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Posts
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If there is a last-cap-wins in CTF or 90+ kills in TDM, they should close them from the available pools. I mean, what good is it entering a battle with the opponent leading 6-0 and is already halfway to the base with the flag in hand? They need to fix the algorithm of battles available. If it is tied or within 1, then I can understand. But why waste our time putting us in battles where the outcome is not in doubt?
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There is a certain angle where a Magnum does not have to expose his turret to hit the other side of the map, especially if he is camped behind a wall on an elevated platform. Kunger Blue and Brest Blue have these spots.
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Why aren't you hiding behind a wall with this turret?
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Maybe it would work better if you started destroying stuff.
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That happened to me on the red side of Noise camping at the top of the tunnel ramp.
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They increased the load and angle timing. Wah habben???? I already acquired a "touch and timing" for certain tricky in-between shots. The new timing is slow and it is throwing me off. Why dey do dis?
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Totally helpless against the close range in-fighting turrets. And it feels so noob not being able to turn this turret! :lol: But difficult to detect, approach and dig out once good cover is found.
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Then they don't realize the potential of Magnum. I may not steal the flag, but I do know a bit of how much power to use with the (optimum) angle I use. When I hear my teammate has stolen the enemy flag, I either aim for the Shaft/Striker that has the best angle on him (usually the one that is aiming diagonally across the map, or I try to hit the spot behind my teammate carrying the flag to slow/stop pursuit. Defense is a bit tough, but at 10 degrees at 15% power, just drop on the flag. They should at least practice with "touch shots" aiming on those sneaking across the bridge or trench their side. I found an optimum angle to use in Brest - I can hit the other side without exposing my turret. Works well for both sides, but better on blue because it provides full frontal coverage. I practice on a private map to see where the shots go at certain angles and power. In that sense, I can get to know what the turret does without the distraction of actual battle. Some may find it a waste of time and prefer "live" practice, but in private practice you can make mistakes that won't cost you.
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It's pretty useful in a support role in large maps at my level, particularly the blue side of Brest and Kungur. You just have to find the "base/optimum angle" for each map. I don't like to expose my huge turret to a possible Shaft shot, so I find lower angles I can fire across at full power. This is a camper's dream turret. You can shoot over walls without the need to leave cover.
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