Unused Ability Points


(Bittermetal) #21

I’m glad people are talking about SoP’s ill-conceived control choice. The WASD? Really. Here’s hoping we can get that changed to mouse control.

Also… Anyone else not getting SoP while Firewalling and Upgrading command posts? Seems SoP should work for those too.

Moreover… My Lazarus Grenades do not “Revive all team mates within its healing cloud” as the description suggests. it seems to heal a single teammate.

Regarding the MEDIC and upcoming DLC: It seems the medic can do so much already. Why give him the super cool healing station mentioned for the DLC? Sounds great. And I will surely use it. but…

Would be cool if soldiers could deploy weapon supply cache’s ala Battlefield 2 or something similar.

Operatives need some sort of buff. There is a thread that is guessing a silent running buff is coming. That could be interesting. How about a melee buff? Operative could lend that for +melee dmg. Or… Poison buff to coat knife in poison for continued and accumulative knife damage after initial swipe.

Would allso be cool if Operative could toss out adhesive wifi adapters to nearby teammates to either boost the signal of a long distance hack OR boost the speed of the hack—mildly similar to the way file sharing works. The more seeds the faster the download (such as torrents and…uh or so I’ve heard. I know nothing of that sort of Tomfoolery). But the hack reception signal returns to normal or reduces incrementally as teammates move out of range or die.

Finally, why can’t Operatives spot their remote controlled turrets as easily as the soldier can spot his satchel charges in the game world? It took me a long time to realize you can take control of your remote-device turrets from just about anywhere in the gameworld. This is super handy if you want to scan a remote area and works as a sort of spy camera that mows down and enemies on sight, if used properly. But its not clearly visible or outlined through walls, like the satchel charges; so you have to remember where you put them and slowing scan in that direction until the yellow outline appears and “PRESS <F>” is shown.

While I’m on it… Why is the camera resolution so horrible when viewing through remote controlled turretd. That’s kinda funny.

Oh one more… when a Soldier is down…but not dead, why can’t he set off his satchel charge if he can still see it in the game world?


(Kalbuth) #22

[QUOTE=Jimmy James;346094]I have five level 20 characters, one specializing in each of the four classes and a Jack-of-all-trades build. The class-specific builds have all their class abilities and most of the universal abilities leaving them with four extra points (except my Soldier which has seven unspent points because I don’t really use grenades at all).

So, I had some questions about a few of the universal abilities I’ve never tried and was hoping for some advice in what other abilities I should invest in.

I have never tried these universal abilities (though my characters use all other universal abilities):

Grenade Shooting: The description says you can only shoot your own frag grenades. Is this accurate? You can’t shoot enemy grenades, teammates grenades, or non-frag type grenades?

Sprinting Grenades: I don’t really use grenades that much but when I do it’s usually for defense instead of offense, or to blow up mines/turrets but I’m usually not moving when I throw grenades.

Sense of Perspective: This ability confuses me the most, apart from the Command Post capture this seems like an engineer specific ability (don’t get me wrong, Engineer is my favorite class). According to the description it takes away the ability to move while repairing, constructing, and capturing Command Posts but gives you the ability to free look around your character while doing these tasks. Frankly, I think I’d rather rely on Combat Intuition and the ability to move around.

Have people found these abilities useful? I’d like to spend my extra ability points but I’m torn between filling out the universal abilities and investing in a secondary class for my class-specific builds.

Thanks for any input,
JJ[/QUOTE]

Just talking about what I tried : Grenade Shooting.
At least for Soldier, but I wish I had taken it for my dual Med/Engi, it is … well, a pre-requisite.

Soldier is grenade based, and grenade shooting make nade usage 80% easier. You throw, and it’ll detonate exactly when and where you need it, not before, not after.
Shooting the nade is easy, just aim in the general direction, no need for pixel perfect hit on the nade (the hitbox is probably huge).
and you can hit other’s grenade too, including ennemy ones.

It only works on normal grenade, which is logical : molotov are are exploding on contact, that’s how you control explosion timing, and shooting on flashbang is a bit silly, because shooting requires looking at, and this would mean you are going to be affected by the flashbang :wink:

One of the most important Common ability, if you ask me

EDIT : wow, I wrote it in a hurry, that was horribly written. Corrections made


(Bittermetal) #23

[QUOTE=Kalbuth;346506]Just talking abuot what I tried : Grenade Shooting.
At least for Soldier, but I wish I had taken it for my dual Med/Engi, it is … well, a pre-requisite.
Soldier is grenade based, and grenade shooting make nade usage 80% easier. You throw, andit’ll detonate exactly when and where you need it, not before, not after.
Shooting the nade is easy, just aim in the general direction, no need for pixel perfect hit on the nade (the hitbox is probably huge).
and you can hit other’s grenade too, including ennemy ones.

It only works on normal grenade, which is logical : molotov are areploding on contact, that’s how you control explosion timing, and shooting on flashbang is a bit silly, because shooting requires looking at, and this would mean you are going to be affected by the flashbang :wink:
One of the most important Common ability, if you ask me[/QUOTE]

Nade shooting is a must and essentially frees you from needing to cook a nade. Also that means there is no need to buy the “run while cooking a nade”

Nade shooting with the two nade upgrades (+dmg and +splash dmg radius) are also essential for a strong Soldier class.

Operative is actually pretty strong if used strategically. Not only can you hack turrets and make them yours, you can then place a remote device on them and take control of them from anywhere in the game world (see my above post). Engineers can’t even manually control and fire their own turrets from remote locations. But like an Engineer, the turret is yours until it is destroyed. If damaged, then it can be repaired by an Engineer.

Spike grenade are a must for operative. I stop a lot of command post takeovers by placing a stick/spiked nade on the command post. It will stay there for a surprisingly long time.

Satchel charges for Soldier are great to put on Command posts, and other objective locations. As soon as I hear someone is hacking or taking an objective where I have place the charge… then I detonate that charge specifically with a lot of great result.

Strategic use of the medic abilities can be key to. If a soldier is planting a HE charge or Op is hacking an objective, Engineer buidling side stairs or barricades… Stick them in the neck with adrenaline so they can get it done without being immediately hurt. Also jab them with +metaobolism so they heal quick while at work. Speed boost really helps teammates who are transporting files objects from one location to other.

Upgrade command post is one ability you should buy even if you don’t regularly play Engineer. You can go to a command post and change to Eng, then upgrade the CP giving the entire team either increased health pip or supply pips. Very cool