On the L-TAG and JAW

Post » Fri Jun 19, 2009 11:45 pm

I've been playing this game multiplayer since the Demo and since the actual release.

Aside from the obvious overpowering of the Scar (75% of all kills are done by the Scar), i went to play with a few other weapons.


most notable the L-TAG. a fun and interesting weapon. it fires grenades. given how crazily powerful grenades are (at full armor, i get killed by nades from 5 meters away), the Ltag with it's 15 or so nades should be absolutely owning.


it's not. far from it. although i had some moments in which i had a triple kill, my KD with an L-tag is always negative. mostly about 10k/12D. compare: Scarab gives me about 14/8, DSG about 8/3. yes my KD is mostly positive.

the GAPING flaw in the L-tag is that it isn't designed to work at the optimum ranges.


in Crysis 2, there generally are 3 distances at which you play. namely melee distance, the 10-20 meter sweetspot and the long distance (about 50 meters) sweetspot.

the L-tag nades do not explode for at least 10 meters. so you say, "exactly in the mid-range sweetspot". well, no.

the natural reaction to an L-tag is making a single jump forward. the L-tag nades simply don't detonate on you and they slid past the enemy, harmless.

this makes the L-tag somewhat... useless. most people simply jump/run into the minimum range of the L-tag and kill you in no-time. add the obvious grenade trail to it, and you are an easy target.


add to that, that the L-tag also is severely affected by gravity, which makes aiming not very precise.


the JAW suffers the same fate, with the main difference being that the JAW is absolutely owning when it hits, but at short distances, it won't detonate. which means going out with a flare won't work. not even at a distance at which it would mildly damage you and kill the enemy.



VERDICT:


both the L-tag and the JAW need a smaller minimum distance, otherwise they are simply useless
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Kira! :)))
 
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Post » Sat Jun 20, 2009 6:18 am

I cannot comment on the L-TAG however, I have been using the JAW and I think it's perfectly tuned.. if it can explode close up people will use it like a primary weapon.

The fact that you need a fair amount of distance makes you use it for it's main objective, clearing our Crash sites etc, it's not there for easy Dog tag streaks.
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Charlotte Henderson
 
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Post » Sat Jun 20, 2009 11:39 am

i'm not saying that there shouldn't be a minimum range. the minimum range however is too far.
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Samantha Jane Adams
 
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Post » Sat Jun 20, 2009 4:52 am

I would agree that I think the minimum distance on the explosion is hit and miss.. sometimes it's 10yrds sometimes it's like 15yrds, atleast in my experience that's the case :P
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The Time Car
 
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Post » Fri Jun 19, 2009 11:59 pm

L-TAG is very hit-or-miss, but having used it extensively, you need lots of corridors, angles, and cqc on the map for it to be effective. Bouncing around corners with the L-TAG, or keeping out of your opponent's line of fire is mandatory. It's not a direct-encounters weapon by any means, which is why I carry an extended magazine AY69.

It's not a melee encounters weapon, as it is very much a support type. If you are in the open with the L-Tag, try to gauge the distance between you and your foe. Do not try to direct hit all the time, though it is very feasible given certain circumstances. It is contact-sensitive, so if you bounce it around a staircase and stay out of the line of fire, you'll be fine. It's just you have to change your tactics almost completely when using it. Try to have a height advantage too.

JAW is perfectly fine otherwise.
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Roberto Gaeta
 
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Post » Sat Jun 20, 2009 2:46 am

The L-Tag is obviously something made for objective based gameplay, not straight up deathmatch. As is the JAW.

Try lobbing a couple into a Crash Site. Bam, triple kill most of the time.
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rae.x
 
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Post » Sat Jun 20, 2009 10:35 am

The JAW is far from usseles, to me it's a secondary gun, I fire my entire clip with the Feline, if somehow my enemy manage to stay alive instead of reloading I pull out the JAW and usually get the kill...In crash site I have sometimes got triple kills with it. I'd say it's fine how it is but I agree with the L-Tag, it's so hard to get kills with that thing.

My only problem with JAW is that it doesn't works when you shoot at your feet, if I want to blow myself up to get a kill so be it!

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Cat Haines
 
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Post » Sat Jun 20, 2009 12:32 pm

Loadout pro should help.
L-TAG and SCAR and you can have explosive power and the owning SCAR.
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Jessica Raven
 
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Post » Sat Jun 20, 2009 5:57 am

L-Tag: create no-no areas *NOT THE WIDE ONES OBVIOUSLY*, busting ppl out of cloack, resetting regeneration timer for health and energy, selecting narrow areas for efficient use. I find L-Tag very useful. Whether it kills or not. But once you get used to shooting with it, you can start a bit of head to head combat with it.

Use it with a purpose, be selective with your positioning and the aimed areas, while learning how to use it to get as close to direct hitting and learning the shooting curves to do good blind shots from as many different angles as possible.

Recommended module:

Side Pack/WeaponPro/LoadoutPro/RapidFire/Mobility Enhance, Tracker/Stealth Enhance/BlindSpot, Threat Tracer/Armor Enhance/Nano Recharge/Detonation Delay

Will let you think of the reasons why and make up your own combinations.
Map dependant, purpose and playstyle are what you gotta think about

DO NOT UNDERESTIMATE THE L-TAG. THEY COME IN MANY FLAVORS.
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Samantha Jane Adams
 
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Post » Sat Jun 20, 2009 1:17 pm

Agree on L-tag Disagree on JAW its awesome in my eyes.
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MR.BIGG
 
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Post » Fri Jun 19, 2009 10:36 pm

I find the L-tag to be a useful weapon to use on objective games, like crash site and extraction. Like said earlier it is not intended to be a head to head weapon. Slowly but surely I am learning the shooting characteristics of it and today I got a quadruple kill twice on crash site with it.

Silly teams who huddle by pods ;-)

Tedyhere
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Rusty Billiot
 
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Post » Sat Jun 20, 2009 12:55 am

I cannot comment on the L-TAG however, I have been using the JAW and I think it's perfectly tuned.. if it can explode close up people will use it like a primary weapon.


Will they ? Even when it provides only one shot per life ? Hardly think so. I find it annoying that it won't detonate in close range combat, but moreover - I never know what range is far enough for it to detonate. Situations when you directly hit a guy but the missile won't go off (while you could have easily survived the detonation) and then that guy kills you easily because you are just a sitting target makes it frustrating. I don't see a reason why it shouldn't be possible to use it also at a close range.
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NAkeshIa BENNETT
 
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Post » Sat Jun 20, 2009 12:59 am

I've been playing this game multiplayer since the Demo and since the actual release.

Aside from the obvious overpowering of the Scar (75% of all kills are done by the Scar), i went to play with a few other weapons.
This is flawed logic.

Overused alone does not mean overpowered.

By your logic, I could say that more deaths occur from smoking than guns, so smoking is overpowered.
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jessica Villacis
 
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