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MadMarkus
03-08-2008, 01:58 AM
Hey Arrotta, I've played with you a few times...no doubt you are excellent with the pistols....question...how many "kills" or xp does it take to get the Akimbo set? I try to use the pistol a lot but never seem to get the upgrade for it. You were playing medic on some maps and were doing some righteous damage with the akimbos on the second map i think (it was before volcano maybe)...
Do you get the upgrade quicker as a med due to healing and battlesense or is it just stright player kills?
Any advice would be helpfull.
Thanks

edit: OH...Im all for faster pistol reloads AND switching

ArR0tTa
03-08-2008, 07:33 AM
its easier to get lvl 4 lw as strogg

I usually take a icarus/tormentor and throw all my grenades at a turrent, respawn and repeat

strogg gets a extra grenade than gdf, the icarus makes it easier

You could just farm for lw xp that way... Then I would capture forward spawns for +15hp and forward spawns usually have turrents, make spawnhost for a quick respawn for more grenades when you have more spawnhosts.

You just gotta know how to get the upgrades fast.

reyalp
03-08-2008, 08:09 AM
Moved, since it isn't related to the comp mod

Scorge
03-08-2008, 07:39 PM
It's easiest with an engineer or a constructor, because they get those wonderful little nade launchers.

SuperHappyCow
03-09-2008, 01:24 AM
its easier to get lvl 4 lw as strogg

No, it's not. : P

TreeFrog
03-09-2008, 01:39 AM
damn, had no idea you could get light weapons upgraded by just throwing nades at a turret

Singh400
03-09-2008, 01:49 AM
Rambo Medic is probably the quickest way to get LW4. Never got it myself (yeah, im a "n00b"). But I LOVE LW3. And I've started to get that alot more. Like ArR0tTa said, you need to know how to rack up XP in a certain category.

nick_ss
03-09-2008, 07:56 AM
You need about 120 XP point for level 4 light weapon, then you can either unlock the following:

As strogg, charged blaster, except if you are an agressor.

As GDF, akimbo pistol or silenced akimbo pistol as covert, you won't have silenced MP anymore if you are or changed to a covert.

I think you need 10 for the lv1, 15 more xp for lv2, 35 more xp for lv 3, 60 more exp for lv 4. I could have gotten the numbers wrong, so correct me if I made a mistake.


There is a quick guide on the XP:

if you do 100 damage to a player, you get 1 XP, so a well placed nade, or if you shoot someone to death from full health, you get about 1 XP, sometimes a bit more depending on their health.

if you do 100 damage to anything else, which includes, turrets, ground vehicles, flyers, supply crates, you get 0.25 XP. But your nade does maximum of 600 damage to vehicles/turrets. If you get a close enough nade hit on a turret, you get about 1.5 XP. Turrets have about 4000 life, so nading turrets is a good way to get light weapon bounus.

One important note: the damage must be dealt with light weapon, this includes, Assault rifle/lacerator, nades, pistol/blaster, MP/lightning pistol. You can't get light weapon xp, with any scoped weapon or heavy weapons, e.g. sniper rifle/railgun or hyperblaster/GPMG.

I find when I play as a soldier or an aggressor, especially strogg aggressor I tend to get maximum amount of light weapon points. I think because I think about is to shoot things/blow things up. When I play a medic, I tend to heal and revive or making too many spawnhosts, and don't have the time to shoot.

Charged blaster shots are pretty useless, as it the blaster has too much spread, and takes a while to charge up and doesn't do a lot of damage. If you aim for the head, it generally misses unless someone is standing still.

Akimbo is cooler, but again has quite a lot of spread and isn't so good at long range. It is quite powerful if you can get good headshots with it.

cattledecapitation
03-09-2008, 06:45 PM
No, it's not. : P

agreed

easiest lvl4 lw is as gdf medic

on certain maps i can get lvl4 lw by just hunting turrets with my supply crate

i.e. valley, drop it behind the walls where the mcp has to drive through (just before it takes the spawn, after tunnel exit) and then juts keep spamming their defence with nades (turrets/vehicles players, i just jump on the crate and spam as i look on radar/ listen to sound)

strogg are bound to kill your SC fast, but just keep dropping them and you get akimbo's before youre at the 2nd map :)

PhotonScatter
03-11-2008, 07:53 AM
Nope, medics are good at getting LW, but not the best. Engineers/Constructors get it by far the fastest. It's even better if you have a crate, but not necessary at all. Go fix something to get the nade launcher, and off you go. It's not uncommon to get 100 LW in one map, even if it finishes early. As an engi, use up your 5 nades from the launcher, and eventually 3 hand grenades. That's what, 15ish exp if you're lucky, per run. Respawn if you're close to the timer.

It's obviously MUCH easier on attack than on defense, as you have deployables to roll through. In 20 minutes TOTAL time, so disregarding maps, I can easily get akimbos, even when not efficiently using my time. Quite often, if you're attacking and mass disabling turrets, killing people, etc, your maps are done in about 10 minutes. Still get about 70 or so LW in that time.

There you have it, the secret to running around with a gpmg with reduced weapon spread, (hax), and having both machine pistol AND akimbos. Sorry, community, for now starting what will become servers infested with engineers whoring light weapons.

Scorge
03-11-2008, 04:48 PM
I already told them, but they didn't pay attention.

Honestly the pubs could use some more grenade spamming engineers.

Pure
03-11-2008, 05:32 PM
In my experience the akimbo pistols is just get up close and try to fire as fast as you can. Charged blaster, first a full pre-charge, then short .5 sec shots afterwards (3 wil do). For me that works the best.

I usually get lvl 4 small weapons with scoped AR.

1thaka
03-16-2008, 04:43 PM
damn, had no idea you could get light weapons upgraded by just throwing nades at a turret

Some of you may have noticed, but as Strogg, Right Click (Secondary Attack) with a Shrap Grenade.

It will only travel a small distance (2-3 metres?) but will stick to vehicles/deployables. Then Explode!!! :D

It's proved more than useful in disabling or delievering the killing blow to that annoying Titan. Simply get behind it/side of it and stick one (Or 3) on it!!!

Great Light Weapons XP :)

space
03-16-2008, 06:01 PM
damn, had no idea you could get light weapons upgraded by just throwing nades at a turret

Lawl I wrote a guide on this during the beta when nades were still in ammo packs ;)

Supply crate near a turret farm FTW.

TreeFrog
03-16-2008, 06:43 PM
Lawl I wrote a guide on this during the beta when nades were still in ammo packs ;)

Supply crate near a turret farm FTW.

i've been trying this grenade strat these few days in pubs. Omg, i got akimbo's by the end of the 1st map.

cheap! akimbos don't really mean much, but having that reduced spread halfway through the first map helps loads.

SuperHappyCow
03-16-2008, 07:27 PM
Nope, medics are good at getting LW, but not the best. Engineers/Constructors get it by far the fastest. It's even better if you have a crate, but not necessary at all. Go fix something to get the nade launcher, and off you go. It's not uncommon to get 100 LW in one map, even if it finishes early. As an engi, use up your 5 nades from the launcher, and eventually 3 hand grenades. That's what, 15ish exp if you're lucky, per run. Respawn if you're close to the timer.

It's obviously MUCH easier on attack than on defense, as you have deployables to roll through. In 20 minutes TOTAL time, so disregarding maps, I can easily get akimbos, even when not efficiently using my time. Quite often, if you're attacking and mass disabling turrets, killing people, etc, your maps are done in about 10 minutes. Still get about 70 or so LW in that time.

There you have it, the secret to running around with a gpmg with reduced weapon spread, (hax), and having both machine pistol AND akimbos. Sorry, community, for now starting what will become servers infested with engineers whoring light weapons.

You're not whoring medic right, then. D: I'm a pro at it, trust me.

nick_ss
03-17-2008, 04:55 AM
Turret nading using supply crate is good exp for light weapon, except when you starting using EMP nades.

I unloaded pretty much the entire supply crate of EMP nades into a turrent, and it was still alive. I think the constructor's repair drone was repairing faster than my nades.

MadMarkus
03-20-2008, 12:21 AM
Some of you may have noticed, but as Strogg, Right Click (Secondary Attack) with a Shrap Grenade.

It will only travel a small distance (2-3 metres?) but will stick to vehicles/deployables. Then Explode!!! :D

It's proved more than useful in disabling or delievering the killing blow to that annoying Titan. Simply get behind it/side of it and stick one (Or 3) on it!!!

Great Light Weapons XP :)

I had no idea (noob):o
Thanks!!

nick_ss
03-20-2008, 02:15 AM
Yeah, only strogg can use the sticky nade thing. The GDF can't do that.

However you can stick the nade more than just to vehicles and turrets, you can stick it on walls, stairscases (only works sometimes) and even on objectives.

Lemonhead
03-20-2008, 09:25 AM
OMG this topic just shows where it went wrong with the XP system in Quake Wars. Brainless nade spamming of already-disabled turrets gives more points than getting rid of a skilled technician infesting the forward spawn or taking out a well-hidden sniper. Likewise, crucial element like putting third eye near objectives yields basically no XP in comparison to exploding it on turrets, also those already disabled. And just how I freaking love nobs constructing the Fort Guard Tower on Slipgate..

MadMarkus
03-20-2008, 07:47 PM
OMG this topic just shows where it went wrong with the XP system in Quake Wars. Brainless nade spamming of already-disabled turrets gives more points than getting rid of a skilled technician infesting the forward spawn or taking out a well-hidden sniper. Likewise, crucial element like putting third eye near objectives yields basically no XP in comparison to exploding it on turrets, also those already disabled. And just how I freaking love nobs constructing the Fort Guard Tower on Slipgate..

I think you have a valid point...would be nice to get more xp for 3rd eye in obj. area vs just any old place and (may exist already?) shooting the dude hacking etc. vs just some off class guy outside outside.

However: Hey...the tower is an objective for an eng. so I personally dont fault anyone for building it...heck as a FO I have asked it to be built before the laser drops already (course I dont claim not to be a noob)

nick_ss
03-21-2008, 12:34 AM
Well, with turret nading, you shouldn't nade turrets too much or else it isn't really useful. But you have to make sure the turret is at least damaged to 50% of its health. Or else the engineer will just go an repair it.

If the turret is too low health, they will just redeploy one and this would waste a bit of time. As redeploying takes about 30ish seconds to get things in action.

The fort guard tower are quite useful and offers a great distraction for the GDF, you just go up there and fire a few rounds. This annoys the hell out of the strogg team and they will most likely to hide. Just don't camp all the way up there.

It is also in a stopwatch game, if you ever scrim against another team. This gives the engineer a bit of Exp, so they can have faster repair, which would be very helpful for the MCP stage.

Dead1nside
03-26-2008, 03:06 AM
Yeah, only strogg can use the sticky nade thing. The GDF can't do that.

However you can stick the nade more than just to vehicles and turrets, you can stick it on walls, stairscases (only works sometimes) and even on objectives.

Alt Fire with the GDF grenade throws it under arm so that it doesn't bounce which isn't sticking but it's better for hitting some vehicles. The range of the throw is severely reduced in my experience though.

nick_ss
03-26-2008, 08:49 AM
Well, you should be a little careful when using alt fire nades. Try not to hold it for too long, or else you can serious damage yourself.

The range of the throw is pretty much limited to about 5-10 metres when you using alt fire, even if you hold it for a while and aim upwards.

Lemonhead
03-26-2008, 01:13 PM
However: Hey...the tower is an objective for an eng. so I personally dont fault anyone for building it...heck as a FO I have asked it to be built before the laser drops already (course I dont claim not to be a noob)

Basically, guard towers are quite useful as long as someone actually decides to use them. I'd even say that constructing Fort Guard Tower at Slipgate (I wonder if anyone ever dealt some damage from there) is somewhat useful - it gives valuable campaign xp later transforms into class bonuses useful for the team. However, seeing that the same engineer who built the guard tower does not deploy a defensive turret, I can safely say he is not playing for the team.

ArR0tTa
03-28-2008, 02:55 AM
the only problem with supply crates is it takes a while for it to be deployed, turrents can be spread out, so you will have to keep running back to your crate

turrents on defense are usually protected
turrents near objectives are protected

its easier as strogg because of the icarus - 4 grenades, just get the timer right, and learn to speed with the icarus... you have a less chance of getting killed imo, plus running back to your supply crate pass defense isnt always easy

constructors with plasma launcher(stroy ammo)/+4 grenades is the fastest way imo anyway

Scorge
03-28-2008, 07:34 AM
I'm immediately suspicious of the people who complain about "those engineers" or say "covert ops don't do anything"

Failing is a group initiative.

H0neyBe4r
03-28-2008, 10:08 AM
Surely the xp - system isn't perfect (alone the fact that some players rather farm xp instead of supporting their team), but its a lot better than in W:ET, and I have yet to see a reward system thats completly just and promotes teamplay in a better way.

Rapier
03-28-2008, 10:24 AM
Surely the xp - system isn't perfect (alone the fact that some players rather farm xp instead of supporting their team), but its a lot better than in W:ET, and I have yet to see a reward system thats completly just and promotes teamplay in a better way.


Being < 10 yards from the objective when it is completed could grant a bonus xp so ppl are actually close to it.

When a teammate finished an objective while having taken fire could credit ppl < 10 yards from that teammate a bonus xp.


Its like making assist xp points as with quake 3 were you could score an assist when you helped the carrier crossover.

H0neyBe4r
03-28-2008, 04:06 PM
Not a bad idea. Also thought about higher xp values for everything in areas around the current primary objective (in case of the MCP it could be the whole route). And maybe more xp for deployables who haven't been disabled yet...

N1MBL3
03-29-2008, 04:38 AM
The easiest way are headshots :p

Rapier
03-29-2008, 11:49 AM
Not a bad idea. Also thought about higher xp values for everything in areas around the current primary objective (in case of the MCP it could be the whole route). And maybe more xp for deployables who haven't been disabled yet...

You dont have to lit up the mcp route. Just credit the guys that are near it when it gets deployed or credit the guys that are near it when an engi repairs the mcp into a mobile state. Those guys can get assist points. The only problem is that a good sniper isnt awarded this way while he might be headshotting several enemies in a row thus allowing the other players to complete their goals.

Systems that grants you points will always have flaws. Personally I'll work for the win but sometimes I want to mob up some deployables outside so my teammates get easier access while forgetting they are doing the same thing (its always fun as a constructor to keep putting out an apt on refineries last objective, it always keeps those pesky gdf outside dealing with it :P).

Hokuten
03-30-2008, 05:07 AM
In my opinion, I find that the easiest way is as GDF with the Grenade Launcher on deployables, then I use my grenades (Thats if there are some other deployables nearby) and repeat