On March 06 2012 14:40 Divergence wrote: Ok so I officially suck at HoF. I've been trying to learn Doombringer but I rarely stop cappers and most of the time I don't even see them coming. I feel like it's impossible to sit on the flag safely because there are always enemies around the flag stand killing me, which makes it impossible to do any defence. Anyone got advice?
Shoot the enemies or get better defense. As for spotting cappers, just spam spot at all the common cap routes. Theres only 4 routes or so for each map, in some cases less. Just make sure to watch for them all and jump up in the air when the capper comes.
On March 06 2012 14:40 Divergence wrote: Ok so I officially suck at HoF. I've been trying to learn Doombringer but I rarely stop cappers and most of the time I don't even see them coming. I feel like it's impossible to sit on the flag safely because there are always enemies around the flag stand killing me, which makes it impossible to do any defence. Anyone got advice?
i always love it when doomies throw up a FF right as im coming in for the flag. i rofl everytime i die to it. it's like my favorite thing in T:A right now
A friend had an interesting bug yesterday. My friends list showed him as in game while he was in the lobby and he received ~2k XP apparently every time a game on the server he last played on was over.
Also, please someone help me out on this:
On March 06 2012 03:00 Khalum wrote: I'm back with another question:
From today's patch: Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.
I've seen several upgrades throughout the game that mention "+damage to armored". What exactly is considered as "armored"?
Someone answered that few pages ago. Players are not armored, everything else pretty much is, turrets, vehicles and so on.
The new badge system I guess is meant to get everyone to try all the roles and learn about those, for me it's just free xp. Too bad it wont really reduce the amount of people sitting at generator. I really hope we get the priv servers in next patch.
On March 06 2012 03:00 Khalum wrote: I'm back with another question:
From today's patch: Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.
I've seen several upgrades throughout the game that mention "+damage to armored". What exactly is considered as "armored"?
Basically it does 20% more damage to turrets, sensors, gens and vehicles. Basically anything that isn't a player.
The generator doesn't count as armored. At least not when I'm playing Brute. The Heavy Spinfusor does 980 instead of 1620.
Yup, no extra damage on the gen when I play as soldier. So that's probably intentional.
huh, they must have changed that then, I remember doing more damage to gens than to players. Then again, I haven't gen-raped with anything but infiltrator stickies is ages.
On March 07 2012 18:01 VoO wrote: Any idea about what upgrades to buy with the sentinel? I got the rifle at max but don't know what to upgrade or buy next...
Having no idea about the actual sentinel loadout, I'd assume upgrading the belt item and/or armor can't be too bad.
Armor is usually what you want to upgrade pretty fast, for any class. For sent you should save xp for the falcon if you are playing it a lot, it'll make killing most classes(except good raider, you might as well press K) pretty easy.
On March 07 2012 18:01 VoO wrote: Any idea about what upgrades to buy with the sentinel? I got the rifle at max but don't know what to upgrade or buy next...
The rifle is the most important upgrade as far as i can tell. After that buying the falcon could be really useful if you get engaged in short range combat a lot, it is a pretty potent SMG. Other than that, there is not much that seems "mandatory" for a sentinel.