Iridar's Gaming Blog

planetside 2 best infiltrator suit slot

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Grenade Bandolier is more for when I infiltrate. It's going to help you clear rooms or at least move targets. Ammunition belt will help you if you use a lot of ammo quickly (obviously) and grenade bandolier I'd recommend if you have the decoy or EMP grenades. FPS games, but I'm having quite a good time with this. I've been playing for three days, don't have much unlocked yet, and I was wondering if there were any clear-cut good choices. SC then pick up a scout rifle (the automatics for any faction are decent) and a bolt action if you are TR or VS, LA80 if you are NC. If not spending SC then you will want to be medium-long range most of the time. Learn to love your pistol. With massive guns and a extra strong shield ensures you will out last most targets once fully decked. Playing as NC heavy and using the gauss saw meant that i could take a beating and dish out massive damage. Cloak convert a few stations/turrets, sabotage stuff and bait it with claymores. If the class comes with a smg or some sort of non sniper rifle weapon i would use that and ambush people. If you hit me with your default gun, i immediately know where the damage came from. I take cover till shield is up, cloak (which is much harder to follow long distance), move to a better position, scout you out, zoom in and kill you with a headshot. Happens all the time. I love it. When a bolt action hits me in the head, i'm dead, and usually have to guess where the shot came from for when i'm alive again. Nanoweave Rank 5 you will have 625 effective health and 625 effective sheilds against bullets. Nanoweave can be the difference between taking some health damage and taking only shield damage. It is an important subtlety, because if you take health damage, you will need to look for a medic, use a med kit to max out your health, or run with lower total HP, which will of course decrease chances of your survival in the firefight. Armor is effective when used in tactical squads that move together in a tight pack. Flak Armor protects such squads from grenades and rockets, that could otherwise wipe out half a squad. PlanetSide 2 can have huge battles packed into small bases, and large groups of people tend to clump up in choke points. If you’re one of those people, you better have Flak Armor on, because sooner or later you’re bound to get exploded. Revive Grenades by Combat Medics, but it’s fairly useful for all classes. Note that running with 3 or 4 grenades plus other utility consumables can drain your nanites quickly. Rebirthing technology has nearly eliminated the concept of fear on Auraxis, the Infiltrator remains one of the few things soldiers still dread. Originally a specialist in the assassination of high-profile political targets, the Infiltrator quickly found a home on the battlefield. Rumor of their presence has become synonymous with unease and paranoia, causing enemy soldiers to perceive even shadows in their peripheral vision as a threat. The most recent iterations of infiltration suits allow the use of various cloak configurations, allowing Infiltrators to customize their camouflage's strength and power consumption based on their preferences and needs. Their Sniper Rifles are some of the most accurate weapons on Auraxis, allowing them to lock down both straight-aways and wide expanses of land with equal effectiveness. They also have access to Scout Rifles, trading the extreme range of the Sniper Rifle for a weapon more suitable for a direct assault. Of course, Infiltrators also carry a pistol for use in close quarter engagements that render their long range weaponry less effective. Their covert nature gives them a unique set of strengths. As any shadow or heat shimmer could be an Infiltrator lying in wait, the fear they instill in other soldiers is arguably their most effective weapon. EMP Grenades create a blast that can go through walls and destroy most enemy deployables. While doing that is just possible it will take a very long time to start knowing where to aim with your weapon to get that one shot kill (head), more so if you run around with a silencer. You need to account for bullet drop and that varies both with the rifle and attachments you're using. Through practice, you'll get an idea on how far to aim above your target to get long-distance headshots. This skill is necessary to master for the effective use of sniper rifles. Without it you'll get a lot of assists, or worse, give away your position. Infiltrators’ powerful weaponry allows them to be deadly at ranges that outclass even the most accurate assault rifle. Their Sniper Rifles are some of the most accurate weapons on Auraxis, allowing them to lock down straight-aways and wide expanses of land with equal effectiveness. They also have access to Scout Rifles, trading the extreme range of the Sniper Rifle for a weapon more suitable for a direct assault. Whether they’re relaying critical information to their empire, laying in wait to strike a target, or preventing an enemy advance, skilled Infiltrators will make sure the only traces they leave behind are enemy corpses. Only the close minded will ignore this, instead using them solely as a sniping class. They can move inside enemy territory with ease, allowing them to scout out enemy compositions and relay that information back to command. Using their hacking tools they can disrupt the enemies ability to resupply, while giving it to their own allies. RAMS .50M for its slightly higher damage and projectile speed, but in my eyes a headshot is a headshot. These will serve as your mobile resupply stations while also locking out the enemy from using them. Killing is a breeze if you can catch your enemies unaware. You’re probably going to come under fire often, usually blitzing your shields before you can get away using your cloak. This suit slot helps you recover faster and more importantly, get back into the action quickly. I would start a thread so that peeps can post the best weapons and kit layout for factions including what to avoid (waste of an upgrade) and what should be a priority.

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