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Old 2012-11-24, 11:34 PM   [Ignore Me] #1
Kensharma
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Scythe - Which Weapons To Use?


So, money isn't an object. I have 7,000 SC.

I want to be able to kill infantry and hold my own against another aircraft, not concerned with being able to damage tanks.

Which primary/secondary combo can do both best?

I was just trialing the lock on A2A missiles and they seem to be pretty bad and hard to use with aircraft constantly dodging the lock.

Opinions?
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Old 2012-11-25, 07:47 PM   [Ignore Me] #2
Fimconte
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Re: Scythe - Which Weapons To Use?


Originally Posted by Kensharma View Post
So, money isn't an object. I have 7,000 SC.

I want to be able to kill infantry and hold my own against another aircraft, not concerned with being able to damage tanks.

Which primary/secondary combo can do both best?

I was just trialing the lock on A2A missiles and they seem to be pretty bad and hard to use with aircraft constantly dodging the lock.

Opinions?
The A2A are obscene , I rarely fail to get a kill once I've found a target.

For the primary, I trialled the Hailstorm and imho it's lower capacity wasn't worth the cost (50+500 vs 30+300'ish?) as the damage remains the same.
Also while I didn't notice a faster RoF over the Saron, I did feel that the laser bolts themselves moved faster on the Hailstorm, but it might've just felt that way.
If I eventually have enough certs I'll probably give it a longer test, but until then I think the Saron + A2A is the go too setup vs Air+Infantry.

The Rocket pods are actually good vs Infantry (4-8 rockets to kill a target, depending on how the splashes hit the targets),
but their main usage for me is anti-turret.
You can easily take out AA turrets using a high Angle of Attack in a single pass. I think you don't even need the full 14 rocket volley to destroy a turret.

Vs vehicles, the rockets aren't that powerful. You might need to expend upto 20-30 rockets to finally put a target down.
I don't even bother with attacking a Sunderer, those things can take far too much punishment.

That said, I prefer using the A2A missiles over the rockets.
Saron is fine for dealing with infantry, but vs other aircraft the A2A gives you a huge advantage.

Also, if you plan on flying a lot, unlock flares with your first 100 certs, they're a must.


P.S. Light PPA is utter trash, the damage is disappointing when considering the RoF and ammo capacity, probably the worst 700 SC I ever spent.
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Old 2012-11-27, 02:36 PM   [Ignore Me] #3
Koot
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Re: Scythe - Which Weapons To Use?


Originally Posted by Fimconte View Post
*snip*
You have no idea what you're talking about for the most part, especially on the PPA.
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Old 2012-11-28, 10:34 PM   [Ignore Me] #4
Seofany
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Re: Scythe - Which Weapons To Use?


i personally use hailstorm with both a2a and rocket pods. hailstorm is enough to handle mosquitos and reavers if you can pilot well. it does have faster bullet speed and RoF. but i recommend you firing in burst. it fires ~15rounds in a sec. the fast reload means you can juts keep firing in burst. if you're accurate (i tried on a stationary mosquito), takes 2 full mags(60 bullets) to get it to critical hp.

i tried using hailstorm on infantry. mows them quickly(due to high RoF) but you need zoom optics to get your accuracy up. that or you get closer and risk getting blown up by enemy rpgs.

a2a will speed up your dogfighting by alot. its excellent when theres alot of enemy esf flying around. helps you take down more enemies faster. but equiping hailstorm and a2a makes you a near 100% anti air unit. you wont have to bother about ground battle. to use a2a better, sneak up close to the enemy with your primary, when you're relatively close, then you start the lockon for a2a. else their warning lockon alarm will send them flying. mosquitos boosting all their afterburners usually will outrun a2a if you fire from far. pilots will also try to use environment to block the missiles so try to fire when they're in the open.

rocket pods are useful against turret and infantry. against sunderers, dont aim the sunderer itself. aim the spawns next to the sunderers. works better that way. clear the the infantry so your friendly tanks can get to the sunderer to blow it up. i tried emptying my 14/42 ammo rocket pod into a sunderer. didnt take out half its hp. esp when theres an engineer repairing it.
rocket pods can be used against libs/ galaxy if you are accurate enough. the lead you need to have is insane. but the damage dealt can freak a lib pilot enough to send them diving.

sorry for the long message >.<

Last edited by Seofany; 2012-11-28 at 10:38 PM.
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