[TIPS] T:V Helpful tips.

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PyroTeknik
09-01-2004, 01:01 PM
The burner rocks for flag D. Set the flagstand on FIRE, baby!

I got 30 kills with the thing last night on one map (the one with the 3 ruined buildings, whatever it's called).

This tip was brought to you by: :flame: TROGDOR!! The BURNINATOR!!! :flame:

Weird.
It doesn't do that much damage when burninating.
A direct hit spells doom for any light though. Very cool weapon when playing HoF, you can basically block off their entire "flight" area and MA them in the face when they come in.

EDIT:
Do not understimate the power of the blaster/burner + speedpack combo. Instant doom for anything in your sights, provided you have a good aim (except a heavy with shields).

Amadeus
09-01-2004, 01:09 PM
http://www.upload.serverseed.com/pictars3/burninator.jpg

Writer
09-01-2004, 01:27 PM
I like using the burner midfield as well, to create a screen during a duel -- blocking the enemy's view. The burner also seems to induce "panic" in some players. Both of these are very useful in a fight. :)

Thanks for posting the image, Amadeu5. :)

Amadeus
09-01-2004, 01:29 PM
Anytime. :)

-iA- Sass
09-01-2004, 01:37 PM
3. Deployables are more useful on offense than defense sometimes. Mining enemy Catapults and entrance ways. Dropping a turret behind thier base, etc.

7. You don't have to have a spinfusor in every loadout. Seriously.

I'm going to stab you in the head if I ever see you or anyone else carrying turrets to the enemy base. Just because you might get a single kill out of an offensive deployment doesn't make it better than having it for defense. If you drop a lone turret somewhere near the enemy base it might pepper some people who ski/jet by, but it's going to be disabled in no time meanwhile someone at your base is wondering where the hell the turret is. Turrets aren't effective alone, not to mention when there are 5 spawns nearby.


And as true as #7 might be, it's a comfort thing. Actually I still can't think of any position where you don't want it. It provides excellent damage and knockback power.

Half-Wit
09-01-2004, 01:40 PM
MD + Chain + Speed = win. I was playing MD on winterlake last night, and all I did was set up 3 turrets in the capping route( 1 on hill, 2 on top of base ) and then sat there and bb'd some cappers with the buckler, and the ones i missed, I just chained for 3 seconds and killed them cause of my turrets bringing them down in health.

Killjoy
09-01-2004, 01:42 PM
I'm going to stab you in the head if I ever see you or anyone else carrying turrets to the enemy base. Just because you might get a single kill out of an offensive deployment doesn't make it better than having it for defense.

And as true as #7 might be, it's a comfort thing. Actually I still can't think of any position where you don't want it. It provides excellent damage and knockback power.

Actually as short of a life time as dept turrets have on defense, note i said sometimes btw, it can actually be useful to offensively farm, and its not about getting kills..its about distraction

Bridger
09-01-2004, 01:45 PM
Basically...

These tips suk for the most part. Please review with at least Vet3s what you want to post beforehand, thx.
Because nobody who didn't register after 2001 could ever be any good at a tribes game :rolleyes:

PyroTeknik
09-01-2004, 01:48 PM
And as true as #7 might be, it's a comfort thing. Actually I still can't think of any position where you don't want it. It provides excellent damage and knockback power.

HoF.
Most enemies come flying in, and the chance of getting MA is not worth losing your flag for (especially when they're shooting at you and come in quick succession).

My HoF loadout is Mortar/Burner/Blaster. The burner will own any cappers, the blaster is great for killing those goddamned pods and killing any capper that didn't clear the stand fast enough and the mortar... well, it's the mortar.

-iA- Sass
09-01-2004, 01:53 PM
Actually as short of a life time as dept turrets have on defense, note i said sometimes btw, it can actually be useful to offensively farm, and its not about getting kills..its about distraction

Yes, distraction is important, but if someone on your team is actually placing turrets in good defensive positions, there is no way a turret you bring with you is doing more good than harm. The only circumstance I can think of is if the turret is somehow helping you as HO to completely lockdown their base, but I have yet to see anything like that.

Otherwise, the value of having someone getting a few dings from the turret and only having to turn around to heal up is not comparable to someone getting killed much faster at your base and having to respawn and ski back over.

-iA- Sass
09-01-2004, 02:00 PM
HoF.
Most enemies come flying in, and the chance of getting MA is not worth losing your flag for (especially when they're shooting at you and come in quick succession).

My HoF loadout is Mortar/Burner/Blaster. The burner will own any cappers, the blaster is great for killing those goddamned pods and killing any capper that didn't clear the stand fast enough and the mortar... well, it's the mortar.

True, but I have yet to see the blaster used as effectively as disking a capper off course if you're playing slightly off flag heavy. That being said, I will have to try the blaster more, and it is funny when an enemy gives me a fantastic boost off their flag (where I would have died otherwise) with a disc to my ass.

I'll even add that as a tip, if you're disking a capper, shoot to his sides and his front, giving him more forward momentum is bad bad bad.

Dr. Love
09-01-2004, 02:21 PM
Wait so the blaster is actually usefull??

PyroTeknik
09-01-2004, 02:25 PM
It can be.
In most cases, the disc is preferable because of the splash damage and knockback, but the blaster is still a decent weapon.
Doesn't use that much energy, decent rate of fire and the projectiles travel very fast.

I'd need someone to help me test wether or not it goes past shields.

Dr. Love
09-01-2004, 02:28 PM
It can be.
In most cases, the disc is preferable because of the splash damage and knockback, but the blaster is still a decent weapon.
Doesn't use that much energy, decent rate of fire and the projectiles travel very fast.

I'd need someone to help me test wether or not it goes past shields.

Sign me up, I need to do some testing as well