Why are you using your chosen gun?

Post » Sat Sep 04, 2010 4:41 pm

Pretty self explanatory.

Still have an example:
I'll take an assualt rifle, and make it as close to being a machine-gun as possible, with these things:
Muzzlebreak
Foregrip.
D-Flex sight.
Drum magazine.

It'll look cooler than an actual machine gun, and be lighter, more accurate, and more direct (a machine gun looks a bit like it's using you, instead of other way round.)
Get to partial cover, ironsight in, and put down covering and finishing fire.
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Nicole M
 
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Post » Sat Sep 04, 2010 7:41 pm

I'm not sure at this point what weapon I'll be using, but I want that is heavily customizable. Customizable?? :blush:
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Anthony Diaz
 
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Post » Sat Sep 04, 2010 6:05 pm

I'll most likely start out with the CARB-9, just because i like the looks of it AND I preordered the Fallout pack :fallout:

I have no idea about attachments though...
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Petr Jordy Zugar
 
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Post » Sat Sep 04, 2010 1:27 pm

I have no idea yet. I'm probably going to play around with the different guns with base customization (basically uncustomized) and find the one I like most. After that, begin modification.
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Neil
 
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Post » Sat Sep 04, 2010 3:41 pm

I'll probaly default to an smg or assault rifle. Really have to try first though. Just want something that can spray allot of bullets really fast. As I keep saying to myself "don't need better accuracy, just need more bullets" :gun:
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michael danso
 
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Post » Sun Sep 05, 2010 2:22 am

im not shure what gun ill be using, but ill be shure to use somthing accurate, and prolly somthing silenced ;D
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Riky Carrasco
 
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Post » Sat Sep 04, 2010 10:02 pm

For a medium build I'll probably take the FRKN-3K AR for my non-soldier classes. (3 round burst= saving ammo!) Toss on my Greeneye scope with a few extra goodies and call it a day.
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Etta Hargrave
 
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Post » Sat Sep 04, 2010 8:55 pm

Tampa SMG
possibly a silencer
ext. mags
grip maybe

Barrett Long Rifle
COGA scope
taped mags
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Chrissie Pillinger
 
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Post » Sat Sep 04, 2010 4:15 pm

I will be using an assault rifle. Foregrip, iron sites, muzzle brake, and a large drum of ammo. Pair that up with a machine pistol and I'm a certified combat medic.
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Ellie English
 
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Post » Sun Sep 05, 2010 2:16 am

I will be using an assault rifle. Foregrip, iron sites, muzzle brake, and a large drum of ammo. Pair that up with a machine pistol and I'm a certified combat medic.

Sorry to go off topic but, as a medic, do you know if medics get the same amount of XP as soldiers do for kills?
(it said that medic's would get more XP for healing than for killing, does that mean i can't be a slayer as well as a medic?)
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Colton Idonthavealastna
 
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Post » Sun Sep 05, 2010 3:33 am

Sorry to go off topic but, as a medic, do you know if medics get the same amount of XP as soldiers do for kills?
(it said that medic's would get more XP for healing than for killing, does that mean i can't be a slayer as well as a medic?)


You can kill others still, you just get more XP for healing.
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Rinceoir
 
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Post » Sat Sep 04, 2010 9:38 pm

Everyone gets the same XP for kills, no matter what class they are. However, you do get a lot more XP for healing and reviving than you do for killing dudes.

And I like shotguns, but I'm not sure what attachments they get, aside from sights and apparently silencers, so I'm withholding my decision for now. All I know for sure at the moment is that I want some sort of red dot sight on it. Useless on a shotgun, I know, but it looks cool.
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willow
 
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Post » Sat Sep 04, 2010 6:24 pm

I'm just gonna' use the most accurate, lowest recoil SMG, it's my style.
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Hairul Hafis
 
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Post » Sat Sep 04, 2010 7:26 pm

Everyone gets the same XP for kills, no matter what class they are. However, you do get a lot more XP for healing and reviving than you do for killing dudes.


That is how I understood how it worked and it appears that way from the videos I've seen.
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Pawel Platek
 
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Post » Sat Sep 04, 2010 5:57 pm

for my heavy character, which I think is going to be what I use first, I'm going to use the Gotlung Gun.
I'm not sure how/if the big guns can be customized, anyone know?

For my light or medium guys, I'm leaning towards single shot rifles with a silencer. I'll have to see how those work against people using high rate of fire guns. I'm hoping that that they wont be too weak in comparison just because they are sending more lead down range.
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Rachel Tyson
 
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Post » Sat Sep 04, 2010 3:33 pm

Because it has a good end and a bad end.

I am at the good end.
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trisha punch
 
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Post » Sat Sep 04, 2010 10:05 pm

At the beginning of the game I'll be using the Buldapun SMG with red-dot, and a foregrip. Later on, I'l lprobably move on towards the assault rifles.
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Chloe :)
 
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Post » Sat Sep 04, 2010 10:28 pm

I'm going to try a few different guns and then decide amongst which of those guns I would like to use.
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Monika Krzyzak
 
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Post » Sun Sep 05, 2010 2:36 am

Smg, most likely CARB-9
Adjusted iron-sights maybe
Duct-taped mags

AR undecided
One of the red dots
Drum mag
Foregrip
Muzzle-break
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NEGRO
 
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Post » Sat Sep 04, 2010 7:22 pm

Gerund AR
COGA Scope
Muzzle Brake
High-Capacity Magazine
Front Grip

Less about mobility and more about laying down support and cover fire, and buffing and reviving teamates behind the front lines, which will support my role as being a Medic\Support Gunner. The goal of this loadout is to have maximum stability, again to increase the effectiveness of my ranged ability. First off, I chose the Gerund because by the stats that have been revealed it seems to be the most stable and accurate Assault Rifle. COGA for increased range for picking off invaders down long sightlines while taking defensive positions, Muzzle Brake to reduce recoil for added stability and effectiveness at range, High-Capacity Mag so I don't run dry in the middle of a firefight, and Front Grip to achieve maximum stability.
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Hot
 
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Post » Sun Sep 05, 2010 3:21 am

Gerund AR
COGA Scope
Muzzle Brake
High-Capacity Magazine
Front Grip

Less about mobility and more about laying down support and cover fire, and buffing and reviving teamates behind the front lines, which will support my role as being a Medic\Support Gunner. The goal of this loadout is to have maximum stability, again to increase the effectiveness of my ranged ability. First off, I chose the Gerund because by the stats that have been revealed it seems to be the most stable and accurate Assault Rifle. COGA for increased range for picking off invaders down long sightlines while taking defensive positions, Muzzle Brake to reduce recoil for added stability and effectiveness at range, High-Capacity Mag so I don't run dry in the middle of a firefight, and Front Grip to achieve maximum stability.

Finally, a post where the preferences and intentions have been explained, I'm giving a turtle for that. :turtle:
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Nancy RIP
 
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Post » Sat Sep 04, 2010 6:47 pm

I'm planning at least 3 weapons, possibly 4. My main will be Operative/Medic, and the weapon selection will be variable depending on my class.

Operative - Drognav LR/Hockler MP
Medic - Probably the Galactic SMG, possibly the Hockler again, or a semi-auto Pistol.

ALL weapons will be silenced, because I'm going to be focused on avoiding direct engagement as a Light character.

Drognav will have a scope I'm comfortable with, probably at least medium magnification (I'll probably experiment with the Greeneye just because I have it), and anything I can get to improve stability. Basically, I'll only pull this out once I'm in a position overlooking a primary objective, or a major fight in progress - I'll be picking my shots carefully to weaken critical targets or finish enemies who are already taking heavy damage.

I chose the Galactic because I think it's the SMG with the largest clip size (if I'm wrong, I want the one that DOES have the largest clip), and as a Light Medic, I'm not going to be about direct engagement, just spray-and-pray when I'm actually engaged - I'll be shooting more to stop enemies from following me than because I'm trying to kill them. I'll probably take a gun sling if it boosts equip speed, and possibly take it anyway if it's extra stability or accuracy. MIGHT add some ironsights, but I'll be aiming for a decent equip speed here.

The Hockler and whatever sidearm I take as a medic will probably have no mods except the silencer, keep it simple so as not to compromise on equip speed when I'm in a desperate situation. My MP will actually be treated as a primary weapon next to the Drognav - Drognav will only be used for mid - long distance engagements, and I'll stick with the Hockler when I'm moving around, so I MAY need to get duct taped or extended mags so it holds up better in prolonged combat.
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Mark Churchman
 
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Post » Sat Sep 04, 2010 8:12 pm

probably wont be adding too many attachemtns to my gun because they take away from mobility a la Crysis 2(only game I can think of that does this)
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James Hate
 
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Post » Sat Sep 04, 2010 4:30 pm

Barrett LR
Grip
Duct tape mag
C-U-Gone scope
Silencer

I love Semi auto guns and this one packs a huge punch. I'll use the CUGONE scope because its a red dot and I don't need a sniper scope at mid range. A silencer to keep me off the radar, duct tape mags to increase reload speed and a grip to make it perfectly accurate. May switch to a gun sling if I don't need the grip.
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Horror- Puppe
 
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Post » Sat Sep 04, 2010 5:36 pm

Rokstedi anyone? If it doesn't turn out to be semi-auto I'll use the Drognav.
Vertical Grip
Extended Mags
Snoop-R Scope (COGA if Rokstedi isn't compatible)
Silencer

Semi-auto rifles in games just tend to act like slightly more powerful, scoped, decked-out handguns, which is how I use them (as well as utilizing the scope for non-CQC). With enough practice you can beast at close range against ARs and LMGs (shotguns and SMGs can be a pain tho), as well as being slightly more competent than the rest at mid/long-range and being able to accurately counter-snipe. Funtimes.
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Laura Wilson
 
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