Author Topic: Combat Guide -complete from pistol to Strider-  (Read 11400 times)

Offline Temko

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Combat Guide -complete from pistol to Strider-
« on: November 21, 2007, 12:38:15 PM »
Already i've been asked a million times, and i'm sure many of you have as well. "what do i use against <instert monster>" or "how do i kill <insert monster>". at the same time, often, you find yourself thinking...well... no idea. sure, a chaingun will kill a thrax.. .but is that the most effective way?

so, here comes the guide.

i'll start by listing weapons and skills first, and their uses.

Weapons:

Recruit weapons:

skills needed
Firearms 1 (everyone gets it)

Pistol

a pistol is the main close range single-shot weapon of your arsenal. it fires fast, does moderate ammounts of damage and has a reasonably fast rate of fire. at pump 1 it might not seem much of a weapon, but as your skill in firearms increases, you'll come to love this weapon. it comes in a large variery of types.
like Physical, Laser, EMP, Sonic and electric and thus is a weapon that can be used on many a opponent.
the power of the pistol comes not from its damage or it's rate of fire, but from it's reload rate. a pistols reload rate is the shortest in the game. and when trained at pump 5 firearms, it's shortened to a reload rate of 0.8s. Making it a weapon that has you fire a near constant stream of bullets at the target.
It's only weakness is it's short range of 20m, making this the weapon you have stashed for close range single target combat.

Rifle

the rifle is the main weapon of any AFS soldier. it's Range is unequaled by any weapon exluding the snipers Torqueshell rifle, this making this the weapon of choise for picking of those targets further away. this weapon is probably the most used among all AFS soldiers, and it comes in a good ammount of flavors.
Physical, laser, EMP, Sonic and Electric. Making it not only a longrange - but a versersitile weapon as well.
Pumping in Firarms gives a nice addition to this weapon as well - critical chance. which we all love. (critical does more damage to the target). remeber Crouching? when shooting with this weapon, it is clearly visible that you do a lot more damage, and hit more often when crouching. so keep that in mind.

Shotgun

the shotgun is a MAX of 20 meter range, it shoot all targets within a cone shaped area in front of it, and deals a large ammount of damage, it also has a chance of throwing targets back. making it a great tool for taking on larger ammounts of enimies. a shotgun might seem like a awsome weapon at first. but keep the following in mind. it has slow re-fire rate, allowing many high-regen mobs to regen. and it shoots of 3 shells per shot, so keep your eye on that clip to make sure you dont run out as you are being swarmed.
the shotgun comes in the most verients of all weapons, and although some are not available at lower levels. they make up for it in awsomeness later on. ther are Physical, Laser, EMP, Sonic, Incendiary and Cryogenic. making it the weapon to have. at higher pumps of Firearms, this weapon deals utter destruction with it Knockback and cone based damage. Up to the point of making it possible to rush into suicide situations with a shotgun and survive due to the knockback.


The drawback is the slow rate of fire and the short range. wile the range is the same as a pistol, this weapon use useless outside 20m. a pistol can be used up to 40m

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Soldier weapons:

skills needed

Machine guns: A soldier only skill, available at lv 5. miminum 1 pump needed

chainguns

the Chaingun is a 100 ammo per clip weapon, which gives the impression that it lasts long. this impression could not have been more wrong. the power in the chaingun comes from 2 things. firstly is it's enormous rate of fire. wile it's "damage per shot" is extremly low, this does not register as per shot you fire 4 shots, and fire 4 more before the first 4 hit, making this a weapon that shoots a steam of death that mows down everything. the secondary power of this weapon comes from the skill. training the machinegun skill doe snot only result in more damage (40X at pump 5) it also results is less or no overheating at all, making it a weapon you can keep shooting all day long. and it's 4 varients of Physical, Laser, EMP(pulse) and Electric make is usefull for a large number of opponents.
on the flipside however there are some drawbacks to using this weapon. first among them is the constant stream of death and doom. it costs a lot of money to keep this bullet devourer shooting his stream, and wile this is usualy not a problem at higher levels, at lower levels you might want to release the trigger a few times. another thing is the short range of 30m and the near uselessness of the weapon outside of this range. so it's a powerhouse - but keep the target within 30m!



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Specialist Weapons

Skills needed:

Leech gun: A specialist only skill, available at lv 5. miminum 1 pump needed

Leech Gun

the leechgun does not realy pack a punch, and as such it is more a situational weapon then a main weapon. the power of the gun is in it's leeching capabilities. for it returns a % of the damage it deals to a target to the player(and area around the player) as healing of both armour and health. making this a usefull weapon in a party where you keep you allies alive a litle longer and your enemy deader a litle bit more.

training this skill results in a faster reload time and more damage, but dont expect to much, this is mainly a support weapon.
the weapon comes in physical, incendiary, cryogenic and virulent damage types. so wile it can be used against a varierty of mobs, use it with consideration that it wont mow them down

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commando Weapons

Skills needed:

Launchers: Commando only skill - minimum 1 pump needed

Rocket Launcher

the launcher is a single-shot per clip weapon, having you reload after every shot. making it a slow firing weapon, but one that has a somewhat interesting effect. it does AoE damage in a 10m radius around the target. the weapon does a nice ammount of damage, but the downside is the slow rate of fire. making it a usefull weapon if you plan on taking on several targets.
at higher pumps your reload with the Rocket goes faster, with a 60% speed increase at pump 5. making it a weapon that is to be reconed with in the right hands. the damage is greater when crouching, as is the accuracy. the optimal range is 40m

RPG Launcher

the RPG launcher does not have a punch like the rocket launcher, and as such is often considered a useless weapon. this though, is a wrong assumption. the RPG launchers power comes from the fact that once you train your Launcher skill - you can have a chance of up to 50% to stun a target.
the downside is that the reload time is long. making the stun less atractive when you are alone. though with proper use, this weapon can make large mobs handable. keep in mind though. you'll want to have other weapons for backup. becouse wile it has its uses, its not a sure-kill weapon. here to crouching increases damage and accuracy a lot.

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Ranger Weapons

Skills needed:

Netgun : Ranger only skill, minimum of 1 pump needed.

Netgun

The netgun is probably the weapon that went from glory to grave the fastest. from it's 4 shots, 100% root change to it's 1 shot death to 3 shot overheat. this is a weapon under much discussion. the use for the netgun though, with it's maximum range of 40m is clear. Root a target in place, grab a other weapon and shoot it. be carefull though, becouse even though the netgun has 3 shots per clip, it will overheat with scary speed and with Jam on the third shot if fired without pause. the netguns damage is increased by the Rage ability. keep in mind that some creatures can not be rooted in place. and shooting a rooted creature a second time with the netgun, breaks the rooting.

the netgun comes in 3 types. Electric, Cryogenic and Incendiary. and wile the incendiary does the most damage, this does not ammount to a a lot.
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Sapper Weapons:

Skills needed:

Polarity gun : minimum 1 pump needed, Sapper only skill.

Polarity gun

a polarity gun is a weapon that shoots a constant stream of damage in the direction of the target. the main power of this weapon is it's charge up capabilitie. if you shoot something for 2.0 seconds(max) and then release the trigger a large shock of damage is delivered to the target. this weapon comes in 3 flavors, electric, Ice and Fire (endothermic/exothermic). making it a good weapon to have when you are dealing with a strong mob or a mob with a large ammount of hitpoints. becouse of the limited flavors it might seem like this weapon is missing something, but nothing could be farther from that truth - and those 3 flavors cover 90%of the encounters on the field.
________________________________

BioTechnician Weapons

skills needed:

Injector guns: minimum of 1 pump needed, BioTechnician only skill

Injector gun

the injector gun comes in 4 flavors, 2 of which will make you love it. mainly the Cryogenic and Incendiary ones. the injector guns power comes from the 2-shot burst fire rate. making it possible to shoot 2 shots, trow out a logo abilitie (like lightning) and shoot 2 more. with more training the injector guns power increases as it does 50% armour piercing at pump 5. now wile this might seem redundent becouse of the virulent, it will help loads with the use of the cryo and incendiary types.
the weapon though has a short range of 20m and it's reload time is that of a regular pistol. making it neither a longrange, nor speedy weapon. it's main power is fighting creature's without armour, or whose armour is already destroyed. there it shines with destructive force.
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Grenadier

Skills Needed:

Propellant Guns: minimum 1 pump needed,. Grenadier only skill.

Propellant Gun

the propelant gun is a extremly versitile weapon, and even though it's range is limited to 10m it has a punch to remember. coming inv 5 difrent flavors (fire, ice, emp, sonic, virulent) it has a wide range of uses. it's hgh speed high damage output, combined with it's cone shaped propelent attack makes it great for taking down groups of enemies. in combination with skills like rushing blow it will make your arsenal a deadly force.
it's drawback is its huge consumption of ammo, and it's extremly short range.
_________________________________
Guardian Weapons

Skills needed:

Staff: minimum 1 pump needed, Guardian Skill only

Staff

The Staff is the Guardians main weapon, and as such is not a weapon you leave behind. It's skill stacks with the Hand to Hand skill for more damage, and the staff has both a melee(like any weapon) and a Ranged attack. though the attack rate is somewhat slow, it's damage makes definatly up for it. With the difrent types, including Virulent en  EMP you can take down a large range of enemies in a short time.
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Sniper Weapons

Skills needed:

Torqueshell: minimum 1 pump needed, Sniper Skill only

torqueshell Rifle

The Torqueshell Rifle is the Sniper Extreme Range (you can shoot father then you can see :P) rifle. it shoots 1 shot every 4 seconds, and the damage is does it Extremly dependant on range.
the power of this weapon is it's damage at long range (70-80m) in combination with it's support skills of called shot and target painting. making it a weapon that can shoot for a 100% armour pierce and a 1.5x increase in damage. a single shot can take down a Juggernought of equal level.
the downside is that it shoot once every 4 seconds, making it impracticle for taking down thrax hunting parties, and it's range dependancy makes it near to useless against anything exept a grunt at  under 50m.
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Spy Weapons

Skills needed:

Blade: minimum 1 pump needed, Spy Skill only

Blade

the Spy's blade is probably the single and only reason why spies are loved so much. with it's backstab damage, and it's difrent damage flavors it's a close range weapon without peer. Using the blade uses no ammo, making it a cheap weapon as well. the drawback is that it's a melee only weapon, meaning you need to be within 3m of the target to attack. generaly the following rule counts "if you can stab it from behind - it's dead. if you can stab it form the front it's dead. if it has allies, it's dead and so are you."
the blade does extreme ammounts of damage, and it's flavors from cryogenic to EMP make it a veritile one as well. the weapons attack speed is medium compared to other weapons, but it's damage is making up for that ten times over.
____________________
The speciialist tree has no T4 weapons, so they will have to use their T3, T2 or T1 weapon. which does not mean they are in the disadvantage, it means they have less skill points to worry about ;)

________________________

So far the weapons, read on for the skills in the next part.
---i'll update as i have time.

 
« Last Edit: November 26, 2007, 09:39:17 PM by Temko »
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Offline Temko

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Re: Combat Guide -complete from pistol to Strider-
« Reply #1 on: November 21, 2007, 12:38:58 PM »
Skills play a mayor part in the effiecieny of your character. wile some might say a certain skills has no use for a character, the power of the skills and class system is that there is no "perfect" template, and each player can fit it to however he or she wants it.

For this guide, i'll not mention the crafting skills. those have their own guide's made by people that have actualy tested that failure of a system.

so, lets start of:

Recruit

As a recruit you get all skills set to 1 (if you complete the boot camp you'll be able to use them all as wel, if you skip bootcamp, you'll need to find the POWER logos before you can use lightning.)

Lightning

Lighting is a useful skill, for it's damage is high and it does a good amount of extras when trained. the damage does not increase per pump, but just increases per player level. a pump 1 does the same damage as pump 5, but pump 5 has extras.

Pump1: Pump 1 of lighting allows the player to shoot a lightning bolt at a target up to 60m away. the damage is decent, especially against targets with a weakness for lightning and makes it possible to keep killing when one is out of ammo.

Pump 2: Pump 2 does not do more damage, but has the lightning Jump from your intended target to a second target, provided they are within 12m from the original target.

pump 3: at pump 3 the lightining does something extra,  in my opponion that does not justify the extra cost. the jump distance for a second target is increased to 18m and the sonic blast you get at this pump does a decent ammount of damage to a small area around your main target.

pump 4: at pump 4 the hop distance is set to 24m making it a true Aggro lure. the lightining nor sonic damage do not increase, but pump 4 does a short stun at your targets, the stun only lasts for a few seconds, so dont expect it to save your hide from a large mob.

pump 5: pump 5 adds upon pump 4 only that the hop range is 30m and that it does a "storm" at your main target( and a small area around it). the graphical effect looks awsome, but that is not a reason to get this skill.

____
Personally i've never found a use for the lightning above pump 1, for the actual lightning damage does not increase per pump, and lets face it, half the enimies in the game are immume to lightining, sonic or both!
____

Sprint: (due to the changes coming to sprint, i'll not post concrete consumption numbers)
   Spring is a abilitie i've always figured to be to costly to use more then just situationaly. and boy was i wrong. Sprint is a awsome abilitie, up to the point some might say it's overpowered. sprint works by removing a X ammount of Adrenaline every seconds to keep running, yet - a good spy or other fast paced killer can keep his sprint up almost indefinatly. making it a abilitie to be reconded with.

pump 1: Sprint pump 1, as with lightning every player gets. and you'll often see people running back and forth with sprint on to cut travel time. sprint 1 adds a exstra 20% to movement speed. sprint has no cast time and takes no power to cast, only adrenaline.

pump 2: Consumes a bit less adrenaline per second, making it last longer and it adds 30% to movement speed.

pump 3: reduces the cost per seconds further and adds 40% to run speed

pump 4: Recudes the cost per second further and adds 50% to run speed

pump 5: Reduces the cost per seconds further and adds 60% to run speed


« Last Edit: December 03, 2007, 04:48:49 PM by Temko »
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Offline Temko

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Re: Combat Guide -complete from pistol to Strider-
« Reply #2 on: November 21, 2007, 12:42:36 PM »
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Offline Temko

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Re: Combat Guide -complete from pistol to Strider-
« Reply #3 on: November 21, 2007, 12:43:01 PM »
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Offline Temko

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Re: Combat Guide -complete from pistol to Strider-
« Reply #4 on: December 08, 2007, 10:01:38 AM »
Due to me not having NEAR enough time a day i need - this is on hold until further notice. i'm terribly sorry.
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Offline teskon

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Re: Combat Guide -complete from pistol to Strider-
« Reply #5 on: December 08, 2007, 10:07:06 AM »
pump 5: pump 5 adds upon pump 4 only that the hop range is 30m and that it does a "storm" at your main target( and a small area around it). the graphical effect looks awsome, but that is not a reason to get this skill.

____
Personally i've never found a use for the lightning above pump 1, for the actual lightning damage does not increase per pump, and lets face it, half the enimies in the game are immume to lightining, sonic or both!
____


shall i make a video of lightning power ? oh, better not, they would nerf it then
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Offline GeckoOBac

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Re: Combat Guide -complete from pistol to Strider-
« Reply #6 on: December 08, 2007, 11:42:30 AM »
I would also add that right now CG DOESN'T do more damage than a pistol. DPS is almost equal, slightly more for the chaingun, but as soon the chaingun reloads then the edge is ALL on the pistol's side.
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Offline Barnorn

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Re: Combat Guide -complete from pistol to Strider-
« Reply #7 on: December 31, 2007, 03:06:25 PM »
The following data is from build 1.3. With build 1.4 this may or may not change. Note, that the data is not complete but should cover the common/important mobs. So far named or elite mobs will have the same resists as the normal ones.

TO temko: If you want to use this, feel free to do so.

MoB type                        resistance of mob
   
AFS Mech                       100% virus
Amoeboid                       25% laser/sonic; 100% virus
Atta                                25% sonic/physical; 100% fire/electric
BarbTick                         25% virus/physical; 100% electric
Boargar                          25% physical; 100% fire
Chloronid Treemite          25% virus; 100% sonic
Filcher                               100% sonic
Fithik                               25% fire/physical; 100% ice
Flaregasher                       25% electric/sonic; 100% fire
Forean Machina                       25% electric/virus/laser/EMP/physical; 100% fire/ice
Granditour                       n.n.
Hominis Machina                       25% fire/ice/virus/laser/EMP/physical; 100% electric
Howler                               25% fire/laser; 100% sonic
Infected Forean                       25% physical; 100% virus
Juggernaut                       25% sonic/laser; 100% virus/physical
Kael                               25% ice/electric; 100% physical/fire
Lasher                               100% virus/laser
Lightbender                       25% fire/ice; 100% laser
Linker                               25% virus/laser; 100% electrical
Magmonix                       100% fire/sonic/physical
Manta                               25% ice/sonic; 100% electric
Maw                               25% sonic; 100% physical/ice
Mox, any                       25% virus; 100% electric
Nitrogazer                       25% electric/sonic; 100% virus
Predator                       25% electric/ice; 100% virus/sonic
Reconstructor Bot               100% virus/EMP
Shield drone                       100% electrical/virus
Stalker                               25% fire; 100% virus/electric
Strider                        25% fire/physical; 100% virus/laser
Swamp Grubber                       25% sonic; 100% fire
Thrax Caretaker                       25% electric/laser; 100% virus
Thrax Footsoldier
(pistol/rifle)                       25% sonic
Thrax Grenadier                       25% physical
Thrax Tec                    25% fire/ice; 100% electric
Thraxus Machina                       25% sonic
Thrax Hunter                       25% fire/laser; 100% electric
Treeback                       100% sonic/ice/physical
Treelurker                       25% physical/electrical; 100% ice
Warden Bot                       25% laser/physical; 100% virus/sonic
Xanx                               25% fire/sonic; 100% virus

« Last Edit: January 02, 2008, 09:47:55 AM by Barnorn »
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Offline Gangrel

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Re: Combat Guide -complete from pistol to Strider-
« Reply #8 on: December 31, 2007, 03:45:20 PM »
Now that is what you call comprehensive :D
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Offline teskon

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Re: Combat Guide -complete from pistol to Strider-
« Reply #9 on: January 01, 2008, 05:52:00 AM »
i miss the weaknesses ! =)
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Offline Barnorn

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Re: Combat Guide -complete from pistol to Strider-
« Reply #10 on: January 01, 2008, 03:25:14 PM »
i miss the weaknesses ! =)

... and i a legal way to look those up ... if there are any
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Offline teskon

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Re: Combat Guide -complete from pistol to Strider-
« Reply #11 on: January 01, 2008, 04:07:26 PM »
hmm, use rifles + remove the armor and check the dmg compared to basic + received by the mob =), weak = should take more than basic damage ... but not sure, too lazy to test it out,
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the machine mother told us of the planet of your birth - we know how you have harmed this place, with your pollution, your violence, and your dischord - but when we arrive there, we will cleanse the surface of that place, and merge it, with the harmony of the many
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Offline Barnorn

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Re: Combat Guide -complete from pistol to Strider-
« Reply #12 on: January 01, 2008, 04:56:31 PM »
hmm, use rifles + remove the armor and check the dmg compared to basic + received by the mob =), weak = should take more than basic damage ... but not sure, too lazy to test it out,
talk to the hand ;) THAT i know but it is ... to much ...work. and I have to do it for more then one dmg type with any type of mob AND it is even more work to get the exact numbers of the possible negative resists. No, me is far to lazy  >:D
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Offline Temko

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Re: Combat Guide -complete from pistol to Strider-
« Reply #13 on: January 03, 2008, 12:00:49 PM »
thanks for that list, i have a similer one as already but it's good :)

that said i hope to resume with this within the next month.
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Offline Dashiva

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Re: Combat Guide -complete from pistol to Strider-
« Reply #14 on: January 03, 2008, 07:41:07 PM »
Looks like the injector gun section could use an update. They're 50m range now (and can't fire at all beyond that).
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