Chaingun:
The chaingun has a large bullet rack, a wide range, a deadly stun and a imense amount of damage due to the high fire rate.
Best is, not to get into a shoot ray at all, rarely there is a chance to get alive out of it. The wielder usually gets bound to the strafing, by moving sideways you most likely should be able to stay out of his shooting angles.
The bad side of the chaingun is its long reload time, aswell as the delay in fire each time he suffers a hit. So while staying out of the possible angles he can shoot, you either tear the chaingunner appart with dual wielded pistols on close range, if you are skilled at this, while hes reloading, and kept stunned each hit delay. (High risk of getting nailed by the next ray, if you are unskilled at this)
Or you pack out a riffle, and land a few hits, each time he has to reload, or has a delay due suffering a hit.
Hand Gun:
Some swear its the best bet, to jump a handgunner closerange with dual wielded guns, since the handgun does 30 damage on full hit, while the most other duel wielded guns do a damage of 40 and more on a full hit. But for some reason I dont like these close range fights, cause the outcome is always pretty vague.
Most riffles have a way longer range than the handgun, staying out of reach and slowly tearing the hangunners health away should be the best bet, since the classes that can use it, aren't really fast ones.
Proximines:
Start laying them your own, you'll notice they are mutch less lame. Me and the proxies burried the war hatchet. I'll die deaths from proxies, I gain kills back from proxies. Fair deal.
Green Rifle / Photon:
Some players tend to get pretty close with these, in that cases, pull out a dual gun and scatter they'r body in bits. A riffle is not ment to get close with, if someone does it versus dual gun, hes done.
If he keeps distance, strafing around, your best bet is the lRpulser.
As for iricia try to make the bullets a little more outstanding to the ground.
Heavy Laser:
No idea, have rarely fought people with it, but from the shoot delay its weak point is probably close range, but with care since it deals a good load damage on a hit. Strong melee might also work on it to get it fastely done.
Cakes + Pipes:
Nothing to do really, you can pack out cakes aswell, the first hit wins. You can jump close and try to land lucky hits, but the area damage of the "cake bomb" most likely gets you soon or later.
A hint could be, that while flying in the air you can`t get frozen or caked.
Mortar:
Inside a bunker its a pain, but on the field it is quite easy to move around the impact areas and get the very slow unit on the run.
Red Pistols / Blue Pistol / Rippers:
Count the bullets, and stay away from close fights, those are to often luck based, and your on the best way to get the victory home.
Sniper:
Thats a bad one, mostely if you realize the red dot, you already suffered a hit, for a trial this most likely means the sure death, but as gold you still have 50 hp left (I did read something about it beeing nerfed to 40 HP not sure tough, this would trials give the same possibility) start sprinting, and search for the location of the sniper, They usually stay at "sniper spots" so you should avoid a few shots by moving diagonally up and down, you regenerate 1-2 HP till you found him in the best case.
Now you drop in 3 healing medkits at once, if you have a weapon with a high damage on each shot ready, you should be finishing him off, if you have a weapon with high fire rate, but low damage, you gonna get nonstop shot by sniper bullets and most likely die due to that bug.
I think, snipers should not be able to fire at you anymore, once you are near to them, that doesn't make mutch sence, especially with the insane fire rate they have if they get hit by lRpulser for example. Both should be fixed, and this strategy should work quite well after some training. |