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View Full Version : Random Gameplay Hints/Nuances



Zallis
12th Sep 11, 5:29 PM
I figure we should compile the random little nuances of infoo that can help make a difference. There don't seem to be many, but I've noticed a a few:

1) Devastators (and possibly tacs) run faster with the bolt pistol drawn. A tac will normally outpace a devestator/havoc during the first seconds of the match when everyone is sprinting madly to get outside and do stuff. The tac actually seems to WALK at the same rate that the dev runs when he has a heavy weapon. Switching to a bolt pistol will let the dev run at the same speed as everyone else.

I've tried it with the tac in an informal race between me and a random guy, but he was lagging and twitching all over the place, and stopped sprinting after a while, so whther switching to the BP and combat knife helps is inconclusive.


2) Devs with heavy bolters can shoot through cover, but only if you're really close and aiming at something behind and far away from the cover. The chest-high chunks of fallen masonry in the Sewers level are the perfect example. On the higher level spaces overlooking the central area, there are blocks of stone that you can set up/brace the heavy bolter so that you're basically jammed up against the block, and you can fire through the block to the opposite overlook. Your targeting reticule has to be pointed at something reasonably far away, and if you look too far down, you'll end up shooting the cover you're hiding behind, but you can still use this to your advantage, as other people can't shoot through the cover from the other side (they're too far away) and hit you.

That's all I can think of for now. Add more of these little nifty facts, so fellow forumers can go online and shit all over some random people's days.

Misiok
12th Sep 11, 6:06 PM
Yeah, the second hint you wrote is a bit odd. In the players perspective it looks like the bullets should hit the cover, but instead the gun manages to fire either through it, or right above it. I guess that's planned.

My hint - apparently rolling/jetpack dashing to the left/right covers more distance than forward/backward.

KDR_11k
13th Sep 11, 1:19 AM
Discharging a plasma weapon while stunned will lose the charge but if you hold the button down until you are no longer stunned you can fire it normally.

Plasma charges can be canceled by hitting R but you may need to hit it multiple times. Helps conserve ammo, especially with the cannon.

It's obvious but who jumps first also lands first. In an ASM duel you should not jump until your opponent does (or if you want to go into ranged combat instead) so he can't slam on you.

All classes carry a bolt pistol (except ASMs with a plasma pistol). That may be a safer choice in close quarters than e.g. a plasma cannon.

Sabulum
13th Sep 11, 6:05 AM
For ASM, the fire coming out of your jumppack corresponds to when jump is available.

Misiok
13th Sep 11, 6:11 AM
It has two stages. When it just lights up, and when the flame comes out. Each of this detail gives you information about how many jumps you have left.

ADS
14th Sep 11, 6:25 AM
ASM\Raptor shoulder charge animation - press aim (or toggle aim) to interrupt, you will able to immediate melee attack.

Chad Ghostal
14th Sep 11, 6:34 AM
When facing plasma devastators if possible run towards them, must won't fire if you get in their face for they know they'll kill themselves. Also if you fire at the enemy and he isn't trying to finish you off, good chances he's hiding around a corner to regain health, sometimes it's worth the risk to attack the corner you think he's hiding in, be aggressive.

Shuma
14th Sep 11, 7:15 AM
If i'm a Plasma Devastator i am going to fire in your face, at least that way i take you down with me.

Sturmhaubitze
14th Sep 11, 7:29 AM
If the Plasma Devastator has an Iron Halo, and you didn't break their armour beforehand, they're better off shooting because they will probably survive the splash damage.

Plasms Charges can also be cancelled by a melee attack or stun attack, though the former takes less time to do. So if you see a Plasma Devastator walking around with a charge, and then kicking for no reason, now you know why.

Misiok
14th Sep 11, 7:33 AM
They can also be cancelled by pressing the R button. Works for all plasma weaponry.

Chad Ghostal
14th Sep 11, 7:52 AM
@Shuma, most of the time their reaction is to stomp you or try to melee, rarely is kamikaze their thoughts. Also, you forget you get the combat roll, once your close it's only one more roll to get around them. I usually carry a melta, so it's 9/10 lights out for them. Less scary tactic is simply throw some mastercrafted grenades.

Also not sure if this rings true with plasma or dev's in general, but fun fact, planted heavy bolters, turning radius with their gun is greatly reduced.

Sturmhaubitze
14th Sep 11, 8:06 AM
Yeah, a braced heavy bolter simply cannot turn fast enough to keep up with a close range enemy. Bracing yourself with your back against a wall can minimize this, but then you're making yourself an easier target for grenades, overcharged plasma cannons, and other things. Generally better to unbrace and move if attacked up close, with the exception of when they're not even bothering to strafe around you.

Arad
14th Sep 11, 8:49 AM
If you're sprinting off a ledge to a lower level as assault or tac, roll over the edge. If you just run off, your forward momentum will revert to that of the standard march, but if you roll, you can keep your momentum even if you need to start sprinting again once you land.

Hangfire
14th Sep 11, 10:37 AM
http://www.yumcha.org/2011-09-14_00004.jpg

Play with meeeh! That's my hint!