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TealNinje

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Everything posted by TealNinje

  1. I'm assuming that the inferred tech level 1 would be Soldier, Shotgunner, Engineer, Extra (Flame/Grenadier), Officer and Rocket Soldier. Or that + Chem Soldier/Tiberium Sydney. Personally, I think tech 1 should include Humvee/Buggy, but that might be just me. Such a game would have to have greatly diminished credit income though.
  2. QUOTE (Vetter71 @ Aug 10 2009, 07:16 PM) <{POST_SNAPBACK}> I still remember you trying to get me banned constantly, Vetter. I though it was great irony when I went to Slayer to... "moderate" you. (Content Removed) Since htserv1 and the other versions of it went down, I haven't played very much Renegade. When I did, I was a rather... destructive Officer or Gunner. (I've actually managed to snipe a Sakura with a headshot rocket launcher on C&C_Walls and once on C&C_Under, both ridiculous long-ranged shots. The occurrence on C&C_Under, ecml was on and commented on it.) Waiting for the mod to be released so I can get my current group of internet friends into it.
  3. Just need to mention, but a skilled Chaingunner (Officer) can take out a skilled Mobius, because of longer max range and faster rate of fire. Even if it fails 50% of the time, the Chaingunner only costs roughly 1/6 that of a Mobius. Plus an army of Chaingunners can wear down any vehicle. Even if each bullet only does 1 damage, at that insane ROF they will kill it in a pinch.
  4. Free Aim on infantry is negligible - it still boils down to your aim. Having both the background moving and the target moving is actually beneficial to me, in order to keep my awareness at a peak (i.e. making sure everything changes, so my peripheral vision isn't just copying that frame and only focusing on a single area, which is less tiring, but less effective for a blitzer-style player like myself.) Don't get me wrong, I can still snipe noscope at long range just fine - used to do it with the Gunner's Rocket Launcher (and got many an accusation from it.) Just... for me, Free Aim would ruin my potential for killing one target, swinging around 90°, killing another target, flipping around another 180° and killing a third target. The Free Aim locks the camera to the weapon, so saying that "all that can be done by binding the camera to the turret instead of the chassis" is redundant. And that's the most significant advantage of Free Aim.
  5. Just wanted to comment, but the Free Aim is incredibly useful. I've killed Mammoth Tanks using a Nod Buggy on many occasions, simply because I could use Free Aim to aim perpendicular to where my vehicle was facing, and driving around the Mammy. Free Aim let's vehicles fire at targets without changing from their track - regardless of where that target is in relation to the player. It also greatly increases the turret turn speed, when trying to chase down targets scampering to the far left or right. It let's you watch your back so you know if you need to dodge, and let's you check around corners without putting yourself to undue risk. In terms of Orca VTOL/Apache Helicopter fights, Free Aim is almost a necessity, as it let's you move completely irrelevantly to the target, which means you're not going to immediately die just because you decided to kill an infantry. Without Free Aim, the Apache/Orca has to be lined up with the target, making it rather simple to shoot it, but with Free Aim, the Apache/Orca can come out from cover, firing at targets to the bottom left/right, and slip back into cover, without giving even a moment of undue vulnerability. In terms of MRLS, Free Aim allows the MRLS to fire backwards, giving it more height and potentially hit more targets. Firing backwards is useful for trying to hit units hiding behind a large rock, as the rockets will arc downwards. Just a note from your friendly lunatic Chaingunner. Causing severe mayhem amongst all nearby infantry targets since 2003.
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