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(11-27-2012, 04:27 PM)at0m link Wrote: [ -> ]should probably split this off into a 'potential shenanigans' thread

Step one, get in the bus

Step two, honk the horn.

step three, party like it's planetside one
Maybe not as much shenanigans as others, but I would really like to have a squad roll all LA, then do Assault Marine impersonations as we attack other people.  Maybe do that one on our TR accounts.  Xeno loving scum and heretics and all that jazz.

Also, does anyone know if crashing airships does damage to the things you crash them into?  Bring back Allah Akbar Airways?
(11-27-2012, 07:28 PM)Greatbacon link Wrote: [ -> ]Also, does anyone know if crashing airships does damage to the things you crash them into?  Bring back Allah Akbar Airways?

Yes and no, there is no explosion radius for vehicles, but you more certainly can directly crush infantry/vehicles before you die
-Abuse deploy/squad spawn to get on top of buildings.  Bring an engi and medic.  Run AA/AV rockets, sniper, HA closer infantry.  Works best on towers or bases like Tawritch that have a few big open areas way up in the air, but isolated.  Also best when jumping inbetween TR and NC or on the safer side of a VS vs NC/TR.  Also look for potential spots for the new version of setting up picnics.

- Suicide Squadron - Get scythes, find galaxy, crash into galaxy.  Bonus points for screwing up its trajectory or causing it to crash on its own.

- Might be possible to bait aircraft into running straight into a cluster of AA maxes, though not as much fun as skyguard surprise.

Kinda sad that killing the gen is a legit tactic now Tongue
Hot drop on a Bio/tech dome that's not even remotely takable by us-  put a squad becon -  have everybody drop on it with HA mostly with the exception of an engi/medic  and farm every air craft/vehicle imaginable with target call outs.     I did it yesterday with a pug squad and it was pretty funny.      They usually have no idea where they are getting hit from and watching 3 rockets go to the same target is quite rewarding.    
This would require some rich ass people or a good bit of savng up certs but

4-5 sundies rolling out, each with one driver and two gunners

Each one has bulldogs on both turrets

Perform surgical area denial artillery strikes on bases by circling main bases (or being stationary), or key choke points. Ideally each sundy would have ammo certed so they can constantly re-arm

Result: an entire amp station or choke point under constant "artillery" barrage from 8-10 bulldogs firing high into the sky and landing hits with the help of either blind luck or a spotter. Constanntly circling/moving while doing this would help make it harder to pinpoint where the fire comes from and also keep the fire going around the whole base instead of just one section.

Will it ever accomplish anything? Who knows, but you sure as hell will wreck havoc for anybody inside.
We could do the same with an infil Q-ing targets for multiple bombers. Side bonus: the infil gets 'bomber target calling' bonus XP.
Yeah but you need more bodies with that unless you got caf's setup Tongue

1 pilot for each bomber while the sundy only needs 1 driver (if that) for 2 gunners

On that note galaxies would also work well for this since they can get bulldogs. A gal with that plus some good AA guns on the back/top would be crazy (and expensive/time consuming).

I'm imagining 3-4 gals with 5 people each in them and both having bulldog upgrades for the side guns, raining shells everywhere.
https://www.youtube.com/watch?feature=pl...2CRRLMITac

Hah, this video goes on forever so skip around.  the power of predicting where the foot zerg are rolling out of and having a irscope.  jesus. 
(11-29-2012, 02:46 AM)Ianki link Wrote: [ -> ]https://www.youtube.com/watch?feature=pl...2CRRLMITac

Hah, this video goes on forever so skip around.  the power of predicting where the foot zerg are rolling out of and having a irscope.  jesus.  
I know the guy said IR in the video, but I think that's thermal.
After last nights mauling of several hot sunderer buses, I am going to dub a new tactic, which I shall name Spiderlings


[Image: 1024px-Mother-spider-and-spiderlings-0b.jpg]


Christ, how horrifying....

- Sunderer w/2 Bulldogs
- Load of Grunts, mostly HA with 1-2 Medics, and 1-2 Engineers
- Drive into a flanking route against an active enemy sunderer, hit with bulldogs, everyone jumps out and mops up

Preferred Sunderer Loadout
- Blockade Armor
- Rival Combat Chasis
- AMS or Gate Diffuser


May also be used in alternate air-bait mode, which requires AMS to loadout in AA gear

rumsfald

Quote:Karrde link=topic=6640.msg257523#msg257523 date=1354072932]
- Might be possible to bait aircraft into running straight into a cluster of AA maxes, though not as much fun as skyguard surprise.

Galaxies can have multiple maxes as passengers (at least 4, possibly all positions), so the current move is the "Galaxy Surprise." Anger-not-Angry is good at this.

Also, Surf is a great "Death from Above" or "Hammer of Dawn" lib pilot, parking at ceiling, and raining doom. There was very little opposition at ceiling for the better part of an hour.
Similar to Spiderlings, but more prone to failure.

Taking a bunch of flashes, flanking behind a deployed sundy/cluster of baddies, and riding towards them in a line, dismounting before impact. HAs with some medic support.
(11-29-2012, 10:17 PM)Didzo link Wrote: [ -> ]Similar to Spiderlings, but more prone to failure.

Taking a bunch of flashes, flanking behind a deployed sundy/cluster of baddies, and riding towards them in a line, dismounting before impact. HAs with some medic support.
Bonus points for using furies and holding down M1 while doing this
Shenanigan possibility - Undead Platoon/Squad

I noticed that you can take a very very long time to respond to medic revive. If we are losing  a base, we can all die near a point, or generator(scu maybe?) then we have a medic rez everyone but no one clicks "accept". Everyone maintains some mouse activity to prevent disconnect. We wait until the place is clear and then all click accept at the same time. If this works it means we could effectively hide a squad or platoon "dead" on the ground anywhere but with the ability to revive at a moments notice.
(11-30-2012, 01:39 AM)grin link Wrote: [ -> ]Shenanigan possibility - Undead Platoon/Squad

I noticed that you can take a very very long time to respond to medic revive. If we are losing  a base, we can all die near a point, or generator(scu maybe?) then we have a medic rez everyone but no one clicks "accept". Everyone maintains some mouse activity to prevent disconnect. We wait until the place is clear and then all click accept at the same time. If this works it means we could effectively hide a squad or platoon "dead" on the ground anywhere but with the ability to revive at a moments notice.

This would be incredible
(11-30-2012, 03:23 PM)Surf314 link Wrote: [ -> ][quote author=grin link=topic=6640.msg257679#msg257679 date=1354257568]
Shenanigan possibility - Undead Platoon/Squad

I noticed that you can take a very very long time to respond to medic revive. If we are losing  a base, we can all die near a point, or generator(scu maybe?) then we have a medic rez everyone but no one clicks "accept". Everyone maintains some mouse activity to prevent disconnect. We wait until the place is clear and then all click accept at the same time. If this works it means we could effectively hide a squad or platoon "dead" on the ground anywhere but with the ability to revive at a moments notice.

This would be incredible
[/quote]

We should do a dry run of this tmorrow under more controlled conditions.  See how feasible it is.
Planetside 2: Nerf Giraffe Camo Volume 2: Nerf Harder

apparently the only thing TO do is to buy giraffe camo and drop behind nc lines.
Don't tell me that's what it was....
Is it possible to deploy while in aircraft?  If so try to draw attention with a fleet, then deploy on the actual fight.
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