The conversion rate for ammo is 1:1, so I would keep about 200,000-300,000 ammo on hand at all times, you should only use about 50,000 on each boss at your level... My camping spots are tailored towards ranged combat, so if you have the FL33AR, use it. If not, buy it. It is a well-rounded weapon, and I've seen people go through Double Rages with it. As for your partner problems: create a match and set the lower level limit to your level. Try to run with people that are 1-2 levels above you, so you still get kills and whatnot.
http://www.youtube.com/watch?v=LnHupPLuWbw The player in this video demonstrates one of Lava's camping spots on Training Base: pay attention to how he never has to look behind him, because he's forcing all the enemies to come at him from one direction. That's the basic idea behind choosing a good DEFENSIVE camping spot. For the record...wow. That guy makes the RPGs look good. We might have missed out on some fun going straight for the M-27B1 o___O
I've actually found that slow firing, high damage weapons are invaluable at saving ammo, especially the snipers, if you're accurate enough. You can kill multiple enemies with considerable less net ammo loss. ( I think Superion put together some data on that a while back.....) Only if you're good at sniping, though
That's actually how I used to fight before I switched back to Thunder Armour as my main set-up. I previously ran a slow-moving hybrid armour with very little power, so having a railgun helped with killing things before they could touch me on Double Rages and Serpent. I might need to do that again for old time's sake >.>
Interesting, if that is true. I know that mine never rose above the max kills I ever scored in an infinite wave. Mind taking note of your current score, and check again in a week/month if it went up, without you actively breaking it?
I'll list what it says for me right now as I'm typing this: Today, my PvE score is "111" --> "125" now This week, my PvE score is "141" All time, my PvE score is "1862" I'll let you know if I see any more major shifts. The two "Max Kill" scores for "Today" and "This Week" were obtained from boss runs specifically, not infinite wave levels. Right now, I think they correspond with my top performance from a single match in that time period, because there are 164 aliens to kill in the pre-boss rush in Siegfried (I'm not sure of the numbers in Double Rages and Serpent, but I don't think they'd be much different). Yeah, from the sample numbers and theories alone, it's looking like it's the highest score you've achieved from a single match, but I honestly don't recall ever hitting the 1800 mark... --- Edit: I've just played my second boss match for the day, and both times it was against Serpent. My "Max Kills Today" score after the first match was 111, while it was 125 after the second match. I'm pretty sure I got my hands on the vast majority of the kills (the teammate I had during the second match was a swordsman during the alien rush, so our gold drop from alien kills was something like 7000-9000 against 174,000-ish). From the numbers so far, it's sounding like the aggregate theory isn't holding much water at this point, or my score should have roughly doubled after playing both matches. However, it still doesn't completely explain the numbers some players in this thread have... --- Edit 2: it appears that different types of aliens will drop different amounts of gold when killed...so ironically for swordsmen and freeloaders, it's not necessarily a good idea to leave the bulls and plasma slugs to the other players, because they seem to be worth significantly more than the standard crawlers... I did a couple of solo test runs just then, and with a gold bonus of 35% in Serpent, the crawlers were giving me $469 per kill, while the bull dropped $7,835...man, alien sirloin must be a delicacy o___O
Yeah, additionally, it was somewhat how I still fight, as I'd be wearing Perseus and an STK (Effectively 9 speed) with a laser cannon and the R700-AA. In terms of ammo efficiency, I'd use the cannon sparingly to "sweep" the monsters, which netted just enough damage to kill them, and I'd pull out the sniper at mid-long range to rip through enemy clusters. Although I need to run a few more matches with the laser cannon, I do believe that I'm still the top cannoneer (Hence undead's ever constant nicknames for me )
Seemingly enough, Finalark is back, again, with a ludicrously high score. Speaking of the leaderboards, I'm pretty low on the PvE boards, but oddly enough, I've shot up to around 4000/5000 on the leaderboards for PvP... I think I'll work on those scores for PvE. If only I knew what would boost my score more.
I'm not sure Final Ark has ever moved, because I could still see him/her on the leaderboards after the last update. He/she earnt the three high scores on the 5th of August, 2012, according to the GC leaderboards. --------- Random discovery #1: while the Thunder Armour says it takes 30 seconds to cool down, it actually takes 20 seconds after the ability is completely used up. We previously calculated the Thunder Armour/STK set-up to have a maximum damage multiplier of 1.6875 if the ability is constantly used, but with a 20 second cooldown, its new maximum is actually closer to 1.75. Minor difference, I suppose, but that 10 second difference seems to make the Thunder Armour a LOT more useful in PvP, though its inherent lack of HP is still a bit of a problem >.> Random discovery #2: it appears the Tri-O-Avatar is subject to similar behaviour: it actually takes 32 seconds to cool down after its 8 second ability is used up. In other words, for both the Thunder and Tri-O-Avatar abilities, the "cool down period" described in the game text is actually saying "you can use the ability once every __ seconds", because the ability duration has been included in the cool down time specified. I've found that this only applies to the Thunder and Tri-O-Avatar abilities so far: the FLOAT and the Dracula actually take 60 and 120 seconds respectively to cool down, so they're nowhere near as practical in PvP. I can't test the Andromedae ability because I'm missing the Andromedae Chest, and the Chaos Armour ability doesn't actually have any specified time periods in the text description. ------- Okay...the Chaos ability seems to last 10 seconds...and then takes about 45 seconds to recharge.
What I don't like about the chaos ability is that it stays active, even If the person using it dies. More than once, I have gotten screwed over by that little glitch.
yeah, its quite annoying, but helpful, I use that armor now, it makes me look like a hacker. :/ When facing another trinity I might die but then the ability bets them for 1-2 seconds which kills them.
LOOK IN FREYR NEWS, THEY ARE MAKING A NEW FIRST PERSON SHOOTER!!!! But I'm assuming it is actually third person like Star Warfare. BUT STILL ITS NEW!!!!!!!
It isn't a glitch, per se, but rather the way that Freyr programmed the game: if you die, any auras and abilities you have will continue to remain active. It's just that the Chaos ability is a particularly nasty one for opponents to deal with, whereas all other auras are quite harmless when the user is dead. They haven't disclosed too many details about the new game, other than it's going to be different from Star Warfare, and it will feature some kind of branching class growth, or something or rather...
Entered a room because I saw a guy from the Freyr Forums- Death Syndicate X, if I recall correctly. It seems he has taken ahold on the twin snipers combo, but his aim, positioning, and efficiency is rather shoddy, if you ask me.
Anyways, update in PvP: I'm officially sick and tired of the same old Phoenix, Tri-O-Avatar, Trinity, Glitched Nova, Rambo Style going on in every match. Similarly, I've seen many players trying to recreate the twin-snipers combo, with horrendously bad results. Back to the original point, though, it seems like way too many players are resorting to Trinity/Phoenix to get kills in. Some players have gone as far as just rushing in regardless of target.
Yeah, he's a Freyr forum member, though most of them have taken the conversation elsewhere. That's somewhat surprising, because he seems fairly confident about his PvP performance -- though I don't recall the twin snipers being something he talks about, so that may explain a little. I've been messing around in PvP a little, and either I'm doing something very wrong, or I'm lagging, because I'm getting killed quite often by the Twin Snipers. It's a bit odd getting killed by something I *think* I helped spread, but it was always going to be far more deadly than the Trinity alone -- when used properly, anyway >.> How are you faring against the Trinity/Phoenix combo? I'm finding that pairing alone relatively easy to take out if they're not being smart about it, but my real problems lie with the Trinity/Tri-O-Avatar pairing, because it becomes impossible to take them out when they're absorbing only 15% of the damage you're doing. It's also for this reason that I've never chosen to criticise the Nova glitch: it's a way for a non-mithril player to actually have a chance to take out Trinity users, even at close range. I find the Trinity's dominance annoying, but it's only natural for players to be drawn to strong weapons. There are a lot of things that need to be thrown out in this game if we were to eliminate every dominant weapon/glitch/set-up that currently exists.
I understand what you mean- I actually applaud Rank 8 and under players who use it, because it gives them a balanced chance. When players run around with a Phoenix and a STK, is when I have a problem with it. As for how I'm faring with the trinity and Tri-o-avatar pairing? I've actually taken a rather vicious approach to those players: As my aim is quite good with the sniper rifles, I equip myself in full power armor, (R-700 Deals over 8,200 damage per shot) and both sniper rifles, and load myself full of Hyperclips. No matter what protection they have, the double blast should annihilate them. Even if I can't land the second shot, I've found that simply two shots in my armor/pack is enough to wipe them off the field.
Did a quick check on the numbers, and if you're using a full power hybrid and a hyper clip, then half the damage of the Twin Snipers should be getting through to the Phoenix user if they've got the Tri-O-Avatar active. If it's not active at all, you should be outright killing them, but otherwise, I *think* they should be able to survive a twin beam. There's something I've been meaning to try in PvP, but I don't think I've got the skill to use it properly just yet. Care to help me out with some testing? I think it's mainly suited for usage on Phoenix and Perseus players if you can catch them by surprise, but I'm wondering how effective the set-up might be since it seems to be rarely used >.>