Class Setup Autism
Mon Nov 03, 2014 6:45 am
#64751- EnganaciousMember
- Location : Champaign Room
So, I'm not getting this game, but I love me some theory-crafting, and been watching a few streams cuz KimDotCom is a large angry German manchild.
So I'll give you what I've seen/figured out. Basically this game is AR/SMG heavy, map/game type dependent. What a shock, but if you're at distance AR's have a huge edge because generally speaking ttk in AW isn't as fast as it has been.
I have seen snipers which are apparently still a thing, but with movement being what it is with all the shoot'n'scoot boosting, I don't think their going to be all that strong, aside from objective games and very large/open maps. I haven't seen anyone use the "heavy weapons" or launchers tbh, which probably means their garbage. Apparently you can get some laser guns, but lasers are ****ing dated amirite. But mobility seems to be pretty choice in this game, as with the exo-boosting in gun fights you can basically strafe people and if you're slow and clunky you're probably dead.
As for the Create-A-Class system, we all know it's 13 point system with blops2 styling for the most part. Lethal/Tactical grenades have been replaced with Exo Ability and Exo Launcher.
Primary weapons I see being really strong are the AK12 for AR's and the KF5 for SMG's. There's a lot of BAL-27 AR use, but the fact that it's rate of fire changes as the magazine gets closer to empty and it recoils a lot by comparison to the AK12, makes me think ze AK is king AR for AW. KF5 gets Stopping Power for the first 5 rounds out of a fully loaded magazine, which is neat, but it's got great irons, very fast fire rate, low reload time, and just melts ppl. AK12 has pretty much all that as well, particularly the iron sights. IDK why everyone runs red dots on absolutely everything, #crutch2stronk.
Secondaries are going to be fairly irrelevant, like Blops2. I haven't seen any quirky secondaries like a PDW that can actually do work. Generally I think you'd be better off getting Primary Gunfighter + Dual Mags (aka SoH) vs a secondary.
Tier 1
Lightweight - for games like FFA or CTF, SMG users
Low Profile - anti-UAV, probably the go-to 1st perk
Flak Jacket - Dom/Hardpoint type objective games
The other two are doo-doo, explosives are right were they need to be, and overcharge is basically dumb since it's a perk slot for like 1-2 more seconds of an exo-ability, none of which are really that strong.
Tier 2
Peripherals - expands HUD map and doesn't show kill markers to enemies
Blind Eye - Invis to drones and killstreaks
Coldblooded - Invis to thermal and sensor crap
Gung Ho - can shoot while sprinting, but less accurately
Fast hands is shit, shooting while sprinting = no sprint cancel, which kills it for me. Gung Ho seems like a ridiculously OP perk, but it's not, since w/ an SMG or the Quickdraw attachment, it's basically moot.
Tier 3
Toughness - less flinch (everyone's been saying this is essential, I disagree)
Scavenger - more ammo, pick up ammo (le killstreak runnin perk)
Blast Suppressor - keeps you off enemy radar when boosting (essential)
Hard Wired - immune to stuns and shit (really good vs System Hack)
Hardline - reduce scorestreak requirements 100 points
Wildcards, there's a bunch of them, but it's basically going to matter only for Primary Gunfighter (3 attachments on primary) and Perk Greeds, the rest seem pretty useless.
Exo abilities are kinda here and there, since their short-duration and one per life. I would run Overclock for CTF and shit to get in position w/ Lightweight+SMG. Mute is temporary dead silence, which seems ok, but then you realize it's going to only last a few seconds and it just became dumb. Stim is probably the go to ability as it's temporary Juggernaut, and I think it also heals you like temporary ICU. Cloak would be OP but it's crap. Hover is novelty and dumb, same as shield. Ping might be good, but nobody uses it, also 5 second UAV. Trophy System is the ducks nuts for objectives. Start capturing, turn it on, fear no grenades.
The grenade selection is pretty neat, there's a variable grenade that can be Stun, EMP, Threat, and Smoke which pretty much makes those 4 grenades obsolete. Lethal grenades are ok, but I wouldn't put a big emphasis on this, especially since Trophy System is going to get used a lot in objective games. If you have a point left over tho, I would use this over a secondary.
I'll make some notes on attachments, there's a parabolic microphone that basically unsuppress enemies for you. So suppressed shooters show up on mini-map, which will probably be fairly good, and make suppressors rather dodgy. So start playing loud, lol. The Target Enhancer is the money sight. Stock is money for AR's.
Killstreaks are pretty interesting since you can put modules on them, so you can get UAV's that cost some extra points but last longer, scramble, or work like a support streak. UAV is going to be king, System Hack after that. I think the maps will determine what lethal killstreaks are good, but we'll see. A lot of them seem rather underwhelming, although you can upgrade the remote turret into a sentry gun or allow you to rip the gun off and use it, which might be the new "death machine".
So I'll give you what I've seen/figured out. Basically this game is AR/SMG heavy, map/game type dependent. What a shock, but if you're at distance AR's have a huge edge because generally speaking ttk in AW isn't as fast as it has been.
I have seen snipers which are apparently still a thing, but with movement being what it is with all the shoot'n'scoot boosting, I don't think their going to be all that strong, aside from objective games and very large/open maps. I haven't seen anyone use the "heavy weapons" or launchers tbh, which probably means their garbage. Apparently you can get some laser guns, but lasers are ****ing dated amirite. But mobility seems to be pretty choice in this game, as with the exo-boosting in gun fights you can basically strafe people and if you're slow and clunky you're probably dead.
As for the Create-A-Class system, we all know it's 13 point system with blops2 styling for the most part. Lethal/Tactical grenades have been replaced with Exo Ability and Exo Launcher.
Primary weapons I see being really strong are the AK12 for AR's and the KF5 for SMG's. There's a lot of BAL-27 AR use, but the fact that it's rate of fire changes as the magazine gets closer to empty and it recoils a lot by comparison to the AK12, makes me think ze AK is king AR for AW. KF5 gets Stopping Power for the first 5 rounds out of a fully loaded magazine, which is neat, but it's got great irons, very fast fire rate, low reload time, and just melts ppl. AK12 has pretty much all that as well, particularly the iron sights. IDK why everyone runs red dots on absolutely everything, #crutch2stronk.
Secondaries are going to be fairly irrelevant, like Blops2. I haven't seen any quirky secondaries like a PDW that can actually do work. Generally I think you'd be better off getting Primary Gunfighter + Dual Mags (aka SoH) vs a secondary.
Tier 1
Lightweight - for games like FFA or CTF, SMG users
Low Profile - anti-UAV, probably the go-to 1st perk
Flak Jacket - Dom/Hardpoint type objective games
The other two are doo-doo, explosives are right were they need to be, and overcharge is basically dumb since it's a perk slot for like 1-2 more seconds of an exo-ability, none of which are really that strong.
Tier 2
Peripherals - expands HUD map and doesn't show kill markers to enemies
Blind Eye - Invis to drones and killstreaks
Coldblooded - Invis to thermal and sensor crap
Gung Ho - can shoot while sprinting, but less accurately
Fast hands is shit, shooting while sprinting = no sprint cancel, which kills it for me. Gung Ho seems like a ridiculously OP perk, but it's not, since w/ an SMG or the Quickdraw attachment, it's basically moot.
Tier 3
Toughness - less flinch (everyone's been saying this is essential, I disagree)
Scavenger - more ammo, pick up ammo (le killstreak runnin perk)
Blast Suppressor - keeps you off enemy radar when boosting (essential)
Hard Wired - immune to stuns and shit (really good vs System Hack)
Hardline - reduce scorestreak requirements 100 points
Wildcards, there's a bunch of them, but it's basically going to matter only for Primary Gunfighter (3 attachments on primary) and Perk Greeds, the rest seem pretty useless.
Exo abilities are kinda here and there, since their short-duration and one per life. I would run Overclock for CTF and shit to get in position w/ Lightweight+SMG. Mute is temporary dead silence, which seems ok, but then you realize it's going to only last a few seconds and it just became dumb. Stim is probably the go to ability as it's temporary Juggernaut, and I think it also heals you like temporary ICU. Cloak would be OP but it's crap. Hover is novelty and dumb, same as shield. Ping might be good, but nobody uses it, also 5 second UAV. Trophy System is the ducks nuts for objectives. Start capturing, turn it on, fear no grenades.
The grenade selection is pretty neat, there's a variable grenade that can be Stun, EMP, Threat, and Smoke which pretty much makes those 4 grenades obsolete. Lethal grenades are ok, but I wouldn't put a big emphasis on this, especially since Trophy System is going to get used a lot in objective games. If you have a point left over tho, I would use this over a secondary.
I'll make some notes on attachments, there's a parabolic microphone that basically unsuppress enemies for you. So suppressed shooters show up on mini-map, which will probably be fairly good, and make suppressors rather dodgy. So start playing loud, lol. The Target Enhancer is the money sight. Stock is money for AR's.
Killstreaks are pretty interesting since you can put modules on them, so you can get UAV's that cost some extra points but last longer, scramble, or work like a support streak. UAV is going to be king, System Hack after that. I think the maps will determine what lethal killstreaks are good, but we'll see. A lot of them seem rather underwhelming, although you can upgrade the remote turret into a sentry gun or allow you to rip the gun off and use it, which might be the new "death machine".
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