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Post by rubionubio on Mar 4, 2011 13:45:25 GMT -5
Oh, OK Klok, that makes a lot more sense man, I thought you were saying that those were the only kits you used, period; Not just your preferred SHOTTY kits And Grim, I totally agree with you in regards to the reload time on the 40mike-mike, but I don't think anyone is using it like that (or at least they shouldn't be lol). It's just (for me) used for that initial entry, making sure you kill the first guy. The best example (and case for it's use) I can think of is that time when you have to charge up the stairs into the attic or second floor and you suspect that someone is tactical loitering the top of the stairs (in that "usual" spot between the railing and the wall on the opposite side of the stairs from the landing... I'm sure you all know what I'm talking about)... Even if that guy tactical loitering is 100% ready for you and knows that you're coming he's still dead meat for the 40mikemike unless he's using one too. Period. Of course, there are a million and one ways you could handle this situation, be it pump shotgun and C4 to blow up the wall where you suspect he's hiding, AR and 40mm HE grenade to do the same, etc... But there are also times where you just don't have those other options. Basically if your starting load-out was 3 40mm "shells" then I would be fine, because that's all I ever need w/o a random resupply mixed in. I like to have it selected for initial entry, and if at all possible I like to reload it before going upstairs or into the attic. That's at least three potential shots, and that doesn't even take into account any other factors... But this is only the case on a few maps anyway, like Oasis Conquest/Rush stages 4 and 5 and Arica Conquest/Rush stages 2 through 5. Now, if I'm on offense and in a "team play" mood, I will use smoke grenades no matter what. In my opinion there is NO WAY you can be effective with smoke grenades w/o extra grenades. The benefit of being able to lay down a HUGE wall of smoke is absolutely amazing, try it and see... Especially if playing with friends/clan-mates. Only having two smoke grenades basically limits your usefulness to covering a street-crossing or building to building across a 5m open space. With 6 grenades you can cover an approach across 30m easily. I like to use them as rolling cover when my squadmates and I are advancing; I keep it selected while my teammates have guns out to cover me, and I just lay smoke ahead of us so that we're always "covered". They're also a great distraction if you want to make the enemy think that you're moving when you're not. bust out a smoke cloud on the street between the building your in (preferably second story and people know you're inside) and the building across the street and people will pay more attention to the other building.
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Post by klokateer on Mar 7, 2011 9:55:48 GMT -5
Now, if I'm on offense and in a "team play" mood, I will use smoke grenades no matter what. In my opinion there is NO WAY you can be effective with smoke grenades w/o extra grenades. The benefit of being able to lay down a HUGE wall of smoke is absolutely amazing, try it and see... Especially if playing with friends/clan-mates. Only having two smoke grenades basically limits your usefulness to covering a street-crossing or building to building across a 5m open space. With 6 grenades you can cover an approach across 30m easily. I like to use them as rolling cover when my squadmates and I are advancing; I keep it selected while my teammates have guns out to cover me, and I just lay smoke ahead of us so that we're always "covered". They're also a great distraction if you want to make the enemy think that you're moving when you're not. bust out a smoke cloud on the street between the building your in (preferably second story and people know you're inside) and the building across the street and people will pay more attention to the other building. I'm exactly the same. If I am Attacking on Rush smoke is the only choice for me. It's just so enabling and no one else is going to do it. also, I've gotten to the point in which I can use the smoke 'nade like a shotgun so it doesn't feel too limiting (330+ kills and counting). I do play with only 2 shells though... they reload so fast I never feel the need to run the +Grenade vest for smoke. I dunno about you guys, but after so many game hours with smoke I feel as though I have screening down to a science. I used to make massive columns for cover, now I just smoke 2 key angles to cover my approach and break for it. I run LW pack so that I can breach an enemy line quicker and the smoke (even if only 2 shells) helps me accomplish this with ease.
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Post by raxcoswell on Mar 9, 2011 6:41:50 GMT -5
Yeah I run grenade vest a lot with grenades and shotgun, but smoke not as much. It's nice to be able to charge around whilst dropping smokes the whole time, but it's resupply time means if you're standing on an ammo box you can't fire them faster than you get them
Am I the only guy who dislikes using smoke purely because it doesn't get you points? Winds me up a bit, although obviously hard to get a decent point-scoring system for it.
40mm shotgun for me is a gun I won't encounter for two weeks, then I'll find one guy in a game who uses it really really well and drops suckers like it's cool
And as for the F2000 being accurate at range...weirdly I find that too. I just can't work out if I like the noise it makes or not.
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Post by klokateer on Mar 9, 2011 14:56:31 GMT -5
Yeah I run grenade vest a lot with grenades and shotgun, but smoke not as much. It's nice to be able to charge around whilst dropping smokes the whole time, but it's resupply time means if you're standing on an ammo box you can't fire them faster than you get them Maybe I misinterpreted something there but it sounds like you said you can't fire smoke 'nades faster than an ammo box refills them. If that's what you're saying, you should test that out again when you have the chance I can camp an ammo box and launch smoke 'nades without pause until my ammo box is dry. Am I the only guy who dislikes using smoke purely because it doesn't get you points? Winds me up a bit, although obviously hard to get a decent point-scoring system for it. maybe you're not the only one who thinks that but I tend to disagree with you. When I am playing Rush as Attacker, smoke nets me more points than many other weapons in the game. How it helps me get massive points is as follows: Smoke gets me to the objective, I light the objective for +50, I then find a bit of cover and smoke screen the angle that I am visible to. I drop an ammo box and hurl grenade after grenade at the objective until it blows up for +250. +50 from lighting, +250 from destroying, +any points I get from grenade kills, +mcom attacker bonus, +squad attack bonus, +double/triple/multi kill bonus. It totals up quite high. If I am on a competent team that assists my getting to the mcoms properly, I usually get the Ace Pin with the above method. 40mm shotgun for me is a gun I won't encounter for two weeks, then I'll find one guy in a game who uses it really really well and drops suckers like it's cool And as for the F2000 being accurate at range...weirdly I find that too. I just can't work out if I like the noise it makes or not. that's me with the 40mm shotty. When I run with it, I wreck with it. I love the sound the F2000 makes. It's hard to mistake it for anything else... also, so many people are convinced that it's such a bad gun that it gives me the best feeling when I net an Ace Pin using it.
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TheLegendaryJ
True Bro
If your reading this you don't need glasses...
Posts: 154
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Post by TheLegendaryJ on Mar 9, 2011 15:05:21 GMT -5
Yeah I run grenade vest a lot with grenades and shotgun, but smoke not as much. It's nice to be able to charge around whilst dropping smokes the whole time, but it's resupply time means if you're standing on an ammo box you can't fire them faster than you get them Maybe I misinterpreted something there but it sounds like you said you can't fire smoke 'nades faster than an ammo box refills them. If that's what you're saying, you should test that out again when you have the chance I can camp an ammo box and launch smoke 'nades without pause until my ammo box is dry. maybe you're not the only one who thinks that but I tend to disagree with you. When I am playing Rush as Attacker, smoke nets me more points than many other weapons in the game. How it helps me get massive points is as follows: Smoke gets me to the objective, I light the objective for +50, I then find a bit of cover and smoke screen the angle that I am visible to. I drop an ammo box and hurl grenade after grenade at the objective until it blows up for +250. +50 from lighting, +250 from destroying, +any points I get from grenade kills, +mcom attacker bonus, +squad attack bonus, +double/triple/multi kill bonus. It totals up quite high. If I am on a competent team that assists my getting to the mcoms properly, I usually get the Ace Pin with the above method. 40mm shotgun for me is a gun I won't encounter for two weeks, then I'll find one guy in a game who uses it really really well and drops suckers like it's cool And as for the F2000 being accurate at range...weirdly I find that too. I just can't work out if I like the noise it makes or not. that's me with the 40mm shotty. When I run with it, I wreck with it. I love the sound the F2000 makes. It's hard to mistake it for anything else... also, so many people are convinced that it's such a bad gun that it gives me the best feeling when I net an Ace Pin using it. I should definitely use the smoke alot more. As for 40MM shotty, I'll try to practice that but I may not like it. And the F2K I may find entertaining to try. So far my shotty build is this: Any Pump-Action for Primary. WWII Handgun Perk1-LW Perk2-Body Årmour Class Kit, Recon I'm doing good with this one so far but I may want to swap a perk with 12Gauge. Any feedback?
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Post by raxcoswell on Mar 10, 2011 5:44:12 GMT -5
Right I view this board on my phone (I'm a terrible employee) so with all the quotes not being formatted properly on it it's hard to tell what's what. Anyway: yeah not sure if I worded it wrong, but yeah, if you sit on an ammo box and fire smoke grenades as quick as you can you don't run out. That's why I don't see the need to take 4.
As for other dude's shotgun loadout, looks ok. Few things I wouldn't take but only out of personal preference. Pistol choice though, I'd switch. You've got the cqc pistol on a shotgun class? Take the grach or something that can actually win shootouts beyond 10 metres. Pistol is your long range as well as your back-up.
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Post by klokateer on Mar 10, 2011 10:07:19 GMT -5
I should definitely use the smoke alot more. As for 40MM shotty, I'll try to practice that but I may not like it. And the F2K I may find entertaining to try. So far my shotty build is this: Any Pump-Action for Primary. WWII Handgun Perk1-LW Perk2-Body Årmour Class Kit, Recon I'm doing good with this one so far but I may want to swap a perk with 12Gauge. Any feedback? Magnum affects your buckshot pellets. It effectively reduces your "pellets needed to kill" by 1. This increases your range as well if you think about it. If you take magnum you'll also have the benefit of allowing the use of a long range pistol, as raxcoswell pointed out. This isn't my telling you to pick magnum, only offering a suggestion. Please feel free to use Body armor if you are so inclined
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TheLegendaryJ
True Bro
If your reading this you don't need glasses...
Posts: 154
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Post by TheLegendaryJ on Mar 10, 2011 15:05:16 GMT -5
I should definitely use the smoke alot more. As for 40MM shotty, I'll try to practice that but I may not like it. And the F2K I may find entertaining to try. So far my shotty build is this: Any Pump-Action for Primary. WWII Handgun Perk1-LW Perk2-Body Årmour Class Kit, Recon I'm doing good with this one so far but I may want to swap a perk with 12Gauge. Any feedback? Magnum affects your buckshot pellets. It effectively reduces your "pellets needed to kill" by 1. This increases your range as well if you think about it. If you take magnum you'll also have the benefit of allowing the use of a long range pistol, as raxcoswell pointed out. This isn't my telling you to pick magnum, only offering a suggestion. Please feel free to use Body armor if you are so inclined I actually used 12Gauge WITH Magnum and it worked like god juice. Primary-Pump-Action Shotty Secondary-Rex Gadget-C4 Perk1-12G Perk2-Magnum Kit-Recon One of my best games (4820 aprox.) came from using this kit on the later half of the map on Valapraiso. The Recon's Motion Sensors made me a massive anti-flank beast and the C4 was almost unnecessary. And the Rex was a great last minute weapon with Magnum. Geez. if I never joined this thread and posted this topic, I would have never gotten as good as I do now. I love you bros.
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Post by klokateer on Mar 10, 2011 17:43:36 GMT -5
shotty with 12Ga. is a sniper rifle without a scope. If you're going to run slugs, do it long range. In CQC situations 12Ga. has been nerfed and you're better off with buckshot. (explanation in paragraph 4)
When using buckshot, try using the Light Weight pack. The closer you are to your target, the more pellets that will connect. LW pack gets you closer faster.
Of the two, my favorite is buckshot. I want to say that 12Ga. is great, but I just can't make myself do it. If I'm running with a shotty loadout, I'm not happy unless my barrel is down my target's throat. If I want to get long range kills I stick with Recon.
The thing about CQC with buckshot vs. 12Ga. is pretty straight forward. With buckshot, even if your aim is off, you'll likely connect with a few pellets. If you connect with a few pellets and they're already low on hp, there's a good chance you get a kill. (especially if one is a headshot) With 12Ga. there is only one slug. With 12Ga. if you miss, you die.
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Post by raxcoswell on Mar 11, 2011 7:20:59 GMT -5
How were slugs nerfed exactly. Spread whole moving?
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Post by novanleon on Mar 15, 2011 10:29:21 GMT -5
AA-12, Grach, both medkit perks. Ugh, this makes me nauseous just thinking about it. The Medic with a pump, M1911, and both medkit upgrades is actually viable; squad / team point whore. A lone wolf disaster, though. I love this combination. I regularly rack up 3000-5000 points per game on the scoreboard with this combination, it's just not a K:D ratio type build. Here are my two favorite shotgun builds: Team Player BuildMedic Class 870 Combat MP-412 Both medikit upgrades Use the 870 at close ranges, the MP-412 at longer ranges, and focus on keeping your team revived and healed. Anytime there is sustained combat throw a medkit on the ground and reap the rewards. Lone Wolf BuildFavorite Class 870 Combat Any pistol Slugs Magnum or Ammo upgrade With the lone wolf build above you're deadly at pretty much any range as long as your aim is decent. Aim for headshots, fire your weapon and keep moving. One shot to the head at any range will kill with or without Magnum ammo. Magnum ammo will increase your OSK range in the case you miss your head shot or decide to hip fire OR the ammo upgrade will keep you in the game longer when confronting multiple opponents. Both are useful and their use is based more on personal preference IMHO.
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