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For warriors you want arc and gauss, or sonic and gauss in strat, mpi, ia, and sp. You also want blink so you can teleport out of danger.
Rocket tanks you usually want shadower and hornet.
Maulers and Titans are fine the way they are, although sometimes you can put sonic in a titan.
Bulldogs, depends on the situation. For long range attacks and ammo conservation, leave them with plasma. If they are supported with serv trucks, then blast is the go to.
Most of these combinations are the popular choices. Usually in strat the concentration is on human v human dog fighting so any weapon that instant hits is the go to choice, such as arc, gauss, laser, or blast. Most instant hit weapons however are weak vs heavy armor in combat mode, so that's why you usually want them backed up with another weapon that can hurt heavy armor.
FOR SCION: it's generally, regardless of game mode, Arc/Gauss/Blink/Deflection or Stasis on warriors and whatever else you can put those guns on. Leaving stock guns on mauler, archer, titan, lancer
Pummel is trash, Chain is much better... and you have to be point blank to do any type of the damage with it and even then it's still trahs.
Splinter is trash in the base game, which is why I have an improved version of it in my KatPak Recy variant. Same with pummel, as I said above, it's garbage, chain is much more useful. Also Chain > Minigun every single time. I do agree, combat plasma isn't that good, it uses too much ammo for the damage it gives.
For ISDF, the "safest" and best setup will be a Tank with the following:
Cannon: Blast
Gun: Chain Gun
Mortar: MDM Mortar
Special: Phantom VIR (vs other players) or M-Curtian (vs the computer)
A lot of people are complaining about the ammo cost of Blast. Yes, it has an extremely high ammo cost, but it also does extremely high damage when used right. Use BLAST against "light" units like scouts, sentries, or generally hovercraft units (note that Scion Absorbtion shield, the yellow/orange one, will be highly resistant to Blast, so Chain Gun could be used if the enemy has that shield). Use CHAIN GUN against buildings, scavengers, and heavy units. Use MDM MORTAR against defenses (turrets, gun towers, gun spires) or for quick damage against heavy, slow moving units.
Phantom VIR makes you invisible and renders Shadower Missile and Scion Multi-Lock useless, M-Curtian will deflect projectiles like SP-Stab, mortars, etc. It would be useful to know that you can shoot Blast straight through M-Curtian without any deflecting.
Try to get used to weapon switching using the scroll wheel. Against light units, fire off a blast shot, then switch immediately to chain gun to get more damage off, then switch back to blast when the cooldown has worn off. Do NOT use Blast against heavy units as they are very resistant to it. Also, don't miss your blast shots since it does use a lot of ammo. You will find that ammo does tend to run out fast with Blast being used, but you will also be a very powerful opponent on the field as long as you don't run into a sucidal situation.
Shameless plug: The VSR mod is basically the exact same as the stock game with better weapon balance, and you might find that to be slightly more practical to learn with.
Blast overall is a poor choice for MPI. It can only work on an assault tank or a walker and that only works when supported by like 10 trucks. You're better off Damage/Ammo-wise with SP. For Strat, I'd agree that Blast and Chain are better or even Blast/Laser in an attempt to alpha strike a recycler.
Note: this is with stock units/stock game. Mod-less. Some mods feature even better/more interesting weapons to use. Example: Slug on an Enforcer or Walker
Blast is still the better choice in MPI. Most that do play MPI probs cant even hit a barn if they stand in front of it with SP. Chain is good enough to take down armor and the blast will help with waves of smaller craft and arc-warriors.
Ever ran a squad of AI controlled tanks equipped with blast into an AI base? They kill, pull them out and repeat. With SP the tanks will die cause they do not push their damage output (less range, more missed shots, poor pathing).
On Warriors, try Sonic and support your anti-armor capability by using Maulers. Sonic/EMP can really put a smile on your face if well used :)
Just my two cents.
This. Sp/Chain is the go-to if you don't want to think about it.
Next to that, chain will take over from SP and Blast supports your alpha strike/counters light craft. Only with weaponlinking on might you 'need' to use both weapons in the same categorie.
And how much shots do you miss using SP? Did you take that into your calculation or do you have a 100% hitrate? If so, you should play ST and find you might be the best player around ... ;)
If leading shots with SP-Stab is too hard, stick to Chain Gun. It's practically hitscan, you'll save your ammo, and you'll still kill the elusive light craft faster than using Blast. You can kill 2 Tanks/Warriors/Lancers with Blast before running out of ammo. Less if they come with shields. Outside of being the dedicated Mortar Bike/Scout killer, you are useless less effective against the majority of units and buildings. Of course, this ignores weapon linking, or as Feared mentioned with swapping weapons in between Blast's fire rate. Multiple weapons will always succeed at killing faster. In which case still, SP+Chain > Blast+Chain.
"But what if you miss with SP?" What if a lot of things. Get closer if you must. Missing with SP-Stab isn't the end of the world. Missing with Blast, is.
SP-Stab and Chain Gun.
Arc Cannon (and Gauss Gun).