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Re: Armor Abilities: Tips n' Tricks

Fri Nov 30, 2012 4:07 am

Criporc wrote:
Shield: every time you're about to die, put up your shield. I think the enemy team's kills would be drastically reduced if EVERY person they shoot at uses a shield. This would reduce enemy ordnance, as well. I suspect you could have big team games ending 100-25 quite often. And imagine the rage!

who's up for trying this?!


We used to do this in MW2 all riot shields it was hilarious id be up for it.
 
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Deaf Smith
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Re: Armor Abilities: Tips n' Tricks

Fri Nov 30, 2012 4:41 pm

<cite>URBANLEG3ND posted...</cite>
<quote>More Specialization videos to help you decide! This time we have Pathfinder, Engineer, and a Part 2 for Stalker's 'NEMESIS' Mod.

Pathfinder - http://youtu.be/RG55rNH6eSI

Engineer - http://youtu.be/7Hii06riPHA

Stalker (Part 2) - http://youtu.be/CbI8owM1zAc

...and here are the rest in case anyone missed them.

Wetwork - http://youtu.be/kULQrIeiZjA

Operator - http://youtu.be/nY4nDYzTUI4

Rogue - http://youtu.be/DRMiNViU0cU

Stalker - http://youtu.be/a7zMOMhqcgg

We hope these videos help you guys out!</quote>
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Bloody Initiate
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Re: Armor Abilities: Tips n' Tricks

Sat Jan 19, 2013 10:51 am

Your hologram does not benefit from the stealth perk.

This is a good thing because you can be invisible to Promethean Vision but produce a hologram which isn't. As usual with holograms if someone sees you create it then you're screwed, but usually PV users have to rely on their motion tracker to save their PV charge. So you move, stop moving/crouch and create a hologram so their motion track shows only one dot, then they activate PV to line up their shot and they attack a hologram. You will have been crouch-walking behind the hologram so that you're close enough to attack but far enough behind it that you won't be in danger.

Try it next time you have a CQC camper. You never know exactly when someone is using PV, but since it has limited charge like all AAs then they will likely be switching it on and off often to save charge. When I use it I get an idea of their movement, deactivate it to save charge, then reactivate it to line up my shot. If most people use it like I do, they won't be ready for stealth + hologram.
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Re: Armor Abilities: Tips n' Tricks

Mon Apr 01, 2013 1:50 pm

Actually you do know when someone activates it and you also know if they have it active by looking at their helmet. if they are behind a wall and use it usually the radar will show you their dot for a moment then have a circle expand from their dot that circle expanding is PV. If they run past/at you with it active there is a orange light flashing on their helmet. these are just small tips for when you fight someone using PV. You only light up on their PV when the beam on your radar goes over you. the PV has a set range of how far you can see with it. if your inside that range and the circle on your radar from PV touches you you become visible to the guy using PV. If your not in range he wont be able to see you highlighted but there would be a slight outline(if far enough away no outline). I am currently trying to determine the range of PV.
 
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Re: Armor Abilities: Tips n' Tricks

Mon Apr 01, 2013 5:07 pm

I had a guy snipe me using PV. He had it on while scoped, and knew exactly when and where I was popping my head out around the wall. It was halfway across Abandon, so that range is pretty big. I think scoping in increases the range quite a lot.
When I grow up to be a Waterfall, I'm gonna wear a helmet.
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Re: Armor Abilities: Tips n' Tricks

Mon Apr 01, 2013 6:10 pm

Criporc wrote:
I had a guy snipe me using PV. He had it on while scoped, and knew exactly when and where I was popping my head out around the wall. It was halfway across Abandon, so that range is pretty big. I think scoping in increases the range quite a lot.


hmm ill have to check it out if it changes anything while scoped. i havent scoped while using PV so that i dunno.
 
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Re: Armor Abilities: Tips n' Tricks

Fri Apr 05, 2013 4:30 pm

I don't know the exact range of PV but it will completely cover most of the 4v4 maps other than Complex. It gets about 1/2 to 2/3rds of Complex. That might be a 75-100 meter radius? It's easy enough to find out, stand on one end of a large map with a good open view and put someone else at the edge of PV's range (You can clearly see when it terminates) and then zoom in on them with either a DMR scope or binoculars to get their range, that's your radius. You could pretty easily find that out in an actual matchmade game.

I doesn't get a range increase with a scope, and it doesn't see past its max range at all, which is why it doesn't show up on a lot of Big Team loadouts.

EDIT: I just tested it myself, its range is about 75 meters, but it's got a bit of a taper at the end. The taper point is between the 71st and 76th meter (I wasn't interested in being exact, feels lazy now to not know, but oh well) and continues until the 80th meter or so. Within that range window you will be pinged by Promethean Vision when the initial wave goes over you, but you will not be highlighted continuously. So the PV user can miss you if they aren't looking for it.

If you are outside PV's range on activation but enter the 75 meter range while it's active you will be highlighted in red. At 81 meters you're completely invisible to Promethean Vision, even though the PV-user will see their wave continue well past that range, they cannot see through objects at 81+ meters.

At 81+ meters Promethean Vision actually cripples your ability to differentiate targets because the advantage it grants is making everything dichomratic, but at 81+ everything becomes monochromatic and your target acquisition time will suffer.

I didn't grab a common reference point in each map to say "So if you're at X location in [insert popular map] and your enemy is at Y location, that's 70 meters." You'll have to find those on your own.

Remember that PV's range starts close and extends to long in a wave. I didn't time it but the PV user can't immediately see 75 meters in dichromatic detail, they have to wait about half a second for the full range. The DMR scope stops rangefinding and red reticule at 115 meters. So that's 40 meters of engagement range not covered by PV, and we all know that the DMR, Lightrifle, and Sniper Rifle can strike beyond that range. This just repeats the lesson of "Don't use PV in big maps," because you'll miss things and it'll cost you.
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imweakusee
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Re: Armor Abilities: Tips n' Tricks

Fri Apr 05, 2013 5:41 pm

Bloody Initiate wrote:
I don't know the exact range of PV but it will completely cover most of the 4v4 maps other than Complex. It gets about 1/2 to 2/3rds of Complex. That might be a 75-100 meter radius? It's easy enough to find out, stand on one end of a large map with a good open view and put someone else at the edge of PV's range (You can clearly see when it terminates) and then zoom in on them with either a DMR scope or binoculars to get their range, that's your radius. You could pretty easily find that out in an actual matchmade game.

I doesn't get a range increase with a scope, and it doesn't see past its max range at all, which is why it doesn't show up on a lot of Big Team loadouts.

EDIT: I just tested it myself, its range is about 75 meters, but it's got a bit of a taper at the end. The taper point is between the 71st and 76th meter (I wasn't interested in being exact, feels lazy now to not know, but oh well) and continues until the 80th meter or so. Within that range window you will be pinged by Promethean Vision when the initial wave goes over you, but you will not be highlighted continuously. So the PV user can miss you if they aren't looking for it.

If you are outside PV's range on activation but enter the 75 meter range while it's active you will be highlighted in red. At 81 meters you're completely invisible to Promethean Vision, even though the PV-user will see their wave continue well past that range, they cannot see through objects at 81+ meters.

At 81+ meters Promethean Vision actually cripples your ability to differentiate targets because the advantage it grants is making everything dichomratic, but at 81+ everything becomes monochromatic and your target acquisition time will suffer.

I didn't grab a common reference point in each map to say "So if you're at X location in [insert popular map] and your enemy is at Y location, that's 70 meters." You'll have to find those on your own.

Remember that PV's range starts close and extends to long in a wave. I didn't time it but the PV user can't immediately see 75 meters in dichromatic detail, they have to wait about half a second for the full range. The DMR scope stops rangefinding and red reticule at 115 meters. So that's 40 meters of engagement range not covered by PV, and we all know that the DMR, Lightrifle, and Sniper Rifle can strike beyond that range. This just repeats the lesson of "Don't use PV in big maps," because you'll miss things and it'll cost you.


i have to say ty because i was just about to hop on and post the samething. but you beat me to it.

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