Doombringer is pretty awesome for HoF. However I started to like Brute with xm1 lmg and mortar. Spinfusor discs as grenades are also really awesome.
Doombringer is pretty awesome for HoF. However I started to like Brute with xm1 lmg and mortar. Spinfusor discs as grenades are also really awesome.
Chain Cannon variant is my favorite. I kind of like the Saber variant, direct hit is 750, I think it's fine but yeah, better make a different loadout and keep the other in, because you're going to have a hard time taking down a Shrike with that thing.
The new one is great for HoF. Blasts pathfinders into oblivion.
Real men take out Shrikes with the repair gun - I managed to actually do that today.
By oblivion you mean shooting the flag stand as they fly by? It's 750 on direct hit, and even if you manage to direct hit it's likely not enough to one-shot kill unless the pathfinder is already wounded.
Stationary?
It throws them with ridiculous velocity. I've killed them by them simply impacting on walls after a good hit.
Jetpacked and landed on top of it (which is a feat unto itself, really). Maxed out repair gun does something like 90 damage with triple the rate of an SMG. It's a surprisingly good anti tank weapon.
What are the odds..
Dude, pretty sure that anything RED who's physically touched my shrikes insta-died.
/**
* RanInto() called for encroaching actors which successfully moved the other actor out of the way
*
* @param Other The pawn that was hit
*/
event RanInto(Actor Other)
{
local class<UDKEmitCameraEffect> CameraEffect;
local float Speed, DamageAmt;
local TrPawn TrP;
local vector Momentum, PushDirection;
local TrPlayerReplicationInfo TrPRI;
local TrValueModifier VM;
// Determine the direction to push what we ran into.
PushDirection = -Normal((Velocity * vect(1,1,0)) cross ((Other.Location - Location) * vect(1,1,0)));
// Determine relative velocity.
Speed = VSize(Velocity - Other.Velocity);
//UNRELATED STUFF
// Try to fetch the other's player controller.
if (Other.IsA('TrPawn'))
{
TrP = TrPawn(Other);
}
// Are we at the minimum run-over speed?
if (Speed > MinRunOverSpeed)
{
Momentum = Normal(Velocity) * Speed * 0.25 * Pawn(Other).Mass;
if (RanOverSound != None)
PlaySound(RanOverSound);
// Apply damage to people not on the same team.
if (!WorldInfo.GRI.OnSameTeam(self, other))
{
// How much damage?
DamageAmt = Lerp(m_fPawnMinDamage, m_fPawnMaxDamage, FPctByRange(Min(Speed, m_fPawnMaxDamageSpeed), MinRunOverSpeed, m_fPawnMaxDamageSpeed));
No, you can stand on top of ANY vehicle, friendly or otherwise. You will be killed if you hit the vehicle if you are both travelling in opposite directions and your relative velocities are sufficiently different.
Edit: Just to prove you can land on vehicles, I looked up exactly how it works in the files;
The new patch is awesome. SMG nerf ahoy!