DRL > Discussion
The Wall Strategy
Zecks:
--- Quote from: wisnoskij on April 16, 2012, 10:33 ---missile launcher (with a sniper upgrade)
--- End quote ---
but the missile launcher already has +10 accuracy! so unless you find a second pack to negate the out-of-fov penalty it's useless.
wisnoskij:
--- Quote from: Zecks on April 16, 2012, 10:42 ---but the missile launcher already has +10 accuracy! so unless you find a second pack to negate the out-of-fov penalty it's useless.
--- End quote ---
Probably should of checked that, I was missing so much with the original rocket launcher and it was teh onyl gun that would accept it (and I needed space).
Klear:
A great mod for the missile launcher is the nano mod. Finally a way to make a lot of carnage without worrying about rocket supplies.
AahRealMonsters:
Strategy for the wall? Hmmm...
I usually blow a whole in the wall at either the top or bottom sections with the rocket launcher and then use a combination of corner shooting, running backwards, bad language, and praying to god.
I use the rocket launcher in hopes that the enemy will bunch together. Plus the blow back gives me time to reload before they enter firing range. I'd recommend slapping a mod to your launcher to give you an edge. Typically, the rocket launcher is the strongest weapon in my inventory at the time I reach the wall.
And you know what sucks? Blasting through the hordes and discovering that one of your strays went and blew up the valuable goods on the other side of the stage. FFFFFFFFFFFFFFFF-
Lz_erk:
All my cornershots seem to push the wrong way, and even strafing with Shottyman, I take more damage than I do using rockets and chainguns [possibly because HNTR is too rough for me]. Can we get a rapid-fire newbie strategy on here? I'll start, but I make no promises about it being remotely good.
I'm fond of using rockets there, but I never have enough. Throwing an accuracy mod into the rocket launcher isn't a waste just for The Wall [especially if you have Eagle Eye for a Scavenger build, and if you're an Ammochain Marine, you won't be doing crap with mods anyway], but that alone doesn't do enough to protect the Backpack and Launcher, so I've been carving the wall like this:
Edit, since my BBCode image didn't work: http://imgur.com/hc0IT
This was a little too high but worked out okay [on ITYTD!] -- you want to breach the middle at a diagonal so you have some wall left to absorb those deadly mid-zone rockets. Start almost one-third of the way up the wall [with just enough room for a safe shot] and fire diagonally.
Synopsis for Arena and Court: Get the Blue Armor and every last rocket out of the Arena. If possible, equip the armor only when you mod it in The Chained Court. Spend a rocket on the Arena Master if you want [but don't bother reloading it while he's alive, especially if you're a Marine and can easily berserk-Chainsaw him]. Keep the Chainsaw, and personally I'll take the Staff over a shotgun -- it's weak, but is an instant-use one-slot weapon that can finish off near-death enemies. Put one of the agility mods into the Rocket Launcher and the other into the Blue Armor [you need to be fast to line up good shots or drag them to the "safe" side of the wall]. Take off the Blue Armor, save it for The Wall. If you don't have a plasma rifle, don't hesitate to drop the Energy Cells if you need space for a third armor, another health pack, or anything else -- you'll get plenty of BFG chow later, and in backpacked stacks.
For The Wall: Blast the wall open at a diagonal so you have more sharp corners to hide behind while reloading and swapping guns. This should make it easier to get off diagonal or obstructed shots that won't endanger your goodies. If you get two or more acidic satyrs on you at once, try blasting one of them closer to you so you can chainsaw it. Chaingunning wounded ones should be easy, but make sure to wait a few turns, as stray shots could bring more in. Don't forget phasing and the staff.
Let me know if this is bad.
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