Especially Controllers... Kill them, and then what?
You have a berserk, non-headshottable target that's determined to kill you no matter what. I actually find legendary UGVs easier to deal with when their controller is alive.
Printable View
Well, I can't speak for others, but I don't have special tactics for rushers, beyond "shoot them first."
What I do have sometimes is a choice between increasing damage to health, damage to armour or damage to out-of-cover, and so I need to consider the various advantages that each one gives me.
My priority is mainly below, weaving in-between both (Behind cover & Out of cover)
- 1st: Wireless Icon: A wireless operator who send out RC bomb, shoot the satchel to stop him. (Behind cover)
- 2nd: RC Vehicle Icon: If you spot this run, the soldier can deploy a bomb loaded RC vehicle that will explode near you. Shoot it to destroy. (Behind cover)
- 3rd: Corsair Icon: Sniper – Enemy with sniper rifle. Use flash bang and shoot the head. (Behind Cover)
- 4th: Wrench Icon: Controller – Stop him from deploying repair turret, shoot on the head. (Behind Cover)
- 5th: Turret Icon: A controller who can deploy a turret that will start shooting as soon as it tracks you. (Behind cover)
- 6th: Thrower: Grenade Icon – Equip with grenade, can throw variety of explosives based on faction. (Behind cover)
- 1st: Assault: Single up arrow icon – Shoot the head, weak enemies. (Out of cover)
- 2nd: Lightning Bolt Icon: Rusher who carries shotgun, shoot the satchel to release his gas. (Out of cover)
- 3rd: Medic Icon: Simple to identify it will revive the dead enemies. (Out of cover)
- 4th: Sticky icon: Enemy will be using a sticky substance to trap you, shoot the drum on their back. (Out of cover)
- 5th: Military Badge: A empty military badge icon with down arrow design means Tank, it is a strong enemy with shield. (Out of cover)
- 6th: Leader: Double up arrow icon – Tougher one deals, use explosives. (Out of cover)
- 7th: Bullet Head with two lines below Icon: Carrying LMG and equipped with armor. Shoot the expose parts of body. (Out of cover)
- 8th: Clenched First Icon: A machine gunner in your way, the enemy wears a helmet and use LMG. (Out of cover)
That is a perfect scenario.....quite rare but it works for me.....give or take.
Sure, it's just not that relevant imho as the damage done is just that and the number of rounds required is just that. Don't misunderstand me here as I have no arguments with the math side of things and I'm not so dull as to dismiss a few thousand years of knowledge, but you're are correct in that you and I go about this stuff quite differently. The results are what they are though, and I'm not arguing with those numbers either.
I don't agree here as it's not about a given situation or the build at that point but about how a player performs from moment to moment and the math can only guess at that too. Confining it to the same player doesn't help either as somoene else can copy that build and perform much worse simply because of experience and skill. It matters a lot imho and even though I accept that you can describe much with the math its value to a build is only made real once built and its effectiveness determined by the skill of the player. There is a nuanced perspective there and I think it's an important distinction to remember.
Some constraints you can work towards mitigating, sure, but not all of them. You can farm for a specific item, optimise, reroll, calibrate it etc etc; you can create strategies and tactics to plug holes in builds or abilities and on and on but all of that has to be done in game and at any given moment your proximity to some mathematical ideal will change. If you haven't dropped a decent shotty then a shotty might not be the best solution at that moment, so you farm for a better shotty and on and on. I can put a shotty in a player's hands but if they keep trying to kill things with it at 30m then I can gently point them toward the damage drop off curve and ask them to try within 10m but if they don't do that then the math behind the shotty is all but useless.
Shotguns are and always have been my solution to rushers and anything else within 10m of me. Didn't take much to think up either:) Big stick go boom boom. Jokes aside, I think they are just being used as an example. Some muggy purple rushing you isn't an issue but you can get rushed by an SMG dual weilding Elite too and that can be if you lack the burst damage to drop them before they drop you.
Nothing wrong with that opinion either; in fact, I'd wager that it's one of the main playstyles. It's common to hear the expression that it's a "good defence to have a good offence". I also hear "dead = zero dps" too but it's discribing the player not the enemy. You can optimise for TTK if you wish or not because they're your choices in a video game with many solutions to the same problem. What I'm personally looking to optimise is fun and there are lots of ways to solve for that too :)
It sounds like we're in agreement since, as you say above in your "other than" part, there is some form of "special attention" (or whatever you care to call it) they need. I'd put it more precisely as, "bad things happen if you don't kill them before they reach you." (Maybe not all that bad, but at the least an unnecessary distraction from the rest of the battlefield.) I don't know if that's the same thing you're saying or not, but I think we can all agree that it's more often worse to take a couple of extra seconds to kill a rusher than a even a few extra seconds to kill distant enemy in cover.
I suspect, though, that if you have two incoming rushers, you don't kill one and then turn to killing a distant controller before coming back to the other rusher. If you do both rushers first, that seems to me to be setting them at higher priority than controllers.
Are you sure that RC vehicles don't receive the DOOC bonus? At any rate, I'm not sure how much it matters for them, since they seem explode with one hit. Drones, however, are another matter; on Heroic they often take several shots to kill, so it would be nice to know if they receive DOOC damage or not.Quote:
RC Vehicle Icon: If you spot this run, the soldier can deploy a bomb loaded RC vehicle that will explode near you. Shoot it to destroy. (Behind cover)
Precisely.
I don't think that defensive builds are an issue in this conversation; we're talking about high- or all-red builds here, after all. It's simply the case that this is not an on or off issue; there is no build where without DOOC (or with DOOC, for that matter) you're guaranteed never to have a rusher reach you. You're simply trying to set that probability of that as low as reasonable when balanced against the cost of "I feel it's taking me too long to take out guys in cover," and increasing your DPS significantly against out-of-cover enemies at the cost of slightly lower DPS against in-cover enemies tends to be a good exchange for this, for many people at least.
────────────────────────────────────────
As an unrelated aside:
Those used to be my solution, too, until I discovered Unwavering. That basically removes the reload time problem that Shotguns give you and you also get a much longer effective range.