Must have, especially if you plan to spend any time as a squad leader. Gives you an extra frag grenade, and an extra smoke or EMP grenade if you have them equiped. This is an important unlock for people who primaraly play as engineers, but less important for anyone else outside of a knife and pistol server. Gives EU +2 pistol bullets per mag, gives PAC +3 bullets per mag, and gives engineers on both side an extra SMG magazine. Helps you recover your sprint bar faster (another duh) Critical, and should be one of your very first unlocks if not for the 'nades themselves, then as a stepping stone to the next two unlocks. Hope this helps the newbies.You forgot about the Squad Leader and Global Unlocks! Magius5.0 wrote:Please don't make me repeat all that. Hope this helps the newbies.wtf u on the SAAW86 owns all eng. Ganz HMG: Useful for camping, the damage uppage from patch 1.10 is not to be underestimated: lower ROF means you will have to get in the first shot, better-used at longer ranges (Titan corridors, for example) low recoil and can take stabilizer upgrade, damage potential is moderate.Ĭlark 15B shotgun: Close-Quarters master, aim for upper chest and head to ensure one shot kills at close range will have to use other means to engage long-range targets as Support. Lambert Carbine: Makes Recon agressive and Close-Quarters much easier (titan in particular) or defending areas, when used in conjunction with APM's and RDX. SAAW86: Useless unlock for air targets, get it last. Stock rifles allow you to be more agressive of a sniper, with larger clips and lengthier suppression time. 3 round clip and long reload times means you WILL have to camp with it. Zeller-H ASR: Useless in my opinion, but can clear mines/explosives and 1SK light body armor (chest, torso or head shot). Be prepared to lead against moving targets, and it's no sniper rifle (deviation). More damage potential in soft-spots of enemy armor, no lock-on tone, making it a silent kill. Pilum H-AVR: Engineer unlock that makes Engineer class merely camper to extremely agressive, when used in combo with Motion Mines. Combine with Rifle rockets to dominate any distance-good solid unlock for prolonged firefights. Voss L-AR: All-around good rifle for Assault: high ROF, suppressive, and dependable in short bursts up to 60 meters (and more, if you're good). ROF is very high, so be cautious SCAR 11 isn't so good, unfortunately.īaur H-AR: Marksman rifle in single-shot, extremely effective at medium to long range, hindered by high but predictable recoil at most distances, can take out support classes (read: important!) Must-have for those who like heavy guns with high damage potential-fair warning, you'd better sharpen your close-quarters skills if you use it, and be precise. Krylov: Stock weapon, massive destructive potential: when used properly, I take out entire squads if used in short bursts it puts the Voss to shame at times, but panic fire still means you'll hit nothing but air. Magius5.0 wrote:Lets sort it out, very briefly.I've said it dozens of times, and this is the best advice I can give for weapon unlocks.
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