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new beta build of mag, new build.

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new beta build of mag, new build.

Postby oHIKARUo on Tue Oct 27, 2009 4:03 am

RAVEN build: "TRUE CAMPER"
PROS: Focuses on defense AND offense and knowing where the enemy is at all times while concealing your own location until you fire your weapon. You can hug a corner and watch enemies approach your area well before they are a threat.your teammates will also be able to use this information if they are in your area.

CONS: No suppressor so you will be detected only temporarily if you fire. Motion sensors will be rendered ineffective to you since you have improved stealth + sensor jammer. As long as you don't sprint you won't be detected.

The true CAMPer remains unseen, undetected by radar, and knows where his prey is coming from and when he will be most vulnerable.

The idea with this build is that you have a 50 shot full auto that comes with a free reflex sight (the F90 SMG) this weapon is much better than it was in the previous build and I don't even have improved stability or reload yet so it will only get better, by the way the recoil on the P90 is very manageable. As with all my builds you are also a medic capable of full revive and you also get improved healing in this build as well.

Where this build shines is the motion sensor & sensor jammer combo. This will render you completely invisible from enemy UAV recon scans as well as enemy players who actually have a motion sensor themselves... granted you aren't moving you are 100% invisible on radar and on HUD as long as you don't shoot either since you cannot get silencer on this build. The motion sensor is a very important piece of equipment because 99% of the enemies who attack are sprinting into the entry point well before they are at the entry point and the motion sensor will help you setup the perfect ambush. Keep in mind that your teammates around you also benefit from the motion sensor information as well as the sensor jammer effects as well.

This build also includes improved repair and advanced explosives to make defusing/arming faster and repairing faster when you have to repair.

Support Subtotal 6
2 Medical Kit
2 Resuscitation
2 Improved resuscitation

Electronics Subtotal 8
2 Acoustic locator
2 Explosive detector
2 Sensor jammer
2 Motion sensor

CQC Subtotal 11
3 SMG : F90
2 CQC Reload speed Get this 1st AFTER you have got EVERYTHING else on this list
2 CQC Improved Stability
2 Shotgun foregrip
2 SMG suppressor

Athleticism Subtotal 12
1 Improved impact resistance Get this 2nd AFTER you have got EVERYTHING else on this list
1 Improved sprint recovery
1 Improved shot detection
1 Increased endurance
2 Improved Stealth
3 Explosive resistance
3 Increased health

Explosives Subtotal 3
2 Anti Personnel mine
1 Advanced explosives

Total: 40/40

Loadout 1
600c + 200c = 800c Primary: F90 w/suppressor
200c Secondary: F57
1,000c G1: Medical Kit
800c G2: Motion sensor
400c H: Sensor jammer
200c Light armor

TOTAL: 3,400/3,400

Loadout 2
600c + 200c = 800c Primary: F90 w/suppressor
200c Secondary: F57
1,000c G1: Repair Kit
800c G2: Motion sensor
400c H: Sensor jammer
200c Light armor

TOTAL: 3,400/3,400

Loadout 3
600c + 200c = 800c Primary: F90 w/suppressor
200c Secondary: F57
1,000c G1: Medical Kit
1,000c G2: Repair Kit
200c Light armor

TOTAL: 3,200c/3,400c

-------------------------------------------------------------------------


Raven build: "CAMP heavy support"
PROS: Can take out up to 2 helicopters alone if you hit the helicopters with every shot. Can take out the prototype APC in 1-2 shots with HEAT RPG, if you get the Prototype smoking and near death you can finish it off with the PK45 MG if it would be quicker than locking on with another HEAT RPG. The HEAT RPG is the grim reaper when used against defending team's APC and the Prototype APC. Attacking team APC's still take punishment but will acknowledge the danger that they are in if they continue to take fire from your HEAT RPG you will end up killing it. HEAT RPG against turrets is pretty effective but still takes several hits to destroy the RPG, the positive side to this is that you will most likely kill any repair personnel from blast damage when hitting the turret with your HEAT RPG. Can last a long time in defensive areas due to the PK45 MG having 100 round magazine.

CONS: High recoil on machine gun and HEAT RPG takes a while to reload even with the reload skill (it is definitely worth having).

As usual every build includes the ability to full revive your teammates. This is crucial to our continued success and it has always got us through near losses many times.

Skill list pending....

Support Subtotal 7
2 Medical Kit
1 Improved repair buy this 1st AFTER you buy everything else on this build !!!!
2 Resuscitation
2 Improved healing buy this 2nd AFTER you buy everything else on this build !!!!
2 Improved resuscitation

Heavy Subtotal PEND I have to make sure this is the correct requirements for this skill line.
2 Reflex sight
2 Foregrip
3 HEAT RPG
1 RPG reload speed
3 PK45 MG
3 Improved stability
1 Improved reload speed

pending remainder of list....

Loadout 1
800c + 200c + 100c Primary: PK45 MG (upgraded machine gun)w/ foregrip and reflex sight
200c Secondary: F57
1,000c G1: Medical Kit
800c H: HEAT RPG
200c Light armor

TOTAL: 3,300c/3,400c




--------------------------------------------------------------

Raven build: "CAMP Assault"

Skill list pending

Loadout 1
800c + 100c + 200c = 1,100c Primary: ATAC2000 w/reflex sight, suppressor
600c + 200c = 800c Secondary: KP7 w/suppressor
1,000c G1: Medical kit
200c Light armor

TOTAL 3,100c/3,400c



----------------------------------------

Raven build: "CAMPmando (commando)"

PROS: Full stealth, any attack is made with silently. Long lasting close to mid range fighting duration, tons of ammo on hand to use before reloading. If you fight smart enough the enemy will not know where you are, ever.

CONS: Close to midrange combat only.

skill list pending

Loadout 1
600c + 200c = 800c Primary: F90 w/suppressor
600c + 200c = 800c Secondary: KP7 w/suppressor
1,000c G1: Medical kit
400c G2: Sensor jammer
200c H: Acoustic locator

TOTAL: 3,200c/3,400c


--------------------------------------

Raven build: "TK machine"

PROS: A lot of area effect weapons. Keep your distance, and stay near the supply depot to get the maximum potential from this area effect build. If used properly this could suppress an entire area with almost the same effect as a mortar barrage. Choose the section you suppress wisely and let it be known so you don't end up TKing everybody.

CONS: TK potential is VERY HIGH.

pending list


Loadout 1
800c + 400c + 100c = 1,300 c Primary: BR553 (3rd assault rifle) w/ grenade launcher, reflex sight
200c Secondary: F57
1,000c G1: Medical kit
400c G2: Frag grenades
400c H: Poison gas grenades

TOTAL: 3,300c/3,400c
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Re: new beta build of mag, new build.

Postby Vinster on Tue Oct 27, 2009 10:18 am

I was just wondering when could we use the Loadout 2 of the TRUE CAMPER build, without getting yelled at for not being a medic ? lol

I'll probably choose that build since I wanted to try the Sensor jammer and Motion sensor for some time.
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Re: new beta build of mag, new build.

Postby oHIKARUo on Tue Oct 27, 2009 11:58 am

Vinster wrote:I was just wondering when could we use the Loadout 2 of the TRUE CAMPER build, without getting yelled at for not being a medic ? lol

I'll probably choose that build since I wanted to try the Sensor jammer and Motion sensor for some time.




Good question about loadout 2 on true camper, that loadout does indeed have NO medical kit. Here is my reasoning behind that loadout. First you retain all the benefits of motion sensor (you can keep an eye on minimap to constantly check if an enemy is coming near you because how close is the enemy that always kills you while you are repairing? He is practically in point blank range and sometimes in medium range, but hardly ever in long or extreme range right? Thats the idea of the motion sensor, so you can repair and have enough time to stop repairing and take your weapon out which also does a great job killing in close to medium range. The sensor jammer is a added benefit in that nobody will know you are there if you are standing still or walking (not sprinting). Basically you never want to start a defensive mission with loadout 2 since medical kit is a higher priority in that stage of the game. Even in AQU loadout 3 would be more favorable than loadout 2 if the gate is down. In AQU it is more important to have loadout 1 in the final part of defense since repairing the roadblocks is VERY high risk so you might as well tend to the wounded instead while knowing where the enemy is coming from.

The reason there is no medical kit in that loadout is because it is intended, more or less, for use on Domination when you are defending and are pushed back to the final objectives (the ones with the letters).

Once you are there I noticed that most people repairing doors had 100% tunnel vision and wouldn't even revive people next to them on their own squad. Sometimes people did repair and revive, but most of the time people repairing had tunnel vision. In the final part of a domination defense we spawn right next to the objectives so medical kits are nice but at that point are a luxury item. Keeping the enemy out of the easy entry points is a higher priority.

There is also the third loadout for true camper which has both medical and repair kit but has no electronics. You can use this also if you are on defense in domination or AQU if you want to heal and repair and are not worried about whether or not the enemy can see you or if you can see where the enemy is coming. For defense or offese the best setup is loadout 1 with the medical kit, this way the enemy doesn't know where you are until you are seen or you shoot. If you are not seen or do not fire your weapon the enemy will most likely never know where you are.

Loadout 2 is also good for when me and kek go and slip through the offensive lines in the final part of Dom (when we are defense) sneak through and get to the AA and start repairing it. We got ambushed several times today doing that and a motion sensor would have saved us to the point that a medical kit wouldn't have been necessary since we would have had so much of an edge in the fight by being able to anticipate the opponents movements to start shooting as he comes into line of sight with who he believes are engineers with tunnel vision.

When you are defending with motion sensor + sensor jammer it is awesome... it almost feels like cheating because you can see everything clearly before getting to your entry point.

The pistol fucks everything up so bad by taking 200c up and not being an option.

I could make VERY nice builds if the pistol was removeable. Keep praying for it.
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Re: new beta build of mag, new build.

Postby Vinster on Tue Oct 27, 2009 12:23 pm

So loadout 2 is mostly used in DOM, when repairing the gates of the letters or if you're in the two man army repairing AA.


Loadout 1 is the main one which is used 90% of the time. It's the offence one as well as the defensive one mainly is AQU

Loadout 3 is used when repairing bunker or support shit so you know if there's an enemy coming around your back.


Got it. I'll be making this build.

PS : It would be fun if we could name our loadouts like in MGO.
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Re: new beta build of mag, new build.

Postby headstones on Tue Oct 27, 2009 3:36 pm

k did they chang any thing on the ms or sj i had a build with that set up before it was not worth the points but thats just me
because u still light up red in the scope of the enemy or some 1 spots u and bang ur dead

and the points u waste try to get the sens jam are a waste

but i'll try it again when i respec after i hit lvl 40 that way if i dont like it i'll just respec again
and BOOM goes the dynamite
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Re: new beta build of mag, new build.

Postby Vinster on Tue Oct 27, 2009 4:01 pm

I thought you were the one that said it was worth it :P
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Re: new beta build of mag, new build.

Postby headstones on Tue Oct 27, 2009 4:49 pm

ya but the cost is to much i can do the same dmg with out it free up space 4 better shit
but like i said i have'nt tired it on this build of the beta dont get me wrong its not bad
and BOOM goes the dynamite
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