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2013-02-12, 09:01 AM | [Ignore Me] #16 | ||
Don't overlook the usefulness of Charge; saved my skin many a time whilst running MAX. I usually survive a Liberator attack just by running for cover; also very useful when you are caught by a tank out in the open or when things start getting a bit too hot during CQC.
Last edited by psijaka; 2013-02-12 at 09:03 AM. |
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2013-02-12, 09:48 AM | [Ignore Me] #17 | ||
Sergeant
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I only play NC, but maybe this will be helpful anyway:
MAX units Buy the gun for the other arm, you should be dual-burster (AA), dual-falcon (AT), dual-scatter or dual-hacksaw (AI). Unlike a tank, a MAX can re-arm (changing from AA to AT to AI) without waiting out a timer. In any MAX, to be most effective you need an engineer to keep you repaired and full of ammo. They should be happy to do this as they will likely earn more XP than you will. As a MAX your secondary function is to be sniper bait. Stupid enemy snipers will shoot at you, but they can’t do much damage to a MAX and they will give away their positions so your snipers can kill them. To be good bait, wander close to the edge of landing pads (don’t fall off), stand in doorways, etc.. The AA MAX (dual-burster) is effective against air only. It’s possible to kill infantry with direct hits, but not efficient, so don’t waste your time unless there are zero air targets. Reload early and often. Your best chance to kill is by hitting with many shots at close range, so don’t be caught with a half-full magazine when that mosquito makes a strafing run at you. Fire both arms simultaneously. Practice, you need to lead aircraft a lot when they are moving fast. The AT MAX (dual-falcon) is effective against armor at any range, and against infantry at medium to long range. The Falcon has huge projectile drop, and very slow projectile speed, but once you master those, it is very accurate and deadly. It also has very long range, so use it. At the Crown, for example, shelling those Magriders sitting on top of the hill to the south is a must. It’s hard to kill them (because they hide and repair often) but one AT MAX can suppress the effectiveness of 3-4 Magriders. To effectively fight tanks, you need cover because your reload time is long. Pop out of cover, fire left and right arms, pop back in, reload, repeat. This also allows your engineer to stay in cover. I like to fire one arm and then the other, often with a small adjustment to my aim to spread the shots slightly. Using the same tactics, you can farm infantry as they come across the bridge from Ti Alloys and try to run up the hill. The AI MAX (dual-hacksaw) is effective against infantry only, and only at very close range. This relegates it to indoor use, usually camping a particular room. To be effective you must close the range on your enemy quickly. Use your running-charge ability to close range, and stay in rooms as much as practical. Dual-Hacksaws can one-blast-insta-gib enemies at short range when fired together, but in most cases I fire one arm and then the other to avoid constant reloading. Certing the extended magazines is expensive, but probably worth it. I haven’t tried slug ammo, but others tell me it’s not worth it and I think slugs are inconsistent with the AI MAX’s primary job of defending a control point inside a room. |
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2013-02-12, 12:01 PM | [Ignore Me] #18 | ||
^ everything about this
The anti sniper part is very relevant; I often act as bait and spotter; very effective. Note that the Falcon does 750 damage for a direct hit, so landing both shots on target is a one salvo kill; deadly against campers on the roof of a watchtower, or anyone unwise enough to stand still for more than a second or two at medium range. You need to get the hang of the projectile drop though, it is significant. Another thing - avoid CQC with the Falcons; due to the wide spacing of the guns on the outside of your forearms, your aim will be off and you could miss a target right in front of you with both shots! I haven't mastered the art of compensating for this yet as things usually happening very fast! Edit - another vital role of the Dual Falcons MAX is to kill Sunderers; absolutely deadly against them at any range, and a deployed Sunderer (AMS) is always my number 1 priority target. Last edited by psijaka; 2013-02-12 at 12:04 PM. |
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2013-02-12, 04:03 PM | [Ignore Me] #19 | ||
Private
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If you want to try out TR maxes, I'd suggest going with Dual mercies , hands down the best ranged max in the game . Falcons and such are decent, but they'll work well against newbies , not so much against skilled players .
For certing TR maxes with Dual Mercies , depends on your play style, and weather or not if you have an organized outfit or not . If your looking to attack at range ( this is assuming you do not have an organized outfit ) , I'd go with : 1st 150 certs = The regen armor rank 1 . ( This is a must , for the downtime between battles, there isn't an engineer around all of the time ) . Then drop 3 ranks into the bullet resistance ( its decent despite what people say ) . Then drop another 2 ranks into regen armor . Again this is assuming your not going to use your max for CQC , if your using your max for CQC i'd go with : 1st 150 certs = regen armor rank 1 . Then max out on the flak armor , at rank 5 it will take more then just 1 C4 to kill you . Then 2 ranks into regen armor . ( total rank 3) . This is just a raw version of it, but this is what I've found to be effective for TR AI maxes. Last edited by Omnimon; 2013-02-12 at 04:11 PM. |
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