill at least two people he says funny stuff which is cool.
After these two, the other weapons are mostly medium difficulty to easy. They are all fun to use.
MEDIUM
Sparrow - 250 kills, 2.14 kills per use. It's a good weapon, but it took me a while for some reason. I think it is because when I first started using it I was ADS'ing. I stopped doing that and began to just run around with it and hip fire it and that led to more multi-kills.
EASY
Tempest - 275 kills, 2.15 kills per use. This weapon is so much fun. No need to ADS here either. Large hit box.
Annihilator - 270 kills, 1.9 kills per use. Another fun one and no delay prior to shooting like the tempest, although I found hip firing it was not very accurate. I feel like they may have nerfed it as its hitbox was super big at first and then it seemed to get smaller.
War Machine - 250 kills, 1.87 kills per use. Silly easy-mode weapon, although sometimes the grenade bomblets seem a little weak. Noob cannon in a game without noob cannons. Great for safeguard and domination. Sucks when you're on the opposite end and you hear the screaming bombs and the loud booms. Makes people run away.
Scythe - 268 kills, 2.2 kills per use. Self explanatory. Easy mode. You don't need to spin it up really either since it kills so quick, although that helps if you need to lock down a sight line.
Purifier - 160 kills, 1.92 kills per use. Might be my favorite. Just absolutely murders people, but the key is to not get killed before you can burn your victims to death. This happens a little too often.
Ripper - 160 kills, 2.29 kills per use. I think I may have gotten this in just six consecutive games. It is that good. How was this not nerfed? It's Commando lunge, but better, and you earn it faster than some of the abilities! Also you are deadly in uplink with this. Possibly my favorite due to its versatility.
ABILITIES - with overkill, you get 4+ opportunities per game, so the key is just be consistent and make sure you get that one kill. Usually this means triggering the ability when you have someone in front of you. Awareness helps, obviously. The doubles are actually harder, in my opinion.
HARD
Glitch - 87 kills, .71 kills per use. My only sub 1 K/D specialist ability. The double kill was harder than the hero camo challenge here. I hate this for the challenges, I like it for actually using it, as it can be a lifesaver. To complete it you need to do stupid stuff like C4 your dom flag and then flip the spawns and then wait for your c4 alarm on your old flag and then glitch and then blow your c4 etc. etc. Stupid, because that's not what this ability is for.
MEDIUM
Rejack - 107 kills, 1.09 kills per use. Another one where the double kill was harder than the normal challenge, since in many game modes you get 4+ chances to use it, so you just need to try and average 1 kill per use. A useful ability though; I liked jumping straight up after rejacking and waiting til the last second to activate it. Usually either meant the people sitting around me waiting for me were killed/shot by teammates, or they expended their ammo already uselessly shooting into the smoke. Useless against anyone good though.
Vision Pulse- 123 kills, 1.58 kills per use. This should not be hard, but there is a bug where you only register for the medal if you kill the person 1 or 2 seconds after the pulse. Highly annoying. Without it this would probably be the easiest ability challenge. For non challenge purposes it's very useful for objective games or any time you want to decamp a group. Just note that your ping shows up on their radar, so if you really want to be a jerk, try combo-ing it with a CUAV or an EMP.
EASY
Kinetic Armor - 82 kills, 2.05 kills per use. Useful when you anticipate a gun fight, the extra couple bullets of damage it can absorb often are the difference in a straight up encounter. Not good enough though to offer serious protection for capping a flag or escorting a robot. Overall trash tier IMO.
Active camo - 82 kills, 2.34 kills per use. This was weaker when I used it, I think it was buffed to conceal you more. If you want to sneak up on someone it's pretty good as now it is actually hard to see them. Before, you were still a visible shimmer.
Heat Wave - 82 kills, 2.16 kills per use. Like VP and Rejack, I think this is the other "actually useful" ability. Great for challenges. Avoid the impulse to activate it when you see someone right in front of you as everyone's first impulse is to just shoot, and getting killed by your heatwave victim is no fun.
Combat Focus - 66 kills, 2.44 kills per use. I think this is sort of useless and it is a shame as the killstreak bonus perks in prior games had their niche, e.g. if you wanted to just be a UAV machine for your team. It doesn't last long enough though. It is trivially easy to beat this challenge, all you need to do is set your scoresteaks to hcxd, uav, and care package. Play kill confirmed and get your meter as close to HCXD as you can, then activate BEFORE you snag a Tag. For instance if you kill three people but leave the last tag, you are at 350 points. Activate it, pick up the single tag for 200 points,and there are your first three scorestreaks (and a grandslam, medal). That's just one example, but the basic idea is activate it once you are within enough points for at least one streak and the points are right in front of you. For instance capping an enemy flag with it active will get you 400 points (the HCXD) as well. I hated this challenge because I hated running HCXD and care packages.
Psychosis - 68 kills, 3.24 kills per use. Kind of a fun ability but to really use it you need to "act" like the clones. Once you realize that all a clone does is run forward, it is easy to spot the non clone. That's the clone that's shooting/jumping/standing still/aiming/doing anything other than running forward. As someone pointed out you can also complete FMJ challenges by shooting through clones. Whoopty doo.
Overdrive - 53 kills, 3.79 kills per use. I think the counter is bugged as I don't remember being this effective with this but it was definitely easy. You run like a madman with this on so if you equip a good hip fire gun this one is super easy to complete. Limited usefulness in reality beyond CTF and Uplink. I guess sort of useful in other types if you need to quickly run back to an objective or something.
Weirdly, in completing the challenges, you find yourself using the abilities in ways you normally would not use them. I.e., basically waiting until you have a guaranteed kill or multi kill until triggering the ability. For many of these their usefulness is not in killing power, e.g. glitch. However I still don't think I would use any of the abilities other than maybe Heat Wave and VP over one of the superiour specialist weapons. If you could switch specialists mid game though that would totally change the game.
And now FINALLY I can take Overkill off of all my classes.