For the LMG, always pre-fire the crap out of it from the hip. The mechanic that lowers its recoil as you shoot bullets doesn't discriminate between shots fired from the hip and ADS. The gun's got a ton of bullets, so as soon as you see someone start shooting at them from the hip as you maneuver around and get closer to them/in a favorable position. You may get a lucky shot on them, and you'll be preping your recoil. Even if you think they are too far away. Then ADS and reap the benefits of lower recoil. (This works great when have encountered minions and have been already shooting at them when you sight a pilot. Just put your ADS on the pilot for a nice quick kill.)
That tactic aside, the LMG isn't that great. Good farming weapon through as you can get through many sets of minions without reloading.
The Railgun should be used as follows: charge under cover, pop out, shoot, return to cover. Probably a Stryder would be best for this with all that dashing, but if you fail and end up exposed, you're screwed. A fully charged shot will take out all the shields of a titan (except an Ogre using its core). Railgun is good at long range, as its got a fast projectile like the pilot's sniper. Playing Last Titan Standing on Training is the best use case for this as each team gets a "side" and you can basically play titan sniper with the Railgun. There is a reason it's called "mp_titanweapon_sniper" in the code after all.
Post by blue17echo on Mar 17, 2014 11:05:15 GMT -5
Specifically regarding the Spitfire: I actually really like it a lot. It's a 3sk on pilots out to 30m or so, so even with the heavy recoil it stands a fair chance. With the hcog sight it also has a good ads time, although maybe this is a bug? The real strength of the Spitfire however is as a dedicated rodeo weapon. The large mag and slammer attachment means that all titans can be rodeoed down in less than a magazine. Stryders practically go down instantly and even ogres are feasible to kill.
The Arc Cannon can only be described as a titan shotgun, so use the Stryder for mobility. You should actively use cover to charge up the cannon (always fire full charge), then fire away, especially at crowds of titans because the charge will jump between enemies.
I think it does, at most, 1800 damage when fully charged, which is not too shabby when you don't have to be zoomed in in order to charge and there's also no reloads. I also believe if you hit someone with a full charge, the enemy will have a distorted view much like the Arc Grenade, but don't quote me on that.
Last Edit: Mar 17, 2014 20:19:00 GMT -5 by theuser
The default Arc Cannon takes 3.7 seconds to fully charge, Capacitor reduces the charge to 2.5 seconds. Default's Near Damage is 1800. Capacitor's Near Damage is 2000. Default's Far Range is 2500 units. Capacitor's Far Range is 2700.
The LMG is godmode in Last Titan Standing. Get the extra-rodeo-damage attachment for it, and you can take out a Titan in a couple seconds after rodeoing, even if they have electric smoke. There is literally NO counter to an LMG rodeo, it is a guaranteed Titan kill. It's the only thing I have found that is unbalanced in this game - it really needs to be changed. Once people start to discover it, LTS will become 6vs6 autotitans with 12 pilots jumping on their backs with LMGs. I'm taking advantage of it while I can.