I recentely brought the Trac-5S for the underbarel grenade launcher, but now im a bit perplexed as to what attatchments to use on it. It sucks that the weapon has a higher reload time and lower ROF than the Trac - 5, so what attatchments should I be using to compensate? At the moment I was thinking, Reflex 1x, flash supressor and soft point ammo, but what do you guys think I should be using?
Don't underestimate the power of the Trac-5S with a light assault and C4 no land vehicle will survive (- sundy with blockade). But the grenade launcher isn't the only feature on it that makes it awesome. The underbarreled shotgun Wrecks things in cqc. If you find your self needing to reload in a cqc area, just switch to the shotgun and retreat a little.
Reflex one, HVA compensator. or your atachment choice, i depends if you want CQC or Long range. The Long range variant is good on a LA with an UBSG as you can OHK enemys and shot them in the head with some bulets of you are not Close enough (and the UBSG has more ammo)
Compensator with smoke or nades (depending on the situation) That's about it Smoke has a lot of uses and the nades do good damage if you land them close They're also good with the engineer because you can refill them and keep raining down grenades
Suggesting not going down the -S variant route - more or less the only reason to use the S variant is for the underbarrel grenade launcher.... which isn't something to degrade yourself to using. If you want a slow firing ranged carbine, go to NC or VS - they have their variants; Pulsar C for VS if im not wrong and NC has a lot (by far) more choices whether its CQ or LR. For TR you should just get the LC2 or LC3, the carbines are almost all the same except for RoF. 700rpm to 800rpm difference anyway. So i suggest LC2 or LC3.
I wouldn't bother with anything other than the UBGL for the 5S. It's terrible as a carbine.. Of my ~1500 kills with it, maybe 300 are with bullets.
the TRAC-5S is actually a nice weapon to get as your first carbine because while not exceptional in any one situation it offers tons of attachments so can be made to fit most any role... for a new player it's much easier to just buy some cheap attachments so the gun can fill the role instead of having to buy a whole gun and then it's attachments to fill the role the Trac-5s and Cycler S were the first two weapons I bought and I've gotten a lot of mileage out of them... even now that I own 3+ guns for each class I still use them often
Problem though: There's very, very little actual meaningful combat outside what we would consider "ranges suited for cqc weapons". This itself is the very heart of the shotgun issue we currently face. Anyway, in light of that, i'd take the CQC variants and have those outfitted for cqc. A foregrip alone will suffice if you want a ranged loadout, but almost all weapons already have such bad issues with projectile velocity in general, that you won't really want to use them outside said ranges. I fear OP might have made a bad choice. My recommendations? Honestly, the only meaningful thing to buy for it is the UBGL. But it's a dirty choice to make.
not really... at east I haven't had that experience... I see just as much outside med-long range infantry combat as inside... a lot more now actually since infantry AA and AV isn't so crappy like it was a few months ago but vehicles are still strong enough to make shooting targets at range a better idea than running out in the open to get to CQB range or simply letting them run right up into your base... usually the beginning of the battle is all outside med-long infantry and only changes to CQB when the battle is almost over as it mean the enemy is inside taking the points... a lot of people must think like you do tho as the number of easy kills I get outside because people are running around with CQB carbines, shotguns and SMGs trying is astounding... it's like they don't know they can switch weapons to use what is optimal for the situation at hand
Nobody runs out into the open to engage in CQB of course, but nobody NEEDS to cross large open fields in PS2 - hence making longer ranges completely irrelephant. Why? Because all you need to do is keep spamming sunderers until one manages to get a foothold right next to the base. Then all the fighting happens at point blank after that. Nobody crosses large fields.
if that is your experience than all I can say is the defenders are incredibly inept... they can spam all the sunderers they want and any half way competent defenders will chew them up in seconds before they get close... the only exception is if they flip a terminal and spawn it inside which again is the defenders fault for letting it happen and any defending team should be able to eliminate it even faster
I'm talking of long stalemates. Eventually one sunderer gets close enough. How are bases captured? They're overrun. By the sunderer parked right outside the base. It might not be at the doorstep of the spawn room, but it surely isn't further than halfway to the next base. And it's usually right outside the base being attacked. Of course, places like Ti and Crown don't permit such things to happen, that's why taking them is a little harder.
yes but that's why I have both med-long range optimized weapons and CQB-short range ones... obviously using a CQB weapon when the attack is just starting and everyone is far off is dumb and using a weapon designed for med-long range at the end of the battle when they are inside the base at CQB-short ranges is not desired... which is why I have weapons for each... I can't count the number of times I've seen people carrying shotguns or SMGs get slaughtered in the opening of a battle as they try and get from the Sunderer parked behind a hill to avoid AV fire to the walls or buildings in the base simply because the people on the walls are all using med-long range AR, Carbine and LMGs... even more so with now on the test server with the walls and such they have been adding to even small outposts... once you do get into the base and have a solid foothold then it is in your best interest to switch over to CQB weapons... long range infantry combat happens more than you think which is why there are so many threads complaining about getting sniped by things like the Gauss SAW or how the TMG-50 is the best TR LMG... it's because those weapons are great at range but people foolishly keep carrying nothing but CQB weapons my point with the -S variants is that while not the best at either offer enough customization to be decent at both... and do it for a much cheaper price than buying multiple weapons for each... which is a boon for new players who don't have much to work with...
I have Auraxium on my T5 S and here is a bit of advice. The UBGL is THE reason to get that thing. If you are a good shot with it you are gonna make people rage. However you are mostly gonna have to stay at range and offer support/suppression role or you are LA and want to insta kill a sundy (as long as it doesn't have blockade). You do not want to be running around inside a tower with this thing. The grenades do not explode until they have traveled 10+ meters and due to it's lower RoF it is inferior to nearly every other gun in a straight up close range shooting match. So I would advise you to kit it out for range fights since that is more of what you are gonna be doing. One final note: It is really good for an engie since ammo packs restore ammo for the UBGL (sometimes it bugs however). Also engies are not typically a class you want on the front lines anyway so it's a good weapon for them.
But the fighting at longer ranges right as a battle begins is better done using the infiltrator's weapons. A few minutes later, depending on who has the numerical superiority, it's either everyone surrounding the base, or the defenders are dead. (With the exception of crown and Ti) Basically, fights at longer ranges are possible, but hold no strategic meaning at all. No amount of small arms fire will stop the enemy from bringing a sunderer in close and deploying behind the building right beside the capture point. So for a new player to have maximal impact, a CQC variant is IMO recommended. The S variants will lose out way way more than 50% of the time in a cqc situation, which is incidentally the 1. only small arms combat range that decides if a base is kept or lost 2. the most common range for combat in ps2