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Everything posted by Pathfinder

  1. Pathfinder

    What to buy? Which is better?

    It was great at the few ranks around WO5. Once I got rail at first lieutenant I didn't really use it much! Rico m2 is much better imo
  2. Pathfinder

    What to buy? Which is better?

    Definitely your m2. Don't go past the first few steps, don't forget you lose all your microupgrades when you to go m3.
  3. Pathfinder

    What to buy? Which is better?

    Hornet Isi any day :)
  4. Pathfinder

    Smoky VS. Thunder

    Thunder for me - actually very similar damage rate (2400 compared to 2550) but significantly better range and splash which can do a lot of things - hit multiple targets (perfect for some modes such as CP) And hit enemies that aren't in direct line of sight. Smoky specialises at short- medium range, but as above, the damage advantage isn't too significant. So I would give thunder the advantage in terms of damage dealing. Smoky has great impact force, but I would take Thunder's splash anyday. The advantages there way outweigh the self harm downsides overall imo. Furthermore, wear a self protecting paint like clay and this is even less significant.
  5. At base M3, fire. At M4, they are more balanced, though I personally would prefer freeze
  6. Pathfinder

    What to buy? Which is better?

    Hence why its so good :D I'm pumping 750k into MUs! If you don't yet have a hull,hornet would be perfect for your isi :) Nice :) I would suggest hornet with Isida. True, with wasp you can drain, but you are morely likely to be able to use your full 6 seconds of shooting time with a more substantial hull. Hunter is slow, too slow I think for the shortest ranged turret in the game. Also, hornet is a lot more stable, better for keeping a hold of the enemy. With wasp, facing a good smoky or twins who will circle you and hit you with impact, it can be hard to keep aiming at him. Of course it is useful, but once you get prodigi you probably won't ever use it again! Don't upgrade that one thing all the way, I would definitely spend everything you have on the sale though. Maybe do each of the parameters equally? Well, the important ones anyway. The first steps are the most cost effective, and are also generally the ones with the expensive speedup costs - you'll save more here with the 80% sale.
  7. Pathfinder

    Newspaper Requests!

    Shotgun this for Issue 31 :)
  8. Pathfinder

    What to buy? Which is better?

    I wouldn't get digital, it'll only serve you in the short term :) Save for something like emerald IMO
  9. Pathfinder

    What to buy? Which is better?

    Hornet m3 is OK, and I suppose if you play xp its perfect!
  10. Pathfinder

    What to buy? Which is better?

    The only paint I rate there is rustle, it's alright :) MU your thunder, I'm almost 100% sure that's the right thing to do with this awesome sale! Plus, thunder m3 gets so much stronger with MUs. The first few steps, the MU speedups are rather expensive. Start MUing right now and wait for the MU to finish without speeding up - you might save a but this way :)
  11. Pathfinder

    What to buy? Which is better?

    Wow a lot of thought! :p I had a hard time deciding too, but with M3. I think they're both good, different type of gameplay. I went for Is I myself, and it's alright at base m3. But it looks from statistics as though it gets much stronger to m4, so I'm looking forward!
  12. Pathfinder

    What to buy? Which is better?

    Viking without a shadow of a douht
  13. Pathfinder

    What to buy? Which is better?

    If you were to get one, rustle. But you have cedar already, so I wouldn't get either of them
  14. Pathfinder

    Rent-A-Spec

    some of these memes are really good!
  15. Pathfinder

    What to buy? Which is better?

    I would be worrying about M2s at your rank. Hornet/Isi is a good combo :) Try Thunder/Viking, seems to be a very versatile combo that suits your preferences :) After, start saving up for M2s.
  16. Pathfinder

    What to buy? Which is better?

    yea both Freeze and Isi are great, tough choice to be honest I can't decide either! I would personally Mu your Thunder and Viking a bit first
  17. Pathfinder

    What to buy? Which is better?

    people who have used Hammer, is it really that good?
  18. Pathfinder

    What to buy? Which is better?

    I would usually prefer the paint that gives protection to your own turret. No matter where you are going to be when taking on an enemy user, if they are using the same weapon they will have every advantage that you have. Also, especially true for Thunder, Rustle reduces self-damage at short range.
  19. Closed. PM entry from @doughnut2100: Chapter 4-The finale: Run, run, do not look back. Run, run, do not look back. I murmured this to myself as I was running as fast as I could, while dragging a 200 pound man, down the street. This street was obviously isolated and not your regular joe type of street. All that was here was old and burnt buildings; what seems to have been left from a destructive battle. "I think I lost them," I said out loud. All I heard in reply from Boris was a gurgle and an in-pain noise. I found some bits of a first aid kit. These included some band aids, latex equipment, and cotton balls. I applied some of these things to Boris, and I managed to slow the bleeding for him. After a while, the view was looking different, so I thought I was getting further away from the Germans. This calming hypothesis got shattered by the sound of a bullet being fired. I then heard someone yelling at us, "where do you think you are going?" I was pretty shocked. "Wha... How?" I stammered. "Oh, you must be new around here. There were two lanes to this; You were on one, and I was on the other one the whole time." The deep, unknown voice continued, "what a fool! Well, we will not do a cowardly move, as easy as it is to get rid of you this instant. I have a proposal for ya." Right after that, a tank went right through a building on a side of the lane. A shadowy figure stepped out of the tank, and waved at us. "How about a duel to the death against the one on top of the german war commander hierarchy?" I had no other alternative, so I accepted. I moved Boris to a lateral wall. "So how will this be made fair?" I asked. He went on to explain that it would be a fist fight, without weapons. Also that the people he brought with him would not interfere. I was surprised at seeing he actually wanted this to be fair and square. However, after all I had been through, I would watch my surroundings and not fall entirely into this sense of security. I quickly thought of all the Jet Li and Rambo movies I saw as a child; searching for some epic move to finish this. Unfortunately, that was just a blur, so I simply recalled the opening poses they did in them. It then began by him sprinting towards me. I got ready to block any attempt he would try. As he came at me with a fist, I ducked and he went a little past me. We then both turned to face each other again, and I started punching him in the face. Not all of the punches went towards his face, but I did manage to upper cut him right under his chin. He stood standing though, so I looked at this as a chance to do something more powerful, and went for a kick in the stomach. That was successful, and this time he fell, slowly to his knees and then completely to the ground. I stayed close to him, and that was a mistake, as he spun his legs so I would trip. His next move was pinning me down, and grabbing my neck. What a sneak attack! I rendered useless, because he caught me off guard. This is the end, I thought. Just then, I hear a gunshot, and the German leader loosens his grip on my neck to soon after release it. I hear a stutter and then silence. A distant laugh is heard, which became louder and louder. A person, I believe from the Germans side, walked towards us. "That chump never gave me my foreign chocolates that I asked for months ago, thought it was time to teach him a lesson," he said with more laughter, "i'm done with these Germans, and now that the leader is taken out, everyone will be lost. Therefore, war is over! Come on, lets get out of here." And so we did. Boris healed up eventually, and we were ready for anything that was to come. Good luck all :)
  20. Pathfinder

    Total Damage Per Second...(Small GUİDE)

    Yeah, as MAFIOZA already mentioned, DPS doesn't really mean much for most of the weapons :p I think Smoky, Thunder, and twins are the ones where this calculation might be useful. The other weapons operate in such a way that the average damage means little
  21. Pathfinder

    Total Damage Per Second...(Small GUİDE)

    Rico, it does 73 DPS while shooting, but it must recharge. I did the calculations for my Twins/Rico comparison :) You didn't take into account Smoky's critical hits. With this taken into account, I think it's 2550 DPM or something, I did the calculation for my Smoky/Thunder comparison :) Firebird, Isida and Freeze, I don't think you should calculate the 'average' it doesn't really mean much on its own, since you won't be firing constantly and you will be reloading. I think a more useful stat is just DPS while firing :) so was it 72 and 68 if I remember correctly for fire and freeze? Shaft and Railgun too, DPS isn't really significant on its own, I think it's just better to look at damage and reload separately.
  22. Pathfinder

    [Issue 30] What to mount on: Titan

    Welcome, readers! Many times in the past, the newspaper has focused on the weapons which make our game so dynamic and versatile. But what about the other half to these weapons? Yes, hulls. Without the right hull, many weapons can be rendered useless. But, if you can find that right combination regardless of whether it's extremely popular or hardly seen, you can be sure to dominate all of your battles. So, here's the penultimate in the series; I'll be taking a look at Titan, and how its unique combination of speed and health can prove useful with a wide variety of different weapons. It's a tough job to live up to the standard set by our GoldRock who wrote all the previous articles in this series. I will do my best, and I hope I can do it justice! Titan/Smoky. Very effective in a variety of situations. Titan's formidable weight neutralizes Smoky's own recoil, as well as stabilizing it from enemy fire, and, when combined with Titan's immense health, allows the user of this combo to defeat most other enemy combinations at close, open range. Although Titan is relatively slow, Smoky's decent range means that you don't need to necessarily catch up with an enemy to kill, and if an enemy is catching you up, Smoky's impressive impact force can help keep the enemy at bay. Its sluggish speed can let you down on very large maps, and while capturing flags, where speed and maneuverability are key. But if you choose your battles and positions wisely, this deadly combination is definitely one to be feared. Overall effectiveness: 8/10 Titan/Firebird. A little slow, but still usable in particular situations. There's a reason why this combination is not generally seen on the field of battle. Although strong at close range, Titan's poor speed just is not enough for the demand of a weapon as dynamic as Firebird. When dealing with enemies, you will find they will make a quick escape, leaving you exposed and in their dust. There are situations, especially CP, where the high damage/high hit point combination begins to shine, but in most cases Firebird is just out of place with Titan. Overall effectiveness: 6/10 Titan/Twins. Providing more than enough health for the sustained firepower of Twins. Twins have the power to shoot continuously without the need to reload, so a heavy hull like Titan is perfect to maximize this advantage. In smaller maps and CPs in particular, Titan mounted with Twins is one of the strongest combinations around This combo can take on pretty much any other with success at short range. Obviously, the downside with this combo is its poor speed, making play on large maps extremely difficult, especially with the limited range of Twins. But, if you choose your game wisely, this combo can easily dominate the game and earn high scores. Overall effectiveness: 8.5/10 Titan/Railgun. A little slow, perhaps not bringing out the best in Railgun. Railgun is a weapon that does not pack a high sustained damage, and it requires the user to be nimble, staying in cover while the charge reloads. Thus, Titan really wasn't made for Railgun. As a user of this combo, you will find it extremely difficult to escape from an approaching enemy really wasting the full potential of this weapon. The bonus health you get from Titan is quite poorly placed with a weapon that likes to keep its range. Overall, I suppose there are a couple situations where this combination may not be terrible, such as large maps and defending in CTF. Here, this combo may just be usable. But why not take Hornet on a large map, or take Twins in defense? They are certainly much better options! Overall effectiveness: 5.5/10 Titan/Isida. That extra health can help, but this does lack in crucial speed. In my view, Isida requires speed mainly due to the fact that it's the got the shortest range in the game. Whilst the hull has a fair amount of health, it's not important if you can't keep up and attack the enemies! Therefore, this combination might not be as effective for charging down opponents, but it would still be decent for reaching your allies and healing them, due to it's extra health. Therefore, this combination has its upsides. That said, it's not that balanced, as you wouldn't be able to play too offensively with Titan/Isida (except when using supplies). Nonetheless, it's still a decent choice, and it wouldn't be bad if used to take up a supporting role. Overall effectiveness: 6.5/10 Titan/Thunder. A solid combination, with the added bonus of looking pretty great. With Thunder’s impressive range and instant firing time, this combination can be very effective. Thunder means there is no need chase anyone down. You can stay at range and fire, meaning the lack of speed this combo has is not too great a hinderance. Combined with the splash ability of Thunder, there won't be many places for the enemies to hide. I guess Titan lacks some speed, which means that users will not be as agile and nimble around the field as some may like. But in certain situations such as DM or CP, this does not matter too much. It can offer an effective choice. Overall effectiveness: 8/10 Titan/Freeze. A decent combination, can be useful particularly in defence. Unlike the other short range weapons, Freeze has the ability to effectively ensnare enemies, preventing them from escaping. This means that once you have locked on to an enemy, your lack of speed won't matter too much, since no matter how fast they are, they won't outrun you while frozen! The high health of Titan also allows Freeze to utilize its long shooting time. This combination appears slightly unbalanced at first sight, and it is To be honest I would prefer slightly more speed and agility in general with a short range turret. But this combination can certainly be dangerous, and it can be used to its maximum potential in smaller CPs and defense, where Freeze can slow the enemy’s escape, and Titan's health and weight can allow you to successfully push enemies keeping them from your flag. Overall effectiveness: 7.5/10 Titan/Ricochet. Perhaps lacking that crucial bit of speed. Unlike its counterpart, Twins, Ricochet lacks the ability to fire constantly, being able only to fire short but powerful bursts of damage. Due to this aspect of Ricochet, it is best suited on a faster and more nimble hull, which will allow you to empty your clip, and make a quick getaway while reloading. With Titan however, this is impossible, meaning you are exposed when you have fired off your clip. Having said that, this combo is still one to be feared, and it extremely hard to take down at short range. Ricochet after all packs 73 damage per second, and in one clip can take out your Viking or Dictator. But all in all, I personally would prefer my Rico with a bit more speed. Overall effectiveness: 7/10 Titan/Shaft. A generous amount of health for the stationary nature of Shaft. Actually, this combination is a fairly good one. It's faster than the standard camping hull Mammoth, so it can be used to reach camping spots and to move around a map to different positions more quickly, but it is still woefully sluggish. If you want to use Shaft in an offensive way (i.e. to move up a map into an enemy base whilst stopping to pick off opponents), then this wouldn't be a great choice, however, Shaft isn't often used in that way, and it's probably because it's quite vulnerable if it gets too close to an opponent, especially if it's on a hull with lower health. Therefore, the generous amount of health that Titan packs can be perfect for a camping Shafter. Overall effectiveness: 8/10 Overall rankings: Titan/Firebird - 6/10 Titan/Isida - 6.5/10 Titan/Freeze - 7.5/10 Titan/Twins - 8.5/10 Titan/Ricochet - 7/10 Titan/Smoky - 8/10 Titan/Thunder - 8/10 Titan/Railgun - 5.5/10 Titan/Shaft - 8/10 So there you have it, my educated opinions on each of the combinations involving Titan, from the perspective of the hull itself. The immense amount of health that Titan possesses can certainly compliment particular turrets perfectly, though others won't see their full potential on this hull. Next up, and to conclude the series, will be the mighty Mammoth, so make sure you keep watch for that article. Thanks for reading! Feel free to let me know your feedback below, or to share your own thoughts. It's all appreciated! See you in the battle!
  23. Pathfinder

    What to buy? Which is better?

    Best paint (assume fully MU) for viking thunder? Same question for Isida viking, twins viking and freeze viking?
  24. Pathfinder

    Let's Discuss Paints!

    Best paint (assume fully MU) for viking thunder? Same question for Isida viking, twins viking and freeze viking?
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