Smgs has bayonetss!!


(Hot-Wire) #1

Bayonets: SMG, AR
Gun Shield: AR

They lower accuracy and absolutely kill swap speed.

Skills are purchasable at level 20.

2 Costume sets.

I haven’t played online yet, still messing around with my sets. Gonna test how many mines I can place the moment I get online though. Get back to you in a bit.

Actually on second thought, not everyone may have the DLC just yet, so it may freeze my game when I get on due to conflicting data… Gonna test on bots first.


(iezza) #2

Oh no. If the title is true. ****. that was one of the main advantages AR’S would have had… is it atleast weaker?


(Hot-Wire) #3

I don’t know yet. I’m just playing around with weapons customization right now lol.

The bayonets look the same on both AR and smgs though.

Aww no shields for LMGs…


(iezza) #4

[QUOTE=Hot-Wire;363525]I don’t know yet. I’m just playing around with weapons customization right now lol.

The bayonets look the same on both AR and smgs though.

Aww no shields for LMGs…[/QUOTE]

What are the sheilds for?


(Hot-Wire) #5

Blocking shots lol. Just protects part of the body, not that big.


(iezza) #6

As in- what weapon?


(Hot-Wire) #7

only assault rifles


(iezza) #8

Aww godarn it. atlease SMG’s dont have their mits on them. can ye do me a favour and check if mossington has bayo or sheilds?


(Hot-Wire) #9

shotguns get nothing


(iezza) #10

Kaythxbai.

Thanks.


(Hot-Wire) #11

Yep no problem


(SinDonor) #12

(Hot-Wire) #13

I can place 3 mines. 1 pyro, 2 normal.

Pyro mines blow up and burn on spot for about 5 to 7 seconds.


(iezza) #14

Ahh cool. thx.


(Hortey) #15

Wow so heavy weapons get nothing?

If that is true I’m going to mess around on the new maps and trade this game in in a couple days. Why bother making heavy weapons balanced then give shields to AR’s only? You just made mediums better at the heavies job than heavies… agian.

way to screw up the game every time you try to fix it SD, this is for sure the last SD game I ever look at.


(Hot-Wire) #16

Lab

You spawn outside and run into the lab. The lab is 3 stories and you constantly fight around these 3 floors.

First objective for Resistance: Blow up elevator shaft

Second objective: Repair the bio sequencer

There’s a shortcut an operative can hack on the second part.

Third Objective: Take the Arkoral Sample from the bio sequencer and deliver it to the Submarine area.

Mission complete

Oh you also now can level past 20. I think 24 is the max.


(Seiniyta) #17

[QUOTE=Hot-Wire;363573]Lab

You spawn outside and run into the lab. The lab is 3 stories and you constantly fight around these 3 floors.

First objective for Resistance: Blow up elevator shaft

Second objective: Repair the bio sequencer

There’s a shortcut an operative can hack on the second part.

Third Objective: Take the Arkoral Sample from the bio sequencer and deliver it to the Submarine area.

Mission complete

Oh you also now can level past 20. I think 24 is the max.[/QUOTE]

So on first impression, good map?


(Hot-Wire) #18

Yeah it was fun. This level focuses on being 3 floors in a very tight area.


(Hot-Wire) #19

Pyro grenades work just like caltrops except instant damage when blowing up and the flames lasts only a few seconds.

Founders tower

Resistance:

Defend the hack site in the lobby

Welp defending the hack site didn’t get me anywhere. AI couldn’t break through lol.

The Hack site is EXTREMELY defendable/campable with 2 entrances… 1 downstairs and 1 upstairs. The map itself is filled with several nooks and crannies and plenty of area to climb. I’m going to play the security side to see what the next objective is.

But anyways according to the campaign summary of founders tower (or rather founders Keepers)

Hack the lobby door
Destroy Elevator Obstruction
Destroy Office Door
Remove Detonator
Dispose of the Detonator

YEESH this is the Resistance’s Refuel.

Also these are not what if missions. These missions continue the story. Day 22 and 23 I believe.

The healing deployable the medic has is deployed just like a turret. It is there forever until the enemy destroys or you deploy another one. The deployable has almost no health whatsoever, just like the satchel charges. Dies in 1 or 2 hits. You get points for people healing inside the area. 5 points per a second per a person. The health deployable has no recharge time so you can keep deploying as long as you have pips.

Also and yes, it heals ALL OF YOUR HEALTH as long as you stay in the healing aura for the long haul. Meaning even command post buff health.

You also get points for healing yourself in the deployable.


(RabidAnubis) #20

Shouldn’t the HMG’s Have the shields!