Lessons learnt the hard way

24

Comments

  • einstyleeinstyle Posts: 273
    yakcyll wrote: »
    UNKR4UT wrote: »
    einstyle wrote: »
    for carriable delivery objectives, you don't have to hold F to return or deliver it, you can just tap F and it will return/deliver it as long as you stay in range
    helped me somewhat with moving around while guarding/delivering

    Can someone confirm that?
    Cause a lot of times i need to re-push F cause it got cancelled for whatever reason.
    Pretty sure you have to look at delivery points, but when constructing or planting you can actually look away and still keep doing it.
    yeah, you need to keep looking at it, but what I meant was that you don't have to keep the F key pushed, you can tap it once and then use your finger for WASDing as long as you keep in range (and look the objective delivery)
  • ChirsChirs Posts: 43
    INF3RN0 wrote: »
    28. When revived you have a spawn shield that lasts for around 2s, but will be canceled if you use a combat/ability action.
    Does this apply to the medic doing the reviving as well, please?
  • einstyleeinstyle Posts: 273
    Calico wrote: »
    INF3RN0 wrote: »
    28. When revived you have a spawn shield that lasts for around 2s, but will be canceled if you use a combat/ability action.
    Does this apply to the medic doing the reviving as well, please?
    no, that'd be insane
    only the person that gets revived has a spawn shield, it is a valid tactic however to hide behind your revived mate as a medic to use him as cover
  • Ardez wrote: »
    mOist wrote: »
    19. When using the Medics Defib , hold down your revive button to charge the defib pad, this will grant the revived player more health once applied (Full charge = Max health on revive)

    19a. Charging the defib paddles will also increase the range of the revive.

    19b. if youre in a hurry and might take dmg you can take out the defib (5), jump near the teammate youre trying to revive, and charge the defib during the jump.
    that way you get in and out quickly enough (hopefully) to not get shot at.
  • D.C.V.D.C.V. Posts: 117
    Wow, that's very useful information, i'm so glad i clicked on this thread :)
  • RuneforceRuneforce Posts: 563
    Using Naders grenade launcher to land direct hits on deployables will bypass any fuse time and make them explode on impact. Great for clearing out groups of players hugging a healing station.
  • FleshpoundFleshpound Posts: 426
    Runeforce wrote: »
    Using Naders grenade launcher to land direct hits on deployables will bypass any fuse time and make them explode on impact. Great for clearing out groups of players hugging a healing station.

    Correction:Any direct hit on anything will get impact explosion.
  • Ardez1Ardez1 Posts: 3,288
    Runeforce wrote: »
    Using Naders grenade launcher to land direct hits on deployables will bypass any fuse time and make them explode on impact. Great for clearing out groups of players hugging a healing station.

    Correction:Any direct hit on anything will get impact explosion.

    Correction: Any direct hit on an enemy or enemy deployable will explode on impact.
    I am a volunteer moderator on these forums. My opinion is my own and does not represent the opinion of Splash Damage or Nexon.
  • kAndyREWkAndyREW Posts: 334
    very nice thanks :)
  • RuneforceRuneforce Posts: 563
    edited June 2015
    Oops, double post.
  • RuneforceRuneforce Posts: 563
    edited June 2015
    and the useless follow-up :)
    Post edited by Runeforce on
  • 32) shoot aura's red patch ability. you will kill it long before u kill the person standing in it.

    33) the objectives yield you more exp than kills; more exp = more money.

    34) fight on the objective, not behind it. this forces the enemy back faster.

    35) don't all take the same routes, its a sue fire way to lose momentum if 3/4 team get demolished.

    36) upgrade the loadouts of the characters you get by default. a better equipped character is a more effective combatant; you also get far more exp/money.
  • Ardez1Ardez1 Posts: 3,288
    32) shoot aura's red patch ability. you will kill it long before u kill the person standing in it.

    33) the objectives yield you more exp than kills; more exp = more money.

    34) fight on the objective, not behind it. this forces the enemy back faster.

    35) don't all take the same routes, its a sue fire way to lose momentum if 3/4 team get demolished.

    36) upgrade the loadouts of the characters you get by default. a better equipped character is a more effective combatant; you also get far more exp/money.

    33 ~ Not really proven. At all. :/ And you can still be top of the board with kills. Just depends on how many. (Although please do the objective!)

    34 ~ Fighting in relation to the objective is VERY situational and map dependent. Unfortunately there really is no best practice.

    35 ~ Splitting up too much can also cause issues :/ Stay with the group medics!

    36 ~ You don't get more credits or XP for having a better loadout. A better loadout just gives you more of an advantage. You can earn the same/more using the default blank loadout. A good majority of the credits you earn will be from missions and from minimum credits per minute. You earn 12 credits per minute and that is what your Base Fee is. There is a skill bonus, but nobody has been able to lock down the equation for what goes into it.
    I am a volunteer moderator on these forums. My opinion is my own and does not represent the opinion of Splash Damage or Nexon.
  • D.C.V.D.C.V. Posts: 117
    wingedDuck wrote: »
    32: You can suicide by pressing "k".
    I wish more people knew about that, because I'm the only one building a pile of bodies at the start of the round and the rest are just watching, wondering wtf is going on :lol:

  • SantiniSantini Posts: 2
    37. Don't ever gib Nader. Ever. (unless it's from a distance and really needed) Her ability, Martyrdom, causes her to explode and damage every player around her.
  • SzakalotSzakalot Posts: 3,165
    37. Don't ever gib Nader. Ever. (unless it's from a distance and really needed) Her ability, Martyrdom, causes her to explode and damage every player around her.

    you mean: don't ever gib her with a knife.

    I don't necessarily agree, if you have 10hp left; you might as well force the nader to kill themselves. (rather than try to kill a new opponent (medic) who will then revive said nader).
    First!

    48px-First_Blood.png?version=ee44701eadae9f5eb7db0d17c0edc6c9
  • SinsanatisSinsanatis Posts: 60
    Szakalot wrote: »
    14: secondary objectives can be destroyed with conventional weapons - generators, walls etc.

    I knew about the generator, but the wall??? If it is true, that is definitely a game changer on terminal.
  • Ardez1Ardez1 Posts: 3,288
    edited July 2015
    Szakalot wrote: »
    14: secondary objectives can be destroyed with conventional weapons - generators, walls etc.

    I knew about the generator, but the wall??? If it is true, that is definitely a game changer on terminal.

    Wall is not breakable with explosives on terminal. Primary objectives are not harmed.

    By walls I believe he meant the wall generators, like on Trainyard/Underground
    I am a volunteer moderator on these forums. My opinion is my own and does not represent the opinion of Splash Damage or Nexon.
  • 38. Don't be a DICK. Golden Rule.
  • I'll add to #6. Same goes for helping teammates up! Move around!
  • opicr0nopicr0n Posts: 201
    edited August 2015
    39. Dont play until AC update if you want to keep sanity
  • WilhelmWilhelm Posts: 4
    edited August 2015
    40. Don't instantly drop martyrdom when downed as Nader. Seriously you are a medic's worst nightmare if you do this, check your surroundings and don't panic.

    41. Shotguns shoot their pellets in a 5-pointed star.

    42. On most weapons ADS while jumping will make the gun much more accurate compared to hip-fire.

    43. When picking up someone while not a medic, make sure you are not exposed and the downed player is in a relatively safe position.
    Post edited by Wilhelm on
  • SithasSithas Posts: 217
    INF3RN0 wrote: »
    30. You can mute/call votes against players by alt clicking on the score screen (tab).
    I wish i knew this when i had 2 loud drunk russians in my team...
  • bontsabontsa Posts: 1,602
    Not exactly learned hard way, and despite it being completely obvious now that I tested it, here's anyways.

    xy. Unshakeable augment (20% explosion resistance) protects from users own explosives too. Tested to make sure, since there's also augment Fail Safe which gives 30% reduction from users own explosives only.
    Lusting after legends? Fancy for some fiction? Craving for chronicles?
  • 44. Focus fire. One dead enemy is better than two half-dead ones. You're also more likely to out-DPS any heals that way.
  • JC916JC916 Posts: 42
    45. No mention of being able to shoot through glass? Also there's no damage reduction. I have yet to find out if you can revive with spark's REVIVR through glass. Would seem useful on the last part of chapel.
  • JC916 wrote: »
    I have yet to find out if you can revive with spark's REVIVR through glass. Would seem useful on the last part of chapel.

    You can't. Revivr does nothing to pass through or break glass.
  • APRenpsyAPRenpsy Posts: 404
    46. Elevator counts as secondary objective.
  • kopyrightkopyright Posts: 377
    47. Use the quick voice commands to ask for ammo or a medic. (V-2-1 and V-2-2 I think?) as this will display a small icon above your merc which makes it easier for us to find you. Just shouting "AMMO PLZ!" in the chat three times does not allow us to triangulate your position on the map.
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