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FrickenMoron posted:Daily deal was the heavy bolt launcher 75% off so I went ahead and bought it and unlocked the Titan with XP, time to test that setup out. Don't forget Quick Draw.
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# ? Jul 11, 2012 17:23 |
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# ? May 15, 2024 07:45 |
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TerminalBlue posted:Man, I'm not so happy with my daily deals so far. I've got pilot at -65%, so I'm guessing the discounts are random.
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# ? Jul 11, 2012 17:40 |
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Gearhead posted:Is going that fast really that hard? I mean, if I really want to I can push 200 kph on a Brute (without the +speed boost from the Survival Pack, even). For me, and to do it on a good route so I can capture the flag and return to my base maintaining such a speed, yes, very much so. The optimal routes you see posted on YouTube are incredibly difficult for me to do currently. Though I'm obviously new to the game, I don't see myself being capable of doing them consistently for a long time. Bloodloss fucked around with this message at 17:46 on Jul 11, 2012 |
# ? Jul 11, 2012 17:43 |
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I am playing this now. Everyone be my friend.
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# ? Jul 11, 2012 17:54 |
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Bloodloss posted:For me, and to do it on a good route so I can capture the flag and return to my base maintaining such a speed, yes, very much so. The optimal routes you see posted on YouTube are incredibly difficult for me to do currently. Though I'm obviously new to the game, I don't see myself being capable of doing them consistently for a long time. I wouldn't worry too much about doing optimal routes if you're new. Just find a route you can do reliably and stick with it. You'll probably find as your skiing ability improves so will your speed and you'll be able to tackle the harder ones. As long as you're not grabbing the flag at like <100 I doubt anyone will mind. I'm rank 30 and still screw up routes completely or enough that, when I grab the flag, I'm 20-30km/h slower than I should be and on a terrible trajectory.
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# ? Jul 11, 2012 17:58 |
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I've never managed to go above 208kph as a pathfinder. I am the bads at this game, at least as a capper.
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# ? Jul 11, 2012 17:59 |
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A Humble Emperor posted:As long as you're not grabbing the flag at like <250 I doubt anyone will mind. Fixed that for you.
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# ? Jul 11, 2012 19:00 |
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FrickenMoron posted:I've never managed to go above 208kph as a pathfinder. I am the bads at this game, at least as a capper. You'll get better. I have big problems in pub games grabbing at 200+ and maintaining that speed throughout the route. Llama grabbers are probably the biggest problem, as me hitting VFF sends up a loving batsignal that says "OMG GRAB FLAG IT IS MADE OF CANDY!"
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# ? Jul 11, 2012 19:07 |
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FrickenMoron posted:Daily deal was the heavy bolt launcher 75% off so I went ahead and bought it and unlocked the Titan with XP, time to test that setup out.
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# ? Jul 11, 2012 19:08 |
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Adrian Owlsley posted:Chasing is kind of a gimmick, snipers and the offense around the enemy stand both kill cappers much better. Chasing is absolutely not a gimmick if you know what you're doing. I get 15-20 returns per game when I'm in a chasing role (I chase on most maps) running a pathfinder with jump pack, bolt launcher, egocentric, and rage. Obviously I'm close enough to bodyblock or bolt potential cappers, since I need to be for rage to fire, but I can easily chase all but the fastest cappers on the fastest routes. And even then, if their flag is away too, I'll still catch those cappers eventually. When a capper grabs, rage will pop. Jump up just a tad, and hit your jump pack. You'll have most of your energy back before you hit the ground. When you do, nitron jump as appropriate, and thrust to ensure you're maintaining altitude, both for potential energy, and to avoid obstacles, etc. A single nitron is usually enough to catch 80% of the pub cappers, and a second nitron allows you to catch the next 15% or so relatively easily, but sometimes not until they're quite close to their base, so you'll be dealing with other enemies, turrets, etc. The best cappers on maps like Drydock, (DS, especially) can do back to front or side routes exiting uphill that make it nigh impossible to catch them if their flag is home. I've seen some routes on Katabatic that are fast enough to thwart my methods as well, but I just bodyblock the guy once I know what route he's using. It's also worth mentioning that burning all your nitrons as quickly as you can for speed boosts is inadvisable. They're still pretty great for knocking the flag loose, and you never know when you might need another boost. If anyone wants to learn the art of chasing, friend me (Avatar). I'm usually on 4 or 5 nights a week after 8PM eastern for a few hours.
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# ? Jul 11, 2012 19:23 |
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The problem with chasing is there are many back to front routes in which you cross the entire map in like 10 seconds and any chance of being chased is completely eliminated. You can do it on Kata, Arx and Drydock very easily. The best way to get flag returns is to hang out at the enemy base and blast cappers as they come in with your flag.Toxic Fart Syndrome posted:Fixed that for you. I guess I'm more forgiving of slowpokes than most
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# ? Jul 11, 2012 20:25 |
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Bloodloss posted:What percentage of pathfinders would you guys say know the best routes for capping and consistently go at speeds of 250+? I think more so than other role there is a huge disparity between the middle of the pack and the top in terms of skill. Its much easier to find pub stars that are really solid duelists or good sniper than it is to find good cappers. I would imagine its because capping requires a ton of unfun practice running the same routes over and over again for hours in training mode to get good at. If you are capping int he 200-250 range thats about perfectly average for pub play. Av027 posted:Chasing is absolutely not a gimmick if you know what you're doing. I get 15-20 returns per game when I'm in a chasing role
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# ? Jul 11, 2012 20:26 |
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I gotta admit I'm one of those 240-270 cappers on most maps, though I do side to side or back to fronts only. With all the llamas it just isn't worth it in a pub to do the slightly longer setup ones and so I never get practice going above 300. I also like to think I'm being more sporting by making it so I can be somewhat chased, it's more exciting that way. Though really if I could be going over 300 every time I obviously would. I'm finally getting my replacement ram today and can start playing again after a week, so maybe I'll start trying to perfect some unchaseable routes.
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# ? Jul 11, 2012 20:37 |
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^^^I agree that making your routes more sporting in a pub match makes for a more interesting match. 5 and out in under 5 minutes is hardly a 'good game'. But though llama grabs sometimes make those faster, longer setup runs less successful, it's still a good idea to change things up some. Being predictable gets you nailed on approach. Throw a few of the faster routes in for practice, and even if the flag isn't there, finish the run anyway. Suicide. Rinse. Repeat.Wadjamaloo posted:When people say this they are talking about higher level play. Chasing the average pub capper is entirely possible, but you don't stand on chance on someone running a 300+ back to front with a sub 10 second cap time. Granted. I've seen those routes, and admitted as much in my reply. However, his reply was to someone that's new to the game. Chasing is certainly fine in pubs, and can be fun and challenging. I haven't played competitively since T1 mind you (I ran {KBD} on the OGL ladder back in the day), but I'd be surprised if teams aren't slotting somebody into a bodyblock/flag retrieval/chase role these days, despite the fast routes. If for nothing more than the fact that if both flags are gone, that <10 second route is no longer <10 seconds. Plus, if a sentinel drops a runner at midfield, you want a guy there to retrieve. Av027 fucked around with this message at 20:49 on Jul 11, 2012 |
# ? Jul 11, 2012 20:45 |
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https://www.youtube.com/watch?v=6bc2ZysGbrI I picked out a pretty straight-forward capping video for those that are interested in upping their game a bit, and I think it also illustrates the futility of any serious chasing. This Tartarus route is easy to pull off, and serves as a good intro to the practice.
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# ? Jul 11, 2012 20:59 |
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Totally stealing that. My tartarus route sucks rear end and is floaty as gently caress.
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# ? Jul 11, 2012 21:02 |
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I just realized, if Hirez made regenerating health a cool down ability that drained your energy they could have their stupid cake and also fix their stupid game.
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# ? Jul 11, 2012 21:07 |
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Or if they tied it to speed so it recharges slower while traveling and won't kick in at all past a certain speed.
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# ? Jul 11, 2012 21:14 |
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I am absolutely in love with Infiltrator because it lets me hang out at the enemy flag, hiding and lay traps and ambushes for incoming flags and distract the poo poo out of the enemy team. That's all I got really, I just love moving really fast and the stealth ability.
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# ? Jul 11, 2012 21:15 |
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Kaal posted:https://www.youtube.com/watch?v=6bc2ZysGbrI
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# ? Jul 11, 2012 21:15 |
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Giggily posted:I just realized, if Hirez made regenerating health a cool down ability that drained your energy they could have their stupid cake and also fix their stupid game. Another alternative would be to make it so you only regenerate up to 50% health.
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# ? Jul 11, 2012 21:17 |
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This is a good series of route videos by SmallKiwi. https://www.youtube.com/watch?v=cJDYyBpkYyY They all have commentary and an overlay showing you his key presses which could be really helpful for some people.
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# ? Jul 11, 2012 21:21 |
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Mega Comrade posted:Another alternative would be to make it so you only regenerate up to 50% health. Up to 50% of your total life or up to 50% if under 50% or up to 100% if between 50 and 100%? If health regeneration gets nerfed, they could still add a perk that lets you regen better, but still not as well as now. And what about the "number of times regenerating health fully" badges?
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# ? Jul 11, 2012 21:22 |
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One thing I always struggle with that maybe the good cappers and shed some light on. Should I be holding forward while skiing, particularly when I turn around to throw nitrons? It seems like holding forward adds to your speed at least some of the time, but then I thought that during that moment when I turn around holding forward would actually cancel some of my speed. So then I started to quickly switch to holding backward when I turn around and then switching back. Still not super happy with the impulse I was getting I started just not holding any key at all when I'm doing the nitron throw, and that seemed to start getting me closer to pro cappers but it wasn't such a huge difference that I'm positive that's the reason. e; Just saw the video with key presses, that should be helpful. e2; Yep he lets go of all the keys during the nitron. Mystery solved. e3; but then other times he also holds backwards... only maybe pattern I noticed is he might be holding a direction when also using jet and/or going up a hill while nitroning. loving UPS driver hurry up and deliver my RAM, I've got routes to try! HyperPuma fucked around with this message at 21:52 on Jul 11, 2012 |
# ? Jul 11, 2012 21:25 |
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I occasionally have a problem when I'm doombringering it up and enemies basically fly in so close to me that I literally can't track them. The problem is especially bad on Arx Novena with those two little structures surrounding the flag stand. Is there a solution to this other than "don't suck?"
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# ? Jul 11, 2012 21:52 |
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qnqnx posted:Up to 50% of your total life or up to 50% if under 50% or up to 100% if between 50 and 100%? Up to a max of 50%, so if your health is 66% you do not regen while at 30% you would regen to 50%
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# ? Jul 11, 2012 21:57 |
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GrumpyDoctor posted:I occasionally have a problem when I'm doombringering it up and enemies basically fly in so close to me that I literally can't track them. The problem is especially bad on Arx Novena with those two little structures surrounding the flag stand. Is there a solution to this other than "don't suck?" - Titan - Back up - Get better at it (i dont know how)
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# ? Jul 11, 2012 22:02 |
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Wadjamaloo posted:I'm not trying to sound like a jerk here, but quite honestly the average capper is really bad in comparison to competitive capper. Oh, I know. Basically I just wasn't sure whether my relatively slow caps were okay considering the average pubbie is even worse than me. But at the end of the day, other people playing bad isn't really a good excuse for me to play bad, so I guess I'll be staying away from pathfinder for the foreseeable future.
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# ? Jul 11, 2012 22:31 |
Mines go boom, get murdered flaghavers. DMB is the best class.
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# ? Jul 11, 2012 22:32 |
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I just played a game where the last cap was a Brute llamaing our flag to the enemy base. Nobody even tried to chase him. Where is ranked matchmaking?
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# ? Jul 11, 2012 22:33 |
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GrumpyDoctor posted:I occasionally have a problem when I'm doombringering it up and enemies basically fly in so close to me that I literally can't track them. The problem is especially bad on Arx Novena with those two little structures surrounding the flag stand. Is there a solution to this other than "don't suck?" Put a mine about halfway down each hallway. If your gens are up, angle your force field so that it cuts across both routes (a 45 degree angle to the base). Stand a little behind the flag and keep it between you and the capper, then right before he comes in, jet forward into him. You should get a flag defender and flag return all in one move (fully upgraded super heavy is an obvious must-have). The Titan is far more useful, but if you're having trouble spotting the capper, switch to the saber and sweep it over the capper routes. When you see it start to lock on, switch to your gun and start chaining.
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# ? Jul 11, 2012 23:02 |
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I've been really enjoying Tech. I bought the +1 belt ammo trait, but for my other trait I'm torn between Quick Draw, which seems good for all classes, and Mechanic which seems worthless for non-Tech playing. Or is there something else I should buy first? Motion Sensors are ridiculously expensive in XP and I was thinking about waiting for them to be a Daily.
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# ? Jul 11, 2012 23:29 |
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Toxic Fart Syndrome posted:Put a mine about halfway down each hallway. If your gens are up, angle your force field so that it cuts across both routes (a 45 degree angle to the base). Stand a little behind the flag and keep it between you and the capper, then right before he comes in, jet forward into him. You should get a flag defender and flag return all in one move (fully upgraded super heavy is an obvious must-have). Oh, sorry, I didn't mean that I couldn't deal with certain capper angles. I literally meant some jerkoff bored pathfinder or raider rolling in and hopping back and forth over my head like a retarded jackrabbit, dropping plasma balls or bolt launcher bolts down onto my stand as I futilely spin around while looking almost directly up.
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# ? Jul 11, 2012 23:30 |
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What items would be considered good purchases as daily deals?
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# ? Jul 11, 2012 23:32 |
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Check out the second post. Wait until they are 50% off or more.
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# ? Jul 11, 2012 23:33 |
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Okay so I've been running a Soldier all day today and it seems pretty effective. Being a jack of all trades is surprisingly useful in a game where every other class feels so specialised. Asault rifle + Thumper Saving for Utility pack not got it yet Short fuse frag is amazing as promised For perks I'm running quick draw and bounty hunter so it makes defending much more cost effective. Anyone care to critique this at all or is this pretty much as optimised as a soldier can get? Also I have a couple of questions. In my "do everything the pubbies aren't" job role I've had a lot of exposure to infiltrators who usually assassinate me when I'm repairing the generator that no-one else is. Any advice for how to deal with them? Is their stealth completely 100% invisible? I ask because sometimes I see things like raiders and juggernauts with some sort of optical effect on them like they're standing in a friendly drop stealth/jammer thingy, but they don't seem to be anywhere near it....Can anyone explain what that means?
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# ? Jul 11, 2012 23:34 |
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duffath posted:Okay so I've been running a Soldier all day today and it seems pretty effective. Being a jack of all trades is surprisingly useful in a game where every other class feels so specialised. Raiders have a jammer pack that makes them untargetable by turrets and not show up on the radar, and it has an AoE effect that grants the same to allies (hence why you saw it on juggernauts as well).
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# ? Jul 11, 2012 23:40 |
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HyperPuma posted:Words about strafing I am not exactly sure how much of a difference it makes but I try to hold forward (in relation to my travel) basically all the time. ie when I nitron jump I hold back. If anyone wants capping tips or to go over finer details I would be happy to help in irc or on mumble. In rootbeeralamode on there. Irc.tribalwar.com #slamurai Mumble crits.org:52903
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# ? Jul 11, 2012 23:41 |
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duffath posted:Okay so I've been running a Soldier all day today and it seems pretty effective. Being a jack of all trades is surprisingly useful in a game where every other class feels so specialised. FYI the free Spinfuser in the OP still works.
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# ? Jul 11, 2012 23:41 |
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# ? May 15, 2024 07:45 |
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I have been wrecking poo poo on pubs with the raider's plasma gun, but it got kind of old really fast. I saw they are banned in comp play so I got the grenade launcher to try that out instead of the arx. It seemed to have potential from what I have seen. I'm awful. It feels like I have a totally different role because I am crippled in duels. I end up only using my NJ5 to kill people, and lob grenades on the stand occasionally. What should I be doing with the grenade launcher? Should I just switch back to the arx if I feel more comfortable in every way with it?
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# ? Jul 11, 2012 23:45 |