Zergs....sometimes I turn of Plantside after 5 Minutes, when I hardly get out of spawnrooms.
HA's OHKing me with a Rocketlauncher in melee combat and walking away unharmed is annoying too....cry cry. As long as Infs lose any fight, when...
Well, The Trap feels that 3m-40m niche. It feels nice to shoot things at lowish mid range and still being able to enter a building
yeah, it's burst cripples the HA before he can activate his shield. Never the less it's a short to shortish midrange weapon.
Take a double pounder with lockdown 5 and spam a doorway. Take Burster with lockdown 5 against aircrafts. Take Fractures with lockdown 5 to snipe...
Too late for what?
Pff, actually I have a full certed Inf and Max unit.
Lockdown is great. Don't know that the problem is.
So Vandal is a mid to long range weapon and the Trap short to mid range?
Was just imagening a tree full of LAs. Sitting there like crows till you snipe one of them.....what a sight.
Don't they already have pretty efficient mid range weaponry? Giving them scoutrifles wont make a difference. On the other side I might start...
It's highly effective, if you dont move or even crouch. The other factors are distance and daytime. At high distances you can even sprint without...
Good, useless cloak option get's even more useless.
Like the railjack. TR overcompensating. I like weird looking huge guns with firepower.
yeah, experience the limitations of this class for yourself.
Yeah, NW 5 patch didn't lower their effective HP enough. Yeah, I see your point. It's just unfair that HAs don't win fights, if they...
good idea
I can't decide between the foregrip and lasersights. While the the qualities of the gun benefit more from fore grip, laser sights make hipfiring...
Too much ******** here.
yeah, they should remove or change the single-shot-mode. And I recommend lasersights on the Trap. Just great to hipfire-bursting enemies with...
Separate names with a comma.