I rush Bio -> Bio armor -> Bio engine -> Bio machine gun to get BIO APCs out quick. Then I go for meds, get them Bio missle, and move on from there depending on how the game is going. Counter is reactive armor. I'm not sure if this is the best rush strategy, and I don't know what other research paths work well at the beginning of match. So, what do you use, what counters it, and whatever else and stuff. Thread, away! :D
seems that people research MG much less often. the games ive been in, people go straight for UML medium/heavies for NF and.. im not sure what BE gets, usually ext range. UML does mad damage. i do like bio engine and regen armor (since less people research bio MG anyways).
UML always did "mad damage" and for long were the direct counterpart to rails, people just didnt realize because its so much easier to hit with slavo-homing. in 2.12 and before it was the preferred heavy tank weapon for NF (at least mine)
Using only one research path is foolish, I use all five research trees depending on the map, team and enemy commandor.
UML was (and very nearly still is) the only weapon in NF's arsenal that can match railguns. Nowadays, the unupgraded Guided ML is a superior choice. Physics w/ ER CNs is a strong research for BE. ER is the second-best anti-tank cannon after railguns, but it can be used on mediums. Also, reflective is as good as reactive in many situations while not being as heavy. It is somewhat countered by vehicle mgs that, last I checked, ignore angle modifiers, and by absorbant, which is a blatant "pwn-me" sign. Electrical w/ Guided is a little slower, but just as good for NF. Guided is the best anti-tank missile, though NF tanks are taller and can't reliably aim low enough to hit their targets. Reactive is as good as reflective in many situations, though a little heavy. It's countered by positioning: you're going to lack plates on at least one side. Going chemistry will get you absorbant, which is exceedingly risky Going biology leaves you with a lacking weapon and a lacking engine. Going mechanical gives you no weapon, a boring engine, and an armor that sucks against railguns and ER cannons. Dipping will nearly always cost you time, while generally affording you sub-par equipment.
whatever, get me a brenodi med with he, uhml, biomg, compo and 3phase (and hml only because i tend to bind it on one button with biomg on 3 so i can spam it together with HE against tanks)
do people enjoy using HE HMG? i just cant stand using it >.> 20 rounds with like 30 sec reload. and its hard to land enough shots on the same side without reloading.
It has the damage per second of Standard cannon, the heat efficiency of Standard cannon, the explosive radius of Extended Range, and a longer reload time than the HIT warhead. I can't imagine anyone wanting to use it under any circumstance.
Just want to add some numbers to the discussion: Time to do 2000 damage sorted by time. (heat and armor modifiers are ignored) Code: [B]2.30[/B] [COLOR=Orange]Small Arty...[/COLOR] damage=115 hits =18 cycle=1.0 reloads=1 total=20,00 [COLOR=Orange]Medium Arty..[/COLOR] damage=140 hits =15 cycle=1.6 reloads=1 total=25,80 [COLOR=Orange]HE Arty......[/COLOR] damage=160 hits =13 cycle=2.0 reloads=1 total=29,00 [COLOR=Orange]Ranged Arty..[/COLOR] damage=120 hits =17 cycle=2.0 reloads=1 total=35,00 [COLOR=Green]Upgraded ML..[/COLOR] damage=75 hits =27 cycle=1.0 reloads=4 total=37,20 [COLOR=Red]Rail Gun.....[/COLOR] damage=50 hits =40 cycle=0.8 reloads=1 total=37,40 [COLOR=Gray]UGL..........[/COLOR] damage=110 hits =19 cycle=1.5 reloads=1 total=37,50 [COLOR=Green]Guided ML....[/COLOR] damage=70 hits =29 cycle=1.0 reloads=5 total=38,00 [COLOR=Green]Salvo ML.....[/COLOR] damage=35 hits =58 cycle=0.0 reloads=14 total=42,00 [COLOR=Yellow]DU HMG.......[/COLOR] damage=10 hits =200 cycle=0.18 reloads=1 total=43,64 [COLOR=Cyan]Short Cannon.[/COLOR] damage=20 hits =100 cycle=0.25 reloads=4 total=43,75 [COLOR=Red]Ranged Cannon[/COLOR] damage=60 hits =34 cycle=1.5 reloads=0 total=49,50 [COLOR=Red]Plasma Cannon[/COLOR] damage=55 hits =37 cycle=1.5 reloads=1 total=54,50 [COLOR=Yellow]DU MG........[/COLOR] damage=8 hits =250 cycle=0.2 reloads=1 total=55,60 [COLOR=Green]Upg.Guided ML[/COLOR] damage=75 hits =27 cycle=1.5 reloads=5 total=56,50 [COLOR=Red]HE Cannon....[/COLOR] damage=75 hits =27 cycle=2.5 reloads=1 total=64,50 [COLOR=Green]Salvo Homing.[/COLOR] damage=43 hits =47 cycle=0.0 reloads=11 total=66,00 [COLOR=Red]Std. Cannon..[/COLOR] damage=40 hits =50 cycle=1.4 reloads=1 total=68,20 [COLOR=Green]Homing.......[/COLOR] damage=75 hits =27 cycle=2.0 reloads=4 total=76,00 [COLOR=Green]Standard ML..[/COLOR] damage=40 hits =50 cycle=1.2 reloads=12 total=80,40 [COLOR=Green]Upg. Homing..[/COLOR] damage=90 hits =23 cycle=3.0 reloads=3 total=84,00 [COLOR=Green]HIT Missile..[/COLOR] damage=200 hits =10 cycle=10.0 reloads=1 total=92,00 [COLOR=Gray]GL...........[/COLOR] damage=80 hits =26 cycle=3.0 reloads=3 total=96,00 [COLOR=Yellow]HE MG........[/COLOR] damage=15 hits =134 cycle=0.5 reloads=4 total=128,50 Short Ranged Cannon is only suggested. Scripts: http://www.pfffr.de/short_range_cannon_plasma_mg.txt Code: [B]2.28[/B] [COLOR=Orange]Small Arty...[/COLOR] damage=115 hits =18 cycle=1.0 reloads=1 total=20,00 [COLOR=Orange]Medium Arty..[/COLOR] damage=140 hits =15 cycle=1.6 reloads=1 total=25,80 [COLOR=Orange]HE Arty......[/COLOR] damage=160 hits =13 cycle=2.0 reloads=1 total=29,00 [COLOR=Orange]Ranged Arty..[/COLOR] damage=120 hits =17 cycle=2.0 reloads=1 total=35,00 [COLOR=Green]Upgraded ML..[/COLOR] damage=75 hits =27 cycle=1.0 reloads=4 total=37,20 [COLOR=Gray]UGL..........[/COLOR] damage=110 hits =19 cycle=1.5 reloads=1 total=37,50 [COLOR=Green]Guided ML....[/COLOR] damage=70 hits =29 cycle=1.0 reloads=5 total=38,00 [COLOR=Green]Salvo ML.....[/COLOR] damage=35 hits =58 cycle=0.0 reloads=14 total=42,00 [COLOR=Red]Rail Gun.....[/COLOR] damage=50 hits =40 cycle=0.8 reloads=2 total=43,60 [COLOR=Yellow]DU HMG.......[/COLOR] damage=10 hits =200 cycle=0.18 reloads=1 total=43,64 [COLOR=Red]Ranged Cannon[/COLOR] damage=60 hits =34 cycle=1.5 reloads=0 total=49,50 [COLOR=Red]Plasma Cannon[/COLOR] damage=55 hits =37 cycle=1.5 reloads=1 total=54,50 [COLOR=Yellow]DU MG........[/COLOR] damage=8 hits =250 cycle=0.2 reloads=1 total=55,60 [COLOR=Green]Upg.Guided ML[/COLOR] damage=75 hits =27 cycle=1.5 reloads=5 total=56,50 [COLOR=Red]HE Cannon....[/COLOR] damage=75 hits =27 cycle=2.5 reloads=1 total=64,50 [COLOR=Red]Std. Cannon..[/COLOR] damage=40 hits =50 cycle=1.4 reloads=1 total=68,20 [COLOR=Green]Homing.......[/COLOR] damage=75 hits =27 cycle=2.0 reloads=4 total=76,00 [COLOR=Green]Standard ML..[/COLOR] damage=40 hits =50 cycle=1.2 reloads=12 total=80,40 [COLOR=Green]Upg. Homing..[/COLOR] damage=90 hits =23 cycle=3.0 reloads=3 total=84,00 [COLOR=Green]HIT Missile..[/COLOR] damage=200 hits =10 cycle=10.0 reloads=1 total=92,00 [COLOR=Gray]GL...........[/COLOR] damage=80 hits =26 cycle=3.0 reloads=3 total=96,00 [COLOR=Green]Salvo Homing.[/COLOR] damage=43 hits =47 cycle=0.0 reloads=11 total=110,00 [COLOR=Yellow]HE MG........[/COLOR] damage=15 hits =134 cycle=0.5 reloads=4 total=128,50 Code: [B]2.25[/B] [COLOR=Orange]Small Arty...[/COLOR] damage=115 hits =18 cycle=1.0 reloads=1 total=20,00 [COLOR=Orange]Medium Arty..[/COLOR] damage=140 hits =15 cycle=1.6 reloads=1 total=25,80 [COLOR=Orange]HE Arty......[/COLOR] damage=160 hits =13 cycle=2.0 reloads=1 total=29,00 [COLOR=Red]Rail Gun.....[/COLOR] damage=50 hits =40 cycle=0.8 reloads=0 total=31,20 [COLOR=Orange]Ranged Arty..[/COLOR] damage=120 hits =17 cycle=2.0 reloads=1 total=35,00 [COLOR=Green]Upgraded ML..[/COLOR] damage=75 hits =27 cycle=1.0 reloads=4 total=37,20 [COLOR=Gray]UGL..........[/COLOR] damage=110 hits =19 cycle=1.5 reloads=1 total=37,50 [COLOR=Red]Ranged Cannon[/COLOR] damage=70 hits =29 cycle=1.5 reloads=0 total=42,00 [COLOR=Green]Salvo ML.....[/COLOR] damage=35 hits =58 cycle=0.0 reloads=14 total=42,00 [COLOR=Green]Guided ML....[/COLOR] damage=70 hits =29 cycle=1.0 reloads=7 total=42,00 [COLOR=Yellow]DU HMG.......[/COLOR] damage=10 hits =200 cycle=0.18 reloads=1 total=43,64 [COLOR=Green]Upg.Guided ML[/COLOR] damage=75 hits =27 cycle=1.5 reloads=6 total=60,00 [COLOR=Green]Salvo Homing.[/COLOR] damage=40 hits =50 cycle=0.0 reloads=12 total=60,00 [COLOR=Yellow]DU MG........[/COLOR] damage=8 hits =250 cycle=0.2 reloads=1 total=55,60 [COLOR=Red]HE Cannon....[/COLOR] damage=75 hits =27 cycle=2.5 reloads=1 total=64,50 [COLOR=Red]Std. Cannon..[/COLOR] damage=40 hits =50 cycle=1.4 reloads=1 total=68,20 [COLOR=Green]Homing.......[/COLOR] damage=70 hits =29 cycle=2.0 reloads=4 total=80,00 [COLOR=Green]Standard ML..[/COLOR] damage=40 hits =50 cycle=1.2 reloads=12 total=80,40 [COLOR=Green]Upg. Homing..[/COLOR] damage=85 hits =24 cycle=3.0 reloads=3 total=87,00 [COLOR=Green]HIT Missile..[/COLOR] damage=200 hits =10 cycle=10.0 reloads=1 total=92,00 [COLOR=Gray]GL...........[/COLOR] damage=80 hits =26 cycle=3.0 reloads=3 total=96,00 [COLOR=Red]Plasma Cannon[/COLOR] damage=30 hits =67 cycle=1.5 reloads=2 total=100,00 [COLOR=Yellow]HE MG........[/COLOR] damage=15 hits =134 cycle=0.5 reloads=4 total=128,50 Code: [B]2.24[/B] [COLOR=Orange]Small Arty...[/COLOR] damage=115 hits =18 cycle=1.0 reloads=1 total=20,00 [COLOR=Orange]Medium Arty..[/COLOR] damage=140 hits =15 cycle=1.6 reloads=1 total=25,80 [COLOR=Orange]HE Arty......[/COLOR] damage=160 hits =13 cycle=2.0 reloads=1 total=29,00 [COLOR=Red]Rail Gun.....[/COLOR] damage=50 hits =40 cycle=0.8 reloads=0 total=31,20 [COLOR=Orange]Ranged Arty..[/COLOR] damage=120 hits =17 cycle=2.0 reloads=1 total=35,00 [COLOR=Green]Upgraded ML..[/COLOR] damage=75 hits =27 cycle=1.0 reloads=4 total=37,20 [COLOR=Gray]UGL..........[/COLOR] damage=110 hits =19 cycle=1.5 reloads=1 total=37,50 [COLOR=Red]Ranged Cannon[/COLOR] damage=95 hits =22 cycle=2.0 reloads=0 total=42,00 [COLOR=Green]Salvo ML.....[/COLOR] damage=35 hits =58 cycle=0.0 reloads=14 total=42,00 [COLOR=Green]Guided ML....[/COLOR] damage=70 hits =29 cycle=1.0 reloads=7 total=42,00 [COLOR=Yellow]DU HMG.......[/COLOR] damage=10 hits =200 cycle=0.18 reloads=1 total=43,64 [COLOR=Red]Plasma Cannon[/COLOR] damage=90 hits =23 cycle=2.0 reloads=0 total=44,00 [COLOR=Red]HE Cannon....[/COLOR] damage=95 hits =22 cycle=2.5 reloads=0 total=52,50 [COLOR=Red]IMP StdCannon[/COLOR] damage=50 hits =40 cycle=1.4 reloads=1 total=54,20 [COLOR=Yellow]DU MG........[/COLOR] damage=8 hits =250 cycle=0.2 reloads=1 total=55,60 [COLOR=Green]Upg.Guided ML[/COLOR] damage=75 hits =27 cycle=1.5 reloads=6 total=60,00 [COLOR=Green]Salvo Homing.[/COLOR] damage=40 hits =50 cycle=0.0 reloads=12 total=60,00 [COLOR=Red]Std. Cannon..[/COLOR] damage=40 hits =50 cycle=1.4 reloads=1 total=68,20 [COLOR=Green]Homing.......[/COLOR] damage=70 hits =29 cycle=2.0 reloads=4 total=80,00 [COLOR=Green]Standard ML..[/COLOR] damage=40 hits =50 cycle=1.2 reloads=12 total=80,40 [COLOR=Green]Upg. Homing..[/COLOR] damage=85 hits =24 cycle=3.0 reloads=3 total=87,00 [COLOR=Green]HIT Missile..[/COLOR] damage=200 hits =10 cycle=10.0 reloads=1 total=92,00 [COLOR=Gray]GL...........[/COLOR] damage=80 hits =26 cycle=3.0 reloads=3 total=96,00 [COLOR=Yellow]HE MG........[/COLOR] damage=15 hits =134 cycle=0.5 reloads=4 total=128,50
NF: Absorbant > Adv. Coolant > UML > Mediums > Comp. > Heavies BE: Reflective > F. Engine > .50/DU > ERC > Mediums > Comp. > Heavies NF has Meds in 9m 30s and heavies in 17m 30s. BE has meds in 10 m and heavies in 18m. Assuming there aren't any breaks in researching. Am I doing it right?
theres two types of research paths.. 1) your leading the research and the enemy team tries to adapt and counter. 2) you are behind in research and you are researching to counter what the enemy team has... i think that sums it all