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2004-03-17, 10:41 AM | [Ignore Me] #1 | ||
Lieutenant Colonel
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Finally played the new patch last night, and came away with a few impressions that don't coincide with things we'd heard about the patch. First, whatever your holster item is no longer seems to stand out like it used to. Pretty much, this seems to be the change that was on the test server and it's definitely a positive thing, but I couldn't find where it has been released in this patch. Second, they tweaked visibility levels while hacking/healing/etc. even though they had already stated that they would not be doing so and that it was all a misunderstanding involving the visibility levels for using the laze. Healing myself in battle is a nightmare now. Before I knew that any person paying attention would see me healing myself and played accordingly. Now I have to play under the assumption you'd have to be blind not to see me healing. I don't even want to get into the difficulty in hacking/jacking because of this.
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2004-03-17, 10:53 AM | [Ignore Me] #5 | |||
Lieutenant Colonel
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2004-03-17, 12:36 PM | [Ignore Me] #8 | |||
Lieutenant Colonel
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The 2.6 weapon change is already in, is what I'm saying. Not sure why, but the ACE on the hip or in the hand isn't showing currently (well, it isn't showing like it used to). They seem to have slipped that one in under the radar. |
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2004-03-17, 01:08 PM | [Ignore Me] #11 | |||
Lieutenant Colonel
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To those that complain that people in infiltrator suits should be doing more infiltrating and less killing, take note. The devs have gone out of their way to make us more dangerous on the battlefield while giving us more hurdles in support roles. |
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2004-03-17, 01:39 PM | [Ignore Me] #12 | |||
So is it possible they left some of the infil change code in but because the rest of it is missing it's temporarily nerfed infils? I mean I know how easy it is to accidently leave a variable unchanged etc. |
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2004-03-17, 02:04 PM | [Ignore Me] #13 | |||
Contributor Major
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1)The charge now holds instead of resets. If you hold it too long it will start to drain ammo, but its 100x easier to use than before. Basically everyshot will be at 100% after a very brief chargeup time. 2)4 shots to kill a fresh Rexo, 3 for agile/standard, 1 shot for enemy infils and CE. 3)Not 100% acurate to its recticle but good enough to be very effective with at 50m. Damage does not degrade over distance and it has quite a nice splash radius. This allows you to kill from FAR outside DL range. You can also take out a whole tower of CE from beyond return-fire range (hard to see mines tho) 4)Kills a fresh MAX in around 12-14 shots (yes, it is not that hard to take out a MAX especially if they are out in the open and are not an AI MAX) 4)The spiker used to hold 50 ammo. Now it only holds 25. This is unfortunate because you could carry 2 spikers and have 100 shots and stil have room for an ACE, Med app and a REK. Now you got to take a box of ammo and only have 55 ammo. However the upside to this is that now you can get ammo from any base or tower. Even if the base does not have an equipment mod, the ammo is still available and it is available at towers as well, so just fill your locker with Spikers and your good to go. Yes, it requires the MA cert, but the Spiker is very much an MA weapon powerwise. Its far beyond any other pistol and from that standpoint is well worth the 2 points. I personally think its overpowered but since no one uses them, it hasnt become a problem |
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2004-03-17, 02:18 PM | [Ignore Me] #15 | ||
Contributor Major
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Its 4 shots for Rexo now. However all 4 dont have to be direct. 3 can be direct and 1 indirect. This has been my main weapon for quite a while now. I mostly went to it as a result of the Rexo buff because the Repeater was useless for killing after that. You use it just like you would use a Decimator. Lead the target by a lot and plant every shot right on thier feet
Last edited by Queensidecastle; 2004-03-17 at 02:22 PM. |
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