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2003-06-12, 12:36 PM | [Ignore Me] #31 | ||
Sergeant
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On the main map motion sensors seem to have their own SOI. Does a spitfire or a wall turret have to lie within this SOI for it to work in concert with the sensor?
I've placed sensors near towers when enemies were near and, for wall turrets at least, nothing happened. |
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2003-06-12, 12:54 PM | [Ignore Me] #32 | ||
Sergeant
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Hello,
The sensor makes it so they see things within the sphere the sensor sees. I am not sure what the range between the sensor and the base has to be, but I would guess as long as the sensor is inside the SOI of the base, then the base would see its information. The turrets not working was probably because it wasn't an Interlink facility or the base owning team did not have a linked Interlink facility on the continent. I have used sensors successfully on the perimeter to have phalanx turrets fire on infantry and vehicles. They have to be powered, and you have have an Interlink facility linked to the base--or the base itself needs to be a Interlink facility. The nice thing about the sensors is that they make enemy show up on your personal radar as a player. This is what I find most useful. Put one inside the back entrance hall, and then watch your radar for the zergly force on its way. Once it is on the way, start blowing up the boomers you have already placed and that you have detonators for in your inventory. ;-) |
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2003-06-12, 05:09 PM | [Ignore Me] #33 | ||
First Lieutenant
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When mining the perimeter of an AMS you need to allow some room between mines. Too close and they will all go off at the same time seriously harming the AMS and anyone inside the cloaking sphere. I learned this the hardway. It does help to place a few inside, however. Just try to guess where they would be most effective. I sometimes park an AMS so that the edge of the cloaking field comes down across some terrain features. This creates some natural avenues of approach that enemy troops will have to pass through to get inside. Just place a mine between the obstacles. People will of course catch on to this tactic, but just like when mining the entrance of a door, it still helps to slow them down and waste time getting inside.
Another helpful hint for mines is to place them just out of sight over the edge of terrain. Just look at the terrain. You will see where there are sharp rises and falls. If you know enemy troops move trough the area in a certain direction then place your mines just on the opposite edge of the terrain from the direction they will be moving. Often they will be running and won't be able to see the mine until it is too late. There is a tower on Amerish perfect for this. It sits on a natural hill and anyone coming up the hill can't see what lies on the ground at the top until they climb the hill. Mines placed around the top edge of the hill can't be seen until you are too close. Make sure they are close to the edge but not right on the edge. I've killed a lot of players and vehicles trying to climb that particular hill. Most players are lazy and follow direct paths to and from warpgates, towers and bases. I leave it to all you evil Engineers to figure out the twist surprises you can create to welcome them. MAX units on run mode are especially easy pickings for a well placed minefield. |
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2003-06-13, 01:25 AM | [Ignore Me] #34 | ||
First Sergeant
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a sniper/combat engineer combo is somthing i think would work pretty well, find a good spot near a tower or base, set up a ring of motion sensors to tell you if some one is sneeking up on you and a spitfire or 2 to cover your back while ur reloading
sry if some1 already posted sumtin like this, too lazy to read all posts
__________________
"Oh, just your standard issue big gun" |
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2003-06-13, 07:21 AM | [Ignore Me] #36 | |||
Staff Sergeant
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I have a number of different setups (favourites) that I use, depending on what I set out to do or what I expect to face. There are of course the "normal" setup - (Hacking tool, BANK and medical gun + rifle and AV weapon, ammo) to the I-love-mines setup in which I only carry a rifle, the nano dispenser, 11 ACEs, 1 ammo pack and the BANK and medical gun. Inbetween these two setups I have a number of different ones that are designed for different settings. I have one which is meant to be used either for the CC or the backdoor. It's basically a "normal" - where I've taken out some AV and rifle ammo to sqeeze for or five ACEs in. These 4 to 5 ACEs can be used to make either CC or backdoor just a tad harder to just waltz in through. (Just use Your imagination. I am sure You can create some pretty devious stuff with those ACEs, either at the back door or at CC. ) I have also a special setup for those times that I am a tank gunner. Some ACEs to setup some spits at a spot meant for repairs. A rifle, some ammo and of course - the nano gun plus LOADS of nano repair refills. I think I have like 5 or 6 different setups, all designed for different tasks and settings (and most of them has an ACE or two in there)... But I never, ever, leave home without the BANK or the medical gun. |
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2003-06-13, 08:13 AM | [Ignore Me] #37 | ||
Sergeant
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Hello,
The sniper/combat engineer idea is great! Just last night I had setup some defenses around a tower, and the enemy came to take the base soon after. A squad member also setup his allotment of ACEs. The two of us maxed out our deployables and there were other engineers who had left stuff. The tower was extremely well defended! I got into a turret and waited. It was going to be a losing battle, but I figured I'd get some kills. The plan was to draw the enemy from the base to me. It simply didn't work though. Their gal dropped two people from the squad near the tower, and the two were swiftly killed by a barrage of turret fire and one mine. After that though, the rest of the squad stayed at a distance. One guy and then one more did come to investigate, but they were out of range of the tower turret. They saw how well the place was defended and wisely chose to ignore me. hehehe If I had had a sniper rifle though, I would have been able to at least kill the two investigators. It didn't even occur to me until reading the above post. <ponder> I currently have: Medium assault Reinforced armor Combat Engineer Advanced medical Maybe I will work on also doing sniping. <chuckle> Having a long-range rifle last night would have made me a soloing dream come true! For those of you considering these support classes, having the skills isn't just nice for helping others. I live a tremendously long time if I'm careful and the lag doesn't get me. I can run around corners, fire into the enemy, and immediately hit surge to escape for repairs and healing. Then I just repeat the process. I'm self-sufficient basically. The only draw back I currently have is that I have no vehicle certifications, but then I usually find a ride from folks in a snap--either from IRL friends, squadmates, or strangers. While partially on the subject, don't stick mines on the light gray stone looking material near the bases of towers other than one mine in front of each door. Those two mines stop cloakers from getting into the tower without them first firing a weapon to remove the mines. Otherwise, mines on clearly contrasting surfaces like those are only a delaying tactic in most cases. Any careful enemy, even one running and attacking, will see them. Keep mines around towers in the grassy areas and around cover as the enemy approach. Don't forget to place mines on the roof walkway and in front of those doors also! 8-) Last edited by Agathon; 2003-06-13 at 08:16 AM. |
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2003-06-13, 08:16 AM | [Ignore Me] #38 | ||
Sergeant Major
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How long does it take to build a turret? Has anyone got a Combat Engineer outfit? It would be kinda cool. You could make a wall of Spitfires, or block base entrances really easily. If you had 10 Engys, then thats 10 quick turrets simultaneously.
Also, can you repair turrets, a squad of engys would be even better because everyone could repair each others turrets so they'll be unstoppable! Thats why I love TFC |
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2003-06-13, 08:22 AM | [Ignore Me] #39 | ||
Sergeant
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Hello,
Yes, it only takes about 5 seconds. The game is coded so there is a delay after you place a turret before you can build another. Frankly, I think this is lame though. You are not building it! It is all based on nano-technology. Little machines are building it for you. For this reason I believe it shoudl be instantly deployed like the other three devices. Anyway though, all I do is this: I run to where I want the turret, I place mines around, a sensor, and the last thing I do before running off is place the turret. This makes it so the delay time is used up while running to the next deployment place--not while I wait there standing still to put down a mine or sensor next in the same spot. NEVER stop moving in the open in PS. The way the lag works for 56kers and just simple tactics means everyone should always be moving. Even when I'm repairing a vehicle, I still crouch and walk back and forth in battles. Standing still is a great way to get sniped, and deploying ACEs as an engineer tends to be very dangerous. However, when there is a huge battle going on, I've been able to use my surge implant to flank the enemy and drop a ton of ACE's behind their lines. When they are attacking a tower with my team on the tower side and a bunch of freshly deployed turrets behind them, they sure get cut to pieces in a hurry! ;-) |
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2003-08-07, 12:51 PM | [Ignore Me] #42 | ||
Contributor Major
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I love CE for all the resons stated but I even carry them on my hardcore grunts so I can trick MAXs to follow me around a corner so I can boomer them. Also setting up mines at the corners where everyone takes cover before rushing into a base gets mass kills as well when foolish and suicidal troops decide to surge around the corner to get some kills
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2003-08-15, 12:55 PM | [Ignore Me] #45 | |||
Lieutenant Colonel
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And the Motion Sensor should be used a LOT more often than it is. It's a shame but I think most people feel the same way you do about it. |
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