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semper wifi posted:Flying a helicopter is really frustrating right now, everyone and their dog has something that can lock and murder you, even with the "stealth" upgrade. From the second I fly into the combat zone until I die or run away that god drat "LOCK" warning is flashing on my screen, ENG 1 RPM blaring, and holy poo poo that's annoying. the attack helicopter shouldn't really be within stinger range for longer than it takes to do a single pass at a tank anyway, assuming you use cover. if all you care about is infantry, the cannon can crush people/jeeps from waaaay out of stinger range. Loveline posted:Man the javelin is REALLY disappointing. I mean, like, no reason to carry it at all disappointing. Too long of lock, too little damage (50% will 1 hit incapacitate), and you can't even blind fire you HAVE to lock 1st which consider the time will almost always get you killed. Plus you can still be counter by IR flares/smoke on vehicles. Considering you can carry 10 rpgs with the explosive upgrade and only 3 javelins the choice is simple. Also, there's apparently a range limit which is kind of ridiculous considering this is a long range weapon. On caspian I was maybe 350-400m away from a a spotted tank and couldn't lock. If it was something you could pretty much snipe tanks from across the map then it may be worth it but it really needs a boost. Less locking time and a bit more damage on impact probably boost the range too. it locks instantly to any target designated by the SOFLAM
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| # ¿ Oct 26, 2011 11:44 |
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| # ¿ May 24, 2013 20:18 |
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Sultan Tarquin posted:These weapon unlocks seem a bit dodgy to me. The 6th unlock for the engineer is the M4..but the last unlocks for the engineer are the M4A1 and the AKS. Why are you unlocking the same gun twice? Plus if you're playing on the US team you'll have the same gun unlocked *3* times. the little flags mean you unlock that weapon for that side
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| # ¿ Oct 26, 2011 11:56 |
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Sultan Tarquin posted:I know, but why are you unlocking the same gun to use on either team if you eventually unlock the other sides guns anyway. There's no difference in the guns either if you click on them. They both lead to the M4A1 page. it's cool to have the enemy team's weapons. it would be much better if they were skill-based unlocks instead of a bunch of points so there'd only be a couple people per server able+willing to run around with ak74s but it's still a nice touch.
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| # ¿ Oct 26, 2011 12:13 |
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Hadlock posted:Any idea how low you have to fly to properly use the under the radar helo perk? That looks hugely useful it would take some effort to test since it just makes air to air locks more difficult instead of breaking them as advertised
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| # ¿ Oct 29, 2011 11:38 |
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Bob Wins posted:Nope im with you, if the .44 could one shot at close range i would take it but as everything stands i loaded up the g18 supp and never looked back. it can! shoot the melon things on top of their bodies
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| # ¿ Feb 15, 2012 21:23 |
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| # ¿ May 24, 2013 20:18 |
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Durzel posted:It's actually counter-productive to be too good on a 24/7 Metro meatgrinder server. it also contributes to the popularity of metro because oblivious players will see their team push ru off the ticket hall and assume their private strategy of dropping a bunch of ammopacks tipped the impeccable balance of this map as they lazily wander toward the front lines doling out The Rounds like a priest with a censer
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| # ¿ Feb 22, 2012 10:38 |




