Specialist Guide

Player-made guides on how stuff works.
1262
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Re: Specialist Guide

Post by 1262 » 10 Aug 2015, 09:39

Not very relevant here anymore but I really like to use mines in conjuction with flares that some xenos just can't stop themselves from dragging off. Put a mine in front of the likely route of approach towards a flare and laugh at runners getting stopped in their tracks.

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Re: Specialist Guide

Post by Steelpoint » 19 Aug 2015, 11:13

I've updated the guide with new information based on recent balance changes, all main weapons and the SMG have seen new updates. I've clearly distinguished the new updates below the original text along with a date.

The Sniper page is the only one I rewrote, and the original text is preserved.

Main highlights are...
* SADAR is weaker
* Sniper is very powerful
* Explosives are now ineffective in killing, but remain effective as area of denial or stunning weapons.
* SMG is suddenly more viable in killing.
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Re: Specialist Guide

Post by UNDUS » 19 Aug 2015, 12:34

Just wanted to say that your entry on the SADAR is wrong, it does in fact knock runners into crit (even the peripheral blast). I had it happen to me last match.

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Re: Specialist Guide

Post by Steelpoint » 19 Aug 2015, 12:53

I think the damage values were slightly buffed from when I last used it against a Runner (and I rarely fire the SADAR on a lone Runner). Nonetheless it's still under preforming as a weapon in my opinion.
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Re: Specialist Guide

Post by Veradox » 07 Oct 2015, 22:34

putting in my two cents that if you want a 90% hit chance to just get a bipod on your sniper and you've already won most fights that aren't against spitting castes or a carrier
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Re: Specialist Guide

Post by Mark Valentine » 11 Oct 2015, 14:34

Personally I prefer the grenade launcher as it can definitely seal a multi-kill and it's perfect for shutting down xenos that camp corners behind walls.

Rocket Launcher is always OP.

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Re: Specialist Guide

Post by Steelpoint » 11 Oct 2015, 21:06

To be fair with the balance changes the weapons have changed quite a bit.

I still need to do a proper test with the new 'new' rocket launcher.
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Re: Specialist Guide

Post by Seehund » 26 Oct 2015, 05:33

Objectively good and useful guide, kudos to you.

Now, my personal fav is the scout rifle, simply because it has the best firing sound of all guns, and the 360-and-walk-away most aliens do when they get hit.
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Re: Specialist Guide

Post by Stivan34 » 20 Dec 2015, 14:35

Forget that SMG. If you get a sniper go to RO and grab a holster, In which you put the sniper. Then grab a M41A.
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Re: Specialist Guide

Post by KittyLava » 27 Dec 2015, 20:39

Well if you coordinate with other specialists you can get some pretty strong combinations. I.E. having a B18 armored specialist with a riot shield, and gryoed M41A rifle to shotgun at least with whom knows what else, you get a heavy tank up front that can block a majority of things are marine fire straight from the sides or flanking, another specialist from behind smart-gunning has no problem engaging targets through the line of fire as you're there protecting them. Snipers, well if you have room and are blocking for them, listen when they say to move, wait for the shot, get back in there and/or get ready to advance

Some cases you could keep the enemy busy one location, specialists flank from the side by rockets to explosives, perhaps heavy gear, close in to pincer hostile movements and mop up. Reload with a few on watch coordinating in some cases; move on to next objective unless you're to hold. Comes down to teamwork mostly but if the specialists survive or can coordinate efforts in several situations, you can effectively push back most hostile encounters if not eliminate it depending on the situation.

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Re: Specialist Guide

Post by Bath Salts Addict » 28 Dec 2015, 23:31

I'm honestly surprised no one really uses the grenade launcher. It's got the knockdown capabilities of a SADAR but faster, doesn't create breaches unless near windows and ammo tends to be more plentiful. I've seen many a Sulaco invasion halted on the dropship by a CO or Spc lobbing nades into the open windows, effectively making it too dangerous for aliens to rush out and try to take down barricades. Only downside is that Marines don't fear it as much as they fear the SADAR, meaning if you walk over to a firing line with one, chances are they won't really make room for you unless you push your way through.

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Re: Specialist Guide

Post by Steelpoint » 30 Dec 2015, 04:28

Interesting tidbit with the Sniper and a Holster, I'll have to try that out.

It's been a while since I've compared the Nade Launcher to the SADAR.
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Re: Specialist Guide

Post by Hycinth » 30 Dec 2015, 11:05

Steelpoint wrote:Interesting tidbit with the Sniper and a Holster, I'll have to try that out.

It's been a while since I've compared the Nade Launcher to the SADAR.
You can also fit the SADAR in the holster. For reasons. Haven't tried the GL in holster yet.
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Re: Specialist Guide

Post by Sanchez13 » 31 Dec 2015, 19:58

GL works, from what I remember. May have to double check, though it give you a "too close" warning when you do. Sadly, you can't holster a shottie or a rifle. 3=
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Re: Specialist Guide

Post by Steelpoint » 20 Jan 2016, 04:14

I updated the guide a little bit, I want to expand the loadout section in terms of what to bring for each weapon role you pick but that'll be for later.
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Re: Specialist Guide

Post by qsleepy » 20 Jan 2016, 15:53

Don't forget, dragging extra specialist equipment is a bannable offense! Don't be meta!
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Re: Specialist Guide

Post by Steelpoint » 17 Jun 2016, 12:38

Updated the SADAR and equipment area a bit.

Need to toy around with the other items.

Also should check if I can put SADAR rockets into webbing and armour slots...
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Re: Specialist Guide

Post by jaggaaff » 17 Jun 2016, 12:42

You can put SADAR rockets into webbing and armor slots. Done it many times whenever I've gotten the SADAR.

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InterroLouis
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Re: Specialist Guide

Post by InterroLouis » 17 Jun 2016, 15:22

Isn't it the M42A that comes in the scoped rifle kit, and not the M42C?

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Re: Specialist Guide

Post by Jeser » 18 Jun 2016, 01:31

InterroLouis wrote:Isn't it the M42A that comes in the scoped rifle kit, and not the M42C?
It was M42C from the beginning. Now it's named as M42A, dunno why.
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Re: Specialist Guide

Post by hawkshot86 » 26 Aug 2016, 13:44

Steelpoint, what's the difference between the marksman sniper kit and the recon sniper kit? I've only picked the marksman kit when the opportunity knocks, but it is something that has me very curious lol
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Re: Specialist Guide

Post by InterroLouis » 28 Aug 2016, 05:42

Well, the marksman sniper kit comes with marksman armor, a funny looking hat, 2 standard sniper magazines and 1 incendiary magazine, and a thermal tarp. The recon sniper kit comes with recon armor, durag, ammo count of, I believe it's one standard sniper mag one incendiary sniper mag and one flak sniper mag, as well as binoculars. The thermal tarp is basically a closet that you activate to set up, and in order to fold it you need to close it(with nothing in it) and then click-drag it to yourself. It fits in a backpack when folded up. Also, it's probably important to note that the marksman version comes with a green-colored M42A rifle, that does not fit a bipod(at least, it didn't last time I tested it. Might fit one now, who knows).

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Re: Specialist Guide

Post by Karmac » 28 Aug 2016, 06:59

protip, only go marksman if you want to kill your friends while getting away with it because you'll be screens away when the bullet hits them.
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Re: Specialist Guide

Post by hawkshot86 » 29 Aug 2016, 14:32

Carmac wrote:protip, only go marksman if you want to kill your friends while getting away with it because you'll be screens away when the bullet hits them.
Pro tip: git gud and learn to not shoot your buddies in the back.

And the recon set comes with the type 88 mod 2 pistol and AP rounds for said pistol. You get normal armor instead though, but you do start with flak rounds which is nice assuming you can actually snipe and not shoot your buds.
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Re: Specialist Guide

Post by Karmac » 29 Aug 2016, 17:56

I decided to have a go at GL specialist last night, and discovered it was pretty fucking fun, I'm either blowing stuff up, aliens or just tiles - either satisfies my hunger for explosions, or I'm lighting up the ground with flames so that nasty Runner can't pounce onto my medic while he's dragging wounded away. I can understand that the grenade timer puts people off of this class, but if the devs won't change it to be Explode-On-Impact, you've just got to accept that you're designated job is Area Denial. In my personal opinion, unless people start to like the idea of watching aliens sit there and not be able to do anything while a wall of fire is burning between you and them, the GL should be able to use the Gyro attatchement, so you can bring a riot shield to the party, which I feel would really secure that idea of a solid Area Denial, because without it, you're just a slightly better equipped marine that can shoot grenades faster than he can throw them.
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