Favorite part about the Archer: I can always return fire. I don't care who you are, what you are, or where you are, I can always damage you back. That feels really nice to me.
"And whether or not you'll find it useful for your personal play style." *stands up at work and fucking applauds* The reason I subbed to you is that statement. The number of times I've heard "Good or not" when what they meant was "Appeals to me personally" can not be counted without an abacas. THANK YOU. The world can not have too many people who understand much of a game mechanics value depends on how one approaches playing. /sub /like /applause
Wrel Huge as you are and your still reading, let alone responding, to comments. Bodes well for your channel in the future. Glad to have found your work. The quality shines through.
It's too situational to be a primary weapon. This is what they should do- Option 1- Assuming it's still a primary, increase the fire rate to 180rpm, increase the muzzle velocity to 600 m/s (same as a battle rifle), worsen the hip-fire, increase the magazine to 10, and have it deal a flat 300 damage without dropoff. This way, it will be a better so called "anti-material" rifle as it won't have that ridiculous damage against MAX suits, but have more viability against light vehicles such as Harassers or Lightnings. Option 2- Make it a secondary and up the muzzle velocity to 650, and there you go. Option 3- Have it replace your turret slot and implement a lock-on to MAX units only. Decrease the muzzle velocity along with that. And one universal thing, make it sound good. Right now, it sounds like it's just chipping paint off stuff. Make it sound like it has enough gunpowder to bust through the Berlin Wall like Gorbachev dressed as the Kool-Aid man.
TheTobster330 Oh it is. I was frankly typing it in rage just because they didn't bring in an AMR, they brought in an Anti-MAX weapon that's OP against MAX units and crappy against everything else.
i freaking love the Archer! i am usually sniping at longrange with it. setup: straight-pull bolt and 12x scope (a beast!). my best kill so far was an NC Max at exactly 510 meters. i marked it on the map. damn that projectile drop tho :D
Im pretty sure if you a guy in the face with a 50. cal round (which this gun is certainly using, look at the magasine size!) their head will be blown into the next galaxy.
As a new Archer user, I tend to run the 12x scope for when I'm working with a team, allowing me to spot for MBTs and Lightnings over much longer ranges.
Trialed weapon. Went with outfit, they said just group, not go in yet. As I was falling, I bounced in where I should not have. Random hipfire. Sunderer killed. 3x super menace kill. Sold. Since then I killed hundreds of Maxes (many of which didn't even know this exists), sunderers by the dozens, countless turrets, counter sniping all day (ohh the raging inflitrators...). The weapon is very solid if you have good aim. VERY SOLID. I love it, as it gives an entirely different playstyle for the Engineer, not the same old "grunt with a twist" like most infantry are.
And for my playing style, a SPB with the 7x scope. I tend to harass base turrets (and destroy them) and vehicles (especially sundis) from distance and supplement damage to tanks from range and even sometimes destroy them when tank drivers and supporting engineers aren't paying attention which does happen. Against infantry and in base defense it's useless except in some situations. You just have to get used to bullet drop. But this is why I like how you review weapons. You are balanced and even when you don't seem to like a weapon you still say what is good about the weapon. Thing is your reviews actually got me interested in playing the game. So cheers for that.
+Darren Peterson Agreed, I've seen several self-styled game reviewers/critics who do a half-assed job reviewing something just because *they* don't like it. Wrel is the best around, for me.
The AI Mana turret is really useful when you are trying to snipe MAX units and have no cover available. Tried it out on that rock-bridge thingy between the Crown and Ti Alloys, everyone seemed to be shooting at me but I was able to hold the position for a while and even got 2 or 3 MAX kills. When the enemy pushed in our direction I quickly switched to my turret. Never really liked the engineer class but I might play it a bit more often now.
A support weapon for a support class. Been running one with my Engie since I picked up one a little after they came out and have had decent success. Agree with the kill rate being low but you'll pick up plenty of assists, even on infantry. It's a good option on offense when you're expecting a MAX Crash counter out of the enemy spawn, as a few of them can shut it down before it can build up steam. Another benefit to consider is that while it doesn't do much to vehicles, it WILL disrupt nanite auto-repair as well as keep the Sundy's deployment shield from coming back up. You likely won't get the kill but if you have a nice vantage point you can either force an enemy vehicle to retreat further for repair or keep it soft for friendlies to take out.
I have been running the Archer all week and I love it. The current loadout that I am running is this: Archer commissioner / underboss grenade bandolier with 4 stickies C4 x 2 regen 4 implant inf mana turret I haven't tried the Archer with the laser yet but I am going to try it. I find the 0.75 movement speed is great for popping out and just getting a shot off before incoming fire can hurt me.
Was really excited about this weapon when I heard about it on the PTR! I like the idea of being able to finish off burning vehicles that escape from the firing line without having to deploy your rocket turret.
I love this gun. I play most of my time as a Enginier with the Archer and a random sidearm. When you get enough practise, you can use the archer as a low power sniper rifle. I also use it to knock turrets on bases down. If an enemy try to repair it, i am on sight 😉. I got some good finish shots on Vehicles too. with an good sidearm you can operate complete alone in the field on a relative save distance and a long time. Put a Quad or an Buggy and you got a great mobillity too.
The archer also turns the engineer into a deploy shielded sundy killing machine. 4-5 AMR rounds usually drops the shield and then 1 more round into tank mines and the sundy is done. Makes a big difference since otherwise it takes a combined effort from multiple heavys to take them out quickly.
Pretty fancy. It is kind of odd to see an Anti-Materiel rifle that should by all rights instagib infantry being ineffective against infantry but being able to damage armoured targets, but... well I guess that's the nature of game balance. If it did massive damage to infantry it would make the Engineer arguably better than the Infiltrator at one of the Infiltrator's jobs.
MGlBlaze I remember when they wanted to nerf Rocket Launchers so that you couldn't insta-gib infantry with them. People were up in arms with the main argument being a "loss of immersion." Funny to see it doesn't work the other way around for the Archer. Then again, could be due to the dev team changes.
Wrel I was one of those people but I mellowed out and got some perspective since then. Plus the "immersion" argument was applied rather selectively. In real life a rocket explosion would end you rather effectively, but in real life they are also 1) expensive, 2) difficult to transport in large quantities and 3) typically use shaped charges so they aren't actually that good at area destruction anyway. So as far as I know, they would only be used against infantry if they were in a fortified position or building, or if you for some reason couldn't get a clear reliable shot with small arms. In Planetside 2 an Engineer could just -magic-nanite you more rockets and you'd have an endless supply, or you could run to a terminal. So rocket spam could become an issue. So in terms of game balance I can see what they were doing now. Same with the Archer.
+MGlBlaze Well.... If it was made for pure penetration with the purpose to mess up the engine or max hydraulics or whatever, if you shoot it at infantry it would leave a neat hole through them, without the cavitation effect, which would make it quite non-lethal for futuristic infantry... Bullets are damaging not because they make a bullet-sized hole but because the flesh inside expands and... for the sake of the explaination, mini-explodes. Archer would theoretically have the same effect of being neatly impaled on a spear, which is very much survivable, with PS2 tech..
+MGlBlaze *4monthslater* I still thing the Archer should do *Something* to infantry, even if it's only a visual effect. Like maybe giving the receiver an EMP'd screen for no more than a second. Have you seen the size of the bullets the Archer fires? The visual effect would help with immersion, I'd think, cuz it would feel like your system just saved your life from a bigass bullet and needs to do a quick reset. MAXes obviously wouldn't be effected, since they don't have shields.
Dorian Stern vukotic For some reason my comment isn't here. Hmm. Anyway, what I said; no, high-velocity projectiles do that "mini explodes" thing regardless. Look up some videos of "Xtreme Penetrator" rounds; they're designed to be fired at a high velocity and retain their shape, allowing them to go through a lot of obstruction. Even fired directly into ballistics gel, it creates a very sizeable permanent wound cavity even though the bullet doesn't deform at all. This is also important for real-life military rounds, as expanding or fragmenting ammunition is banned via the Hague Convention for use in war.
absolutely love this weapon! I think it's one of the best weapons which suits the playstile in planetside because you have to think about your role on the battlefield. Planetside doesn't work if everyone is trying to be a killing machine without any support... as always: great video Wrel!
Loved the "please don't use it" about the darklight :D Though i played it A LOT, this video makes me want to play again.. I'll probably play it soon :D Gread vid bro, keep up the good work !
As just a pilot and someone who really won't play engi for anything but flying, this gun is still pretty welcome. While the scenario is few and far between, needing a good anti vehicle gun while flying can happen. I've plenty of times landed behind enemy lines next to a sundie to drop some C4 on it, or if I land to repair and fail at the repair but survive the landing, I have something deadly enough to shoot back with (which is usually at an aircraft that got me). So yeah, not many uses for a dedicated pilot, but still a hell of a lot more than any other gun available.
the most fun i had with it was being a full squad of archers and PLONK'ing ESF's and even liberators out of the sky by lining up and all shooting at the same time, you can do some pretty funny things with this thing.
Yeah, even a single archer plinking a ESF by itself is enough to scare them away. Versus a launcher trying to lock on and hit only for them to flee and repair. They won't notice the 1st hit immediately in a firefight, and it takes only 4-5 shots to take out one ESF, meaning you do roughly 20-25% of it's health per hit.
Hey wrel completely unrelated but what do you think about the idea of a mostly ocean continent in planetside 2? You can see where I'm going with this with the addition of more vehicles like ships & submarines etc.
That could be awesome if done correctly, but it could tip somethings out of balance, more continents equals less population per continent. Also, the question would have to be asked, is Planetside 2 a vehicle game, or a infantry game with force multipliers? Also, it would take the devs forever, do we want new content to be excited about for a small time, or do we want them to build more strategy into an already working system? Though it sounds cool, we might just want to leave it up to a different game.
Yoges Singha I think this would be amazing, one problem I can see arising is that infantry players would pretty much have nohting to do :/ Another is that if new vehicles are going to be created, then they will only be on one continent which is pretty annoying, because then you can't really be a dedicated ship captain. If they could get this to work it would be amazzzzing though.
Yoges Singha Currently the engine does not support actual water (IE water physics, fog, etc), only non-solid volumes with a fake water texture on them. (which is kind of laughable IMO) So any water-based content is not coming anytime soon, unfortunately.
Yoges Singha i'd like to have space battles, with a sort off battlefront 2 style over it. We fly in big gunships from space station to space station (or battleship to battleship) and fight over them inside, while space fighters outside fight eachother to dominate transport routers for the space aircraft equivalent of a Sundere.
It also kills vehicle terminals in 2 hits (almost - it'll explode from fire damage before you rechamber), letting you kill + repair hacked terminals pretty quickly.
The first thing I think people are going to say about this item is that "it doesn't do enough damage to take out any meaningful force multipliers." And I almost thought that too. I was like "aww man it's pretty much good for maxs and esfs" but then as I sat down and really thought about it, in fights of like 48 or 96+ or actually even smaller than that, you're going to have more than 1 engie most likely pull this out. 2 of these rifles is half the time to take down the bigger targets, 3? a third of the time that it will take. I mean it's obvious but it's a huge difference, and since you dont have to shoot and pray like with a rocket launcher, I think this is a very welcome change as opposed to just nerfing vehicles.
Gary Du Charme II Also that peek-a-boo counter holy crap, and being able to drop AV and AI turrets in 2 shots is just so cool to me, I'm really glad about this new weapon.
I think that things like Archer are great for the game in general because the create very specialized units on the battlefield. And specialization allows interesting tactics to be used for coordinated platoons. It's not a very good single-player weapon, but a very-very powerfull tool if used in a coordinated squad.
While the synergy with the AI mana turret gives you more versatility, I found it nice running an archer with the AV mana turret: While the turret is cooling down, hop out and take a quick archer shot. By the time you have rechambered, your turret is cool and you can shoot again. It's something to do while hopping in and out of the turret to avoid being the easiest sniper target in the game.
You forgot to mention how badass it sounds lol. I trialed it the other day and had a blast. Vizoth was acting a fool so I made sure to give him a live demo if what the Archer can do for an engie in the right circumstance lol.
My experience with the NS-AM7 Archer so far, it has been primarily a support weapon, but when I would run solo with this weapon I am still dealing a lot of damage. Tech plants and Bio Labs are easy to assault now because max units aren't just besieging us.
I hade some success of pairing the Archer with the Blackhand pistol, both running 4x scope, it also makes me an ok support against infantry, especially when stationary. You lose almost all CQB power and are mostly screwed 1 on 1, but with the Archer I usually keep my range to any enemies and then just shoot from the distance. I dont like close range pistols with the Archer, because in close range you will have a hard time shooting a MAX and surviving. Give it a try. Sometimes I also use the AV turret, then I have something against everything at range.
I got a proposed fix: Decrease the bullet velocity to around 400-350m/s, have it have ignore shields to 1 shot infantry while retaining the same damage to MAXs, and also give it to the Infiltrator class. That way, it feels more like an anti-materiel rifle: a precision weapon best suited to taking out STATIONARY infantry and light armor with a heavy projectile. This way it doesn't outclass bolt action snipers and gives the infiltrator a weak way to deal with enemy vehicles and MAXs at the expense of infantry killing power.
I find laser sight most useful and the spitfire turret for both an alarm and minor damage against infantry that try to sneak up on me. This thing is brutal against MAXes, where snipers don't do quite enough damage to be a real threat to them, this drops them pretty much faster than rocket launchers but you can actually aim the thing. Also does a decent job at scaring esf's away, only gotten one or two kills on flaming ones but they don't linger after a plink or two. Still as a bolt action that cannot one hit kill with headshots it's not great for most situations, it's a MAX killer almost entirely I suppose. Any infantry hit by it will do the standard reaction to sniper fire, hide behind cover, which again since you can't headshot them means you will rarely kill infantry with this, in close quarters you might hit then once then switch to your secondary to finish them off, so of course pick your pistol well for your playstyle.
Wrel, do you think it's fine as a primary, or should it be in the turret slot? I'm curious because personally I DON'T think it should be a turret replacement, but many people disagree with that.
Lone Hawk I actually don't mind it being a Primary, but I'd also like to see it gain a bit more versatility versus infantry. If that comes at lower damage but a faster chamber time, so be it.
Wrel I disagree, it shouldn't be able to harm infantry on a large scale. It is already pretty powerful against most max units, I mean a double headshot on a max would drop him, or with 4 body shots. It also can be useful in some situations against armor, I think we can avoid making it do more damage to infantry (as that isn't its role) or a sniper rifle with a one-shot head shot to infantry
Wrel I totally agree with that, so long as it doesn't provide a one shot headshot to infantry, I feel that would be OP. Faster chamber time could be nicely balanced, if the devs did it right.
Honestly, as a NC, fighting a max at point blank range is really good with the Archer (I guess it's harder against those NC shotgun MAXes), but with the right amount of wiggling left and right you can easily put 2 shots in and kill them, since MAXes are rarelly full life when engaging at close range. Your damage easily overshadows the possible engie trying to repair, the worst that could happen is actually him taking one of your bullets.
I think either the chamber time needs to go down a bit, or the damage up. Since vehicles and maxes are rather large targets, I think the chamber time should go down and damage should not change. This way you won't kill vehicles by landing a few lucky snipes from cover, but have to land multiple consistent shots. Some of those numbers are very high on vehicles as well, so maybe it should ignore rear armor?
I used to main engineer and one of my favorite things to do was run the archer with an anti vehicle turret, get a harraser and set up on top of a hill pestering all of the vehicles from up high lol
i killed a half health van guard and 3 sunderers and esf all after 5 minutes of purchasing this weapon....awesome weapon do buy with DBCash if possible
Since the archer is technically a sniper I'm betting it has a scope with great range I've been using a engineer AV turret like a sniper using my 4x scope on my rifle to help others get visuals on enemy movement. Correct me if I'm wrong I think the scope on a sniper goes up to 7x I think? The AV turret has such good missile range just hard to hit the target and remember the tiny spot switching back and forth.
Ancaneon Absolutely. A Tool exist that primarely kill MAX units. It's less effective against infantry and not at all very effective at killing vehicles so what it excels at is anti-MAX. Mind you , this is mostly an issue in more open fields. Ergo, it's a slap to Raven MAX'es mostly, kills of TR lock-down MAX'es completely (in case anyone was thinking that was somehow useful) and VS Vortex MAX'es need to be more careful as well now.
BWC assessed this weapon and came to similar conclusions. +Wrel, the .75 ads allows for incredible survivability at range if you ADAD while engaging scoped. You can hit basically any vehicle or turret while doing this while in turn being near impossible to hit by snipers and shells. It's nearly an exploit.
I've found the Archer is at its best when you're backing up a squad of vehicles assaulting a large base, since you can not only deal with turrets but also plink away at heavies and MAXs that like to squat on catwalks where vehicle cannons can't hit them. If they send out fighters or Harassers you can put a good hurting on them too, or at least distract them until someone with a bigger gun can get them. The main downside is that as soon as you're noticed it's inevitable you'll be drawing a lot of heat, and eventually you'll have about five billion Infiltrators all trying to countersnipe you because of videogame butthurt.
sneaton13 I actually enjoy using the Inquisitor, because I can click pretty quickly and it has practically no recoil. However, its key feature is high rate of fire on top of that large magazine... and unfortunately, that rate of fire is often too high for players to make the most of (including myself,) because it's a semi-auto pistol, instead of a burst. So while it definitely looks good on paper, it's still technically inferior than other weapons you have access to. ...But man do I find it fun, lol.
Wrel Sure is! I can even take down a small squad with it's ammo capacity. However, the Emperor has the highest damage output against infantry (6 body shot to kill, versus 8 from Inquisitor and a past the clip from repeater). Plus the LA8 Rebel is like a semi-auto commissioner at short ranges, just 4 body shots instead of 3, and a high capacity magazine with shorter reload than a 6 round cylinder
Wrel I'm just annoyed by the fact that you can kill more people with a sidearm, just having fun, than I can with a minigun, totally focused and serious. :)
Have the stats for the Archer changed since this video came out because lots of the things Wrel says don't really match what I have experienced in gameplay. Rechambering seems faster now, better projectile velocity and I am almost certain that infantry are a 1 shot kill if hit in the head.
My friend and I are going to be running around double-tapping MAXes with the Archer; we'll see how fast our collective TTK will be. I'll report back once we have some results!
Ok, some info there I was unaware of, like the 1.55x headshot multiplier and the fact that it is bolt action. However, on paper it still looks like they've given the engineer yet another tool to deal with MAXs and vehicles when they already have so many (AV MANA turret, AT mines, C4). This new tool has roughly the same damage profile as the semi auto sniper rifles, which can't hurt vehicles, and do literally no damage to MAXs. Infact infiltrators have only one way to deal with MAX units and thats to suicide bomb them with AP mines. No exactly ideal and if the MAX sees you coming you've got no chance of pulling this off. In my mind this was given to the wrong class and should have been given to the infiltrator, it's perhaps not a direct upgrade of the Spectre/Gauss SPR/99-SV, but it is still a far better weapon.
I'd love to see a video of an archer platoon, the whole platoon fires at the same tank at once, that could be deadly effective assuming they were organized. Bam, tank down, bam, tank down. Firing the archer is more straight and immediate than rockets. Unless you are VS with the lancer, I'd say the archer would actually be a good platoon weapon. They could take out all the tanks on the battlefield with 2 magazines.
Gyromancer Been part of uncoordinated lancer platoons sniping tanks peeping out at Quartz ridge from the tower on a couple of occasions. Squads are just as good because someone can call a tank out and then you just see debris as everyone sticks a full charge into it.
imo the archer should gain a dmgbuff so it can 3 shot infantry with chestshots from range instead of 4 the x1.5 headshot multiplyer would still keep the weapon on a 2 headshot so i say put the dmg to 435@10m and 365@125m
Very helpful, thanks Wrel Plus, do you think that the Full Auto Scout Rifles for Infiltrator should be rebalanced to either do more damage to SMGs or maybe even to be effective at longer ranges?
Great review, now I went from: why not to I should use that gun more often. But I saw something in your video which I have experienced myself quite often: The hit indicators not always showing up. Did you do any damage while that happened or did the bullets just vanish?
i get that you can have a nice loadout that covers all bases (so long as you're staying in the same area) with the archer, an anti infantry turret, and a pistol*, but it seems to me that it wouldn't hurt to give the medic this weapon. when an enemy max appears, an engi should be repairing an allied max to help take them down, but a medic's job is to provide supporting fire then res/heal when there's a lull, so they use the archer against the max, then res/heal the HA or LA that presumeably got killed fighting the max up close while the medic archer'd it. *it occured to me while typing that, that pistol, AI turret and AV gun is not really much different from the good old AV turret AI carbine loadout, biggest difference i can think of is you've got a shileded turret, at the cost of having a harder time with infantry that's not attacking head on.
I am enjoying the rifle but I really think it should have been given to the infil so the class could more effectively take down max units at range. Also it would make the you have to either invest in ammunition belts or stay close to an engineer increasing the team play. But like I said I am greatly enjoying the new rifle got a last second shot on a galaxy at max render distance lol. So wish I had video of that. :)
Ionic woodsman In general, Darklight Flashlight is better suited to a secondary than a primary. Especially a primary with a two-second rechamber. Afterall, if you did happen to find that infiltrator with your Darklight, you wouldn't reasonably be able to kill him without switching weapons. Beyond that though, Darklight offers a very little, very 'specific' benefit. In exchange (on a primary weapon,) you're missing out on equipping a Laser or a Forward Grip; both of which have big impacts on a weapon's effectiveness. So, in short. Equipping a Darklight has a high opportunity cost.
Wrel Oh, well that makes sense. Thank you for replying to me. This is my second time commenting on your videos, and both times you have responded. Not enough youtubers reply to their viewers, so thanks again!
Wrel there's only 2 reasons why i HATE wrel.... 1. He's better than me >:( 2. he has very little subscribers reasons why i like wrel: he's awesome he's not an A$$hole He's smart (ten thousand more reasons) so in other words i love wrel :D
Hey wrel, I have a question about the mk5 supressed smg. I've recently bought this weapon for my infiltrator. I've watched your old Ns7 pdw guide and would you use this weapons the same way? I'm just need some idea of how to use this weapons better and more efficiently. It would be a great help. Thanks
I tried combat medic with a dmr for a while, it was nice and I was helping a lot but I wanted to do a little more offense So I started building an anti-tank engineer. I've got the anti-mat rifle and upgraded anti-tank mines but that's about it so far, I think I need to get the anti-tank turret but what else should I go for? I'm guessing there's modifiers for the engineer geared for stuff like that
Bullet drop is probably low for the AMR because they tend to have very high calibers. I'm excited for unlock this eventually because it would help with tank-driving...but first I'm definitely certing some other things, I never save up enough. I kinda wish I could sell some of the stupid things I've bought, I've never bought an 1000 cert weapon because the grind bothers me while upgrades glare me in the face.
+scorpionboxer It works very similarly to the NS Fury, wrecks infantry at close range, but unlike the Fury it *cannot* damage armoured targets like other tanks. I'd recommend kitting it out with thermal optics, makes ID-ing targets much quicker. Also works very nicely on top a Harrasser.
This makes me want to update this game, because I got sick of the tryhard NC scrubs who just packed a max army to substitute for the lack of actual skill, so this should level the playing field and make things fun again.
Well, i feel like this job would be prefektly suited for a sniper, as irl Anti-Materialrifels are also used by them, so why do you think, does the engie (who allready has his AV turrets) gets this weapon? Its basicly a sniper rifel, with boltaction, with the attetchment for zoomin rechamber, that is not on a class, where you would find these features of a weapon on.
Your comment about short reloads technically being longer than long ones isn't necessarily true. If you hit the reload key after taking a shot but BEFORE you exit the scope, the round doesn't get chambered lowering the effective reload time.
Y'know, if you really contemplate the rate of fire of, say, a lock-on launcher, this thing's damage doesn't look that bad. I mean, sure, it hits waayyyy harder...but when you put the lock-on time together with the reload time (7ish seconds? 3-4 shots from this thing?), this thing's DPM starts to look competitive. I think its theoretical TTK on an ESF is actually better than a lock-on launcher.
Favorite part about the Archer: I can always return fire. I don't care who you are, what you are, or where you are, I can always damage you back. That feels really nice to me.
"And whether or not you'll find it useful for your personal play style."
*stands up at work and fucking applauds*
The reason I subbed to you is that statement. The number of times I've heard "Good or not" when what they meant was "Appeals to me personally" can not be counted without an abacas.
THANK YOU. The world can not have too many people who understand much of a game mechanics value depends on how one approaches playing.
/sub
/like
/applause
HotaruZoku Hey, welcome aboard. And I completely agree.
Wrel Huge as you are and your still reading, let alone responding, to comments. Bodes well for your channel in the future. Glad to have found your work. The quality shines through.
+Wrel It is a shame an infiltrator cannot use such a fine weapon.
Fangadora Wolfen I didn't even know this existed, VS Infiltrator. I guess I fits an Engineer.
"... and a darklight -please don't use it!-..."
Loved the way you said that lol
It's too situational to be a primary weapon. This is what they should do-
Option 1- Assuming it's still a primary, increase the fire rate to 180rpm, increase the muzzle velocity to 600 m/s (same as a battle rifle), worsen the hip-fire, increase the magazine to 10, and have it deal a flat 300 damage without dropoff. This way, it will be a better so called "anti-material" rifle as it won't have that ridiculous damage against MAX suits, but have more viability against light vehicles such as Harassers or Lightnings.
Option 2- Make it a secondary and up the muzzle velocity to 650, and there you go.
Option 3- Have it replace your turret slot and implement a lock-on to MAX units only. Decrease the muzzle velocity along with that.
And one universal thing, make it sound good. Right now, it sounds like it's just chipping paint off stuff. Make it sound like it has enough gunpowder to bust through the Berlin Wall like Gorbachev dressed as the Kool-Aid man.
GunFuMaster That last sentence is amazing
TheTobster330 Oh it is. I was frankly typing it in rage just because they didn't bring in an AMR, they brought in an Anti-MAX weapon that's OP against MAX units and crappy against everything else.
GunFuMaster If they had a store special sound made it scream LANA when it fired I'd buy that in a second.
GunFuMaster It is meant to not be great for killing anything other than maxes making it any better than it is would fuck things up big time
GunFuMaster It was deliberately designed to be crappy against everything else.
Hey there Wrel, Folks here..
wut ._.
+DrunkMuffinHD Best reply for Wrel, ever.
:D
DrunkMuffinHD 😂 HOHOHOHOHOHOHAHAHAHAHAHHOOOOOOOOH DAMN SON. WHERE'D YA COME UP WITH THIS?
3 shots on a max? and 2 headshots? that is... divine!
6:22 WrelMlg confirmed. Hide yo wives, hide yo kids.
***** Womboo Comboooo!!!
*uses the darklight simply cause he told me not to* now i shall blind my enemies as i rain 5 rounds of hell upon them!
+gamenut112 lol, if only flashlights could blind people, like in BF :'((((((
Make it a thing lol
Darklights make my cry myself to sleep- stalker cloak main
Thus why I mount them on my shotguns and pistols... because that's what gets me killed the most as a Stalker.
I run a darklight on my pistol always
I was wondering about the Archer. Thank you clarifying pros and cons of this gun.
B3ntnai1s Glad you found the review useful.
"you also have access to a blacklight, please don't use it..."
I laughed xD
i freaking love the Archer! i am usually sniping at longrange with it. setup: straight-pull bolt and 12x scope (a beast!). my best kill so far was an NC Max at exactly 510 meters. i marked it on the map. damn that projectile drop tho :D
At 6:23 that jump shot. And this seems like it can add an interesting element to anti max crashes as well as anti armor.
Im pretty sure if you a guy in the face with a 50. cal round (which this gun is certainly using, look at the magasine size!) their head will be blown into the next galaxy.
As a new Archer user, I tend to run the 12x scope for when I'm working with a team, allowing me to spot for MBTs and Lightnings over much longer ranges.
Trialed weapon.
Went with outfit, they said just group, not go in yet. As I was falling, I bounced in where I should not have.
Random hipfire. Sunderer killed. 3x super menace kill.
Sold.
Since then I killed hundreds of Maxes (many of which didn't even know this exists), sunderers by the dozens, countless turrets, counter sniping all day (ohh the raging inflitrators...).
The weapon is very solid if you have good aim. VERY SOLID. I love it, as it gives an entirely different playstyle for the Engineer, not the same old "grunt with a twist" like most infantry are.
archer AE is best
And for my playing style, a SPB with the 7x scope. I tend to harass base turrets (and destroy them) and vehicles (especially sundis) from distance and supplement damage to tanks from range and even sometimes destroy them when tank drivers and supporting engineers aren't paying attention which does happen. Against infantry and in base defense it's useless except in some situations. You just have to get used to bullet drop.
But this is why I like how you review weapons. You are balanced and even when you don't seem to like a weapon you still say what is good about the weapon.
Thing is your reviews actually got me interested in playing the game. So cheers for that.
+Darren Peterson Agreed, I've seen several self-styled game reviewers/critics who do a half-assed job reviewing something just because *they* don't like it.
Wrel is the best around, for me.
Wasn't planning on unlocking this, but I wasn't considering it could be a nice to have when tanking in certain situations. Thx for the suggestion!
The AI Mana turret is really useful when you are trying to snipe MAX units and have no cover available. Tried it out on that rock-bridge thingy between the Crown and Ti Alloys, everyone seemed to be shooting at me but I was able to hold the position for a while and even got 2 or 3 MAX kills. When the enemy pushed in our direction I quickly switched to my turret.
Never really liked the engineer class but I might play it a bit more often now.
A support weapon for a support class. Been running one with my Engie since I picked up one a little after they came out and have had decent success. Agree with the kill rate being low but you'll pick up plenty of assists, even on infantry. It's a good option on offense when you're expecting a MAX Crash counter out of the enemy spawn, as a few of them can shut it down before it can build up steam.
Another benefit to consider is that while it doesn't do much to vehicles, it WILL disrupt nanite auto-repair as well as keep the Sundy's deployment shield from coming back up. You likely won't get the kill but if you have a nice vantage point you can either force an enemy vehicle to retreat further for repair or keep it soft for friendlies to take out.
I have been running the Archer all week and I love it.
The current loadout that I am running is this:
Archer
commissioner / underboss
grenade bandolier with 4 stickies
C4 x 2
regen 4 implant
inf mana turret
I haven't tried the Archer with the laser yet but I am going to try it. I find the 0.75 movement speed is great for popping out and just getting a shot off before incoming fire can hurt me.
Was really excited about this weapon when I heard about it on the PTR! I like the idea of being able to finish off burning vehicles that escape from the firing line without having to deploy your rocket turret.
Imagine like 10 of these guys in a squad just concentrating fir on 1 thing with medics to pick
them back up if they get shot
I love this gun. I play most of my time as a Enginier with the Archer and a random sidearm. When you get enough practise, you can use the archer as a low power sniper rifle. I also use it to knock turrets on bases down. If an enemy try to repair it, i am on sight 😉. I got some good finish shots on Vehicles too. with an good sidearm you can operate complete alone in the field on a relative save distance and a long time. Put a Quad or an Buggy and you got a great mobillity too.
The archer also turns the engineer into a deploy shielded sundy killing machine. 4-5 AMR rounds usually drops the shield and then 1 more round into tank mines and the sundy is done. Makes a big difference since otherwise it takes a combined effort from multiple heavys to take them out quickly.
Pretty fancy. It is kind of odd to see an Anti-Materiel rifle that should by all rights instagib infantry being ineffective against infantry but being able to damage armoured targets, but... well I guess that's the nature of game balance. If it did massive damage to infantry it would make the Engineer arguably better than the Infiltrator at one of the Infiltrator's jobs.
MGlBlaze I remember when they wanted to nerf Rocket Launchers so that you couldn't insta-gib infantry with them. People were up in arms with the main argument being a "loss of immersion." Funny to see it doesn't work the other way around for the Archer. Then again, could be due to the dev team changes.
Wrel
I was one of those people but I mellowed out and got some perspective since then. Plus the "immersion" argument was applied rather selectively. In real life a rocket explosion would end you rather effectively, but in real life they are also 1) expensive, 2) difficult to transport in large quantities and 3) typically use shaped charges so they aren't actually that good at area destruction anyway. So as far as I know, they would only be used against infantry if they were in a fortified position or building, or if you for some reason couldn't get a clear reliable shot with small arms. In Planetside 2 an Engineer could just -magic-nanite you more rockets and you'd have an endless supply, or you could run to a terminal. So rocket spam could become an issue.
So in terms of game balance I can see what they were doing now. Same with the Archer.
+MGlBlaze Well.... If it was made for pure penetration with the purpose to mess up the engine or max hydraulics or whatever, if you shoot it at infantry it would leave a neat hole through them, without the cavitation effect, which would make it quite non-lethal for futuristic infantry... Bullets are damaging not because they make a bullet-sized hole but because the flesh inside expands and... for the sake of the explaination, mini-explodes. Archer would theoretically have the same effect of being neatly impaled on a spear, which is very much survivable, with PS2 tech..
+MGlBlaze *4monthslater*
I still thing the Archer should do *Something* to infantry, even if it's only a visual effect. Like maybe giving the receiver an EMP'd screen for no more than a second. Have you seen the size of the bullets the Archer fires?
The visual effect would help with immersion, I'd think, cuz it would feel like your system just saved your life from a bigass bullet and needs to do a quick reset. MAXes obviously wouldn't be effected, since they don't have shields.
Dorian Stern vukotic
For some reason my comment isn't here. Hmm. Anyway, what I said; no, high-velocity projectiles do that "mini explodes" thing regardless. Look up some videos of "Xtreme Penetrator" rounds; they're designed to be fired at a high velocity and retain their shape, allowing them to go through a lot of obstruction. Even fired directly into ballistics gel, it creates a very sizeable permanent wound cavity even though the bullet doesn't deform at all.
This is also important for real-life military rounds, as expanding or fragmenting ammunition is banned via the Hague Convention for use in war.
absolutely love this weapon!
I think it's one of the best weapons which suits the playstile in planetside because you have to think about your role on the battlefield. Planetside doesn't work if everyone is trying to be a killing machine without any support...
as always: great video Wrel!
Loved the "please don't use it" about the darklight :D
Though i played it A LOT, this video makes me want to play again.. I'll probably play it soon :D Gread vid bro, keep up the good work !
As just a pilot and someone who really won't play engi for anything but flying, this gun is still pretty welcome. While the scenario is few and far between, needing a good anti vehicle gun while flying can happen. I've plenty of times landed behind enemy lines next to a sundie to drop some C4 on it, or if I land to repair and fail at the repair but survive the landing, I have something deadly enough to shoot back with (which is usually at an aircraft that got me). So yeah, not many uses for a dedicated pilot, but still a hell of a lot more than any other gun available.
That Galaxy kill in the turret tower next to the max where you jumped and hip-fired it was awesome
the most fun i had with it was being a full squad of archers and PLONK'ing ESF's and even liberators out of the sky by lining up and all shooting at the same time, you can do some pretty funny things with this thing.
Yeah, even a single archer plinking a ESF by itself is enough to scare them away. Versus a launcher trying to lock on and hit only for them to flee and repair.
They won't notice the 1st hit immediately in a firefight, and it takes only 4-5 shots to take out one ESF, meaning you do roughly 20-25% of it's health per hit.
Hey wrel completely unrelated but what do you think about the idea of a mostly ocean continent in planetside 2? You can see where I'm going with this with the addition of more vehicles like ships & submarines etc.
That could be awesome if done correctly, but it could tip somethings out of balance, more continents equals less population per continent. Also, the question would have to be asked, is Planetside 2 a vehicle game, or a infantry game with force multipliers? Also, it would take the devs forever, do we want new content to be excited about for a small time, or do we want them to build more strategy into an already working system? Though it sounds cool, we might just want to leave it up to a different game.
Yoges Singha I think this would be amazing, one problem I can see arising is that infantry players would pretty much have nohting to do :/
Another is that if new vehicles are going to be created, then they will only be on one continent which is pretty annoying, because then you can't really be a dedicated ship captain.
If they could get this to work it would be amazzzzing though.
Yoges Singha Currently the engine does not support actual water (IE water physics, fog, etc), only non-solid volumes with a fake water texture on them. (which is kind of laughable IMO)
So any water-based content is not coming anytime soon, unfortunately.
Yoges Singha i'd like to have space battles, with a sort off battlefront 2 style over it. We fly in big gunships from space station to space station (or battleship to battleship) and fight over them inside, while space fighters outside fight eachother to dominate transport routers for the space aircraft equivalent of a Sundere.
Gyromancer They've already dealt with that problem to an extent. That's why only 2 continents are up at a time.
It also kills vehicle terminals in 2 hits (almost - it'll explode from fire damage before you rechamber), letting you kill + repair hacked terminals pretty quickly.
The first thing I think people are going to say about this item is that "it doesn't do enough damage to take out any meaningful force multipliers." And I almost thought that too. I was like "aww man it's pretty much good for maxs and esfs" but then as I sat down and really thought about it, in fights of like 48 or 96+ or actually even smaller than that, you're going to have more than 1 engie most likely pull this out. 2 of these rifles is half the time to take down the bigger targets, 3? a third of the time that it will take. I mean it's obvious but it's a huge difference, and since you dont have to shoot and pray like with a rocket launcher, I think this is a very welcome change as opposed to just nerfing vehicles.
Gary Du Charme II Also that peek-a-boo counter holy crap, and being able to drop AV and AI turrets in 2 shots is just so cool to me, I'm really glad about this new weapon.
That galaxy kill was amazing!
Love the review. I like how you sprinkled some funny comments during it.
I find this weapon hilarious, using enhanced targeting turns it into a weapon specialized in killstealing
Best weapon ever.
Wrel you give some of the most in depth analysis of in game items and it's great. Thanks for it
I think that things like Archer are great for the game in general because the create very specialized units on the battlefield. And specialization allows interesting tactics to be used for coordinated platoons.
It's not a very good single-player weapon, but a very-very powerfull tool if used in a coordinated squad.
While the synergy with the AI mana turret gives you more versatility, I found it nice running an archer with the AV mana turret: While the turret is cooling down, hop out and take a quick archer shot. By the time you have rechambered, your turret is cool and you can shoot again. It's something to do while hopping in and out of the turret to avoid being the easiest sniper target in the game.
You forgot to mention how badass it sounds lol. I trialed it the other day and had a blast. Vizoth was acting a fool so I made sure to give him a live demo if what the Archer can do for an engie in the right circumstance lol.
My experience with the NS-AM7 Archer so far, it has been primarily a support weapon, but when I would run solo with this weapon I am still dealing a lot of damage. Tech plants and Bio Labs are easy to assault now because max units aren't just besieging us.
I hade some success of pairing the Archer with the Blackhand pistol, both running 4x scope, it also makes me an ok support against infantry, especially when stationary. You lose almost all CQB power and are mostly screwed 1 on 1, but with the Archer I usually keep my range to any enemies and then just shoot from the distance. I dont like close range pistols with the Archer, because in close range you will have a hard time shooting a MAX and surviving. Give it a try. Sometimes I also use the AV turret, then I have something against everything at range.
4:12 Did that guy just take the brunt of the bouncing betty for you? Actually you didn't have a scratch! DBG has blessed you my boy.
I got a proposed fix:
Decrease the bullet velocity to around 400-350m/s, have it have ignore shields to 1 shot infantry while retaining the same damage to MAXs, and also give it to the Infiltrator class.
That way, it feels more like an anti-materiel rifle: a precision weapon best suited to taking out STATIONARY infantry and light armor with a heavy projectile. This way it doesn't outclass bolt action snipers and gives the infiltrator a weak way to deal with enemy vehicles and MAXs at the expense of infantry killing power.
I find laser sight most useful and the spitfire turret for both an alarm and minor damage against infantry that try to sneak up on me. This thing is brutal against MAXes, where snipers don't do quite enough damage to be a real threat to them, this drops them pretty much faster than rocket launchers but you can actually aim the thing.
Also does a decent job at scaring esf's away, only gotten one or two kills on flaming ones but they don't linger after a plink or two.
Still as a bolt action that cannot one hit kill with headshots it's not great for most situations, it's a MAX killer almost entirely I suppose. Any infantry hit by it will do the standard reaction to sniper fire, hide behind cover, which again since you can't headshot them means you will rarely kill infantry with this, in close quarters you might hit then once then switch to your secondary to finish them off, so of course pick your pistol well for your playstyle.
Wrel, do you think it's fine as a primary, or should it be in the turret slot? I'm curious because personally I DON'T think it should be a turret replacement, but many people disagree with that.
Lone Hawk I actually don't mind it being a Primary, but I'd also like to see it gain a bit more versatility versus infantry. If that comes at lower damage but a faster chamber time, so be it.
Wrel Yea, it against infantry reeeeallly feel like your shooting a BB gun. Kinda sucks, but I can see why they did it.
Wrel I disagree, it shouldn't be able to harm infantry on a large scale. It is already pretty powerful against most max units, I mean a double headshot on a max would drop him, or with 4 body shots. It also can be useful in some situations against armor, I think we can avoid making it do more damage to infantry (as that isn't its role) or a sniper rifle with a one-shot head shot to infantry
Wrel I totally agree with that, so long as it doesn't provide a one shot headshot to infantry, I feel that would be OP. Faster chamber time could be nicely balanced, if the devs did it right.
Crabby Lobster Think you missed the bit where I said that damage would be lowered?
Honestly, as a NC, fighting a max at point blank range is really good with the Archer (I guess it's harder against those NC shotgun MAXes), but with the right amount of wiggling left and right you can easily put 2 shots in and kill them, since MAXes are rarelly full life when engaging at close range.
Your damage easily overshadows the possible engie trying to repair, the worst that could happen is actually him taking one of your bullets.
I think either the chamber time needs to go down a bit, or the damage up. Since vehicles and maxes are rather large targets, I think the chamber time should go down and damage should not change. This way you won't kill vehicles by landing a few lucky snipes from cover, but have to land multiple consistent shots. Some of those numbers are very high on vehicles as well, so maybe it should ignore rear armor?
I used to main engineer and one of my favorite things to do was run the archer with an anti vehicle turret, get a harraser and set up on top of a hill pestering all of the vehicles from up high lol
"You aren't the only person on the battlefield"
Certainly doesn't feel like it...
11:32 had to look at what clint eastwood looked like with a revolver when you said that.
wonderhammer101 ay ok just watched the scene from the movie with the bread guy and the stereotypical black guy who likes to steal.
Seems like a nice addition and very fun to use.
Great video as always :)
This is my go to for infiltrators. Great at mid range encounters along with counter sniping.
i killed a half health van guard and 3 sunderers and esf all after 5 minutes of purchasing this weapon....awesome weapon do buy with DBCash if possible
Since the archer is technically a sniper I'm betting it has a scope with great range I've been using a engineer AV turret like a sniper using my 4x scope on my rifle to help others get visuals on enemy movement. Correct me if I'm wrong I think the scope on a sniper goes up to 7x I think? The AV turret has such good missile range just hard to hit the target and remember the tiny spot switching back and forth.
Is this a Max nerf?
kinda
Ancaneon Absolutely. A Tool exist that primarely kill MAX units. It's less effective against infantry and not at all very effective at killing vehicles so what it excels at is anti-MAX. Mind you , this is mostly an issue in more open fields. Ergo, it's a slap to Raven MAX'es mostly, kills of TR lock-down MAX'es completely (in case anyone was thinking that was somehow useful) and VS Vortex MAX'es need to be more careful as well now.
***** that s so deep :'D
***** Now that is zen. :D
Ancaneon Not so much of a max nerf, but more of the game forcing a "combined arms" approach to them.
Lol I love the "please don't use it" (Referring to the dark light attachment)
That no scope jump shot gal kill though
BWC assessed this weapon and came to similar conclusions.
+Wrel, the .75 ads allows for incredible survivability at range if you ADAD while engaging scoped. You can hit basically any vehicle or turret while doing this while in turn being near impossible to hit by snipers and shells. It's nearly an exploit.
"you also have access to a darklight.... pls don't use it ... " i actually laughed ^^
I've found the Archer is at its best when you're backing up a squad of vehicles assaulting a large base, since you can not only deal with turrets but also plink away at heavies and MAXs that like to squat on catwalks where vehicle cannons can't hit them. If they send out fighters or Harassers you can put a good hurting on them too, or at least distract them until someone with a bigger gun can get them.
The main downside is that as soon as you're noticed it's inevitable you'll be drawing a lot of heat, and eventually you'll have about five billion Infiltrators all trying to countersnipe you because of videogame butthurt.
My favourite quote "Darklight (please don't use it)...."
Wrel why do you recommend the repeater and emperor, but usually use the inquisitor on TR? Not disagreeing just curious
sneaton13 I actually enjoy using the Inquisitor, because I can click pretty quickly and it has practically no recoil. However, its key feature is high rate of fire on top of that large magazine... and unfortunately, that rate of fire is often too high for players to make the most of (including myself,) because it's a semi-auto pistol, instead of a burst. So while it definitely looks good on paper, it's still technically inferior than other weapons you have access to. ...But man do I find it fun, lol.
Wrel Haha, i completely understand, some weapons are too fun to not use. I appreciate the reply :)
Wrel Sure is! I can even take down a small squad with it's ammo capacity. However, the Emperor has the highest damage output against infantry (6 body shot to kill, versus 8 from Inquisitor and a past the clip from repeater). Plus the LA8 Rebel is like a semi-auto commissioner at short ranges, just 4 body shots instead of 3, and a high capacity magazine with shorter reload than a 6 round cylinder
Wrel I'm just annoyed by the fact that you can kill more people with a sidearm, just having fun, than I can with a minigun, totally focused and serious. :)
What i'm interested in, is how does it compare to explosive bolts?
With explosive bolts you retain your primary.
Have the stats for the Archer changed since this video came out because lots of the things Wrel says don't really match what I have experienced in gameplay. Rechambering seems faster now, better projectile velocity and I am almost certain that infantry are a 1 shot kill if hit in the head.
Vediogames - Official I was using it this morning and haven't noticed any changes.
My friend and I are going to be running around double-tapping MAXes with the Archer; we'll see how fast our collective TTK will be. I'll report back once we have some results!
Archer is love Archer is life!
Ok, some info there I was unaware of, like the 1.55x headshot multiplier and the fact that it is bolt action. However, on paper it still looks like they've given the engineer yet another tool to deal with MAXs and vehicles when they already have so many (AV MANA turret, AT mines, C4). This new tool has roughly the same damage profile as the semi auto sniper rifles, which can't hurt vehicles, and do literally no damage to MAXs. Infact infiltrators have only one way to deal with MAX units and thats to suicide bomb them with AP mines. No exactly ideal and if the MAX sees you coming you've got no chance of pulling this off.
In my mind this was given to the wrong class and should have been given to the infiltrator, it's perhaps not a direct upgrade of the Spectre/Gauss SPR/99-SV, but it is still a far better weapon.
I'd love to see a video of an archer platoon, the whole platoon fires at the same tank at once, that could be deadly effective assuming they were organized. Bam, tank down, bam, tank down. Firing the archer is more straight and immediate than rockets. Unless you are VS with the lancer, I'd say the archer would actually be a good platoon weapon. They could take out all the tanks on the battlefield with 2 magazines.
It would be like the stalker cloaker explosive crossbow platoon. Uncloak behind a prowler, destroy it in one clip, clock, repeat.
Enoan Except the archer has much longer rang than the crossbow.
Gyromancer and it also has much much greater damage. I have tried taking down vehicles with the crossbow, it has never worked.
Gyromancer Been part of uncoordinated lancer platoons sniping tanks peeping out at Quartz ridge from the tower on a couple of occasions. Squads are just as good because someone can call a tank out and then you just see debris as everyone sticks a full charge into it.
It's actually 799 Day Break Cash thingy, like all basic NS weapons
imo the archer should gain a dmgbuff so it can 3 shot infantry with chestshots from range instead of 4 the x1.5 headshot multiplyer would still keep the weapon on a 2 headshot
so i say put the dmg to 435@10m and 365@125m
Very helpful, thanks Wrel
Plus, do you think that the Full Auto Scout Rifles for Infiltrator should be rebalanced to either do more damage to SMGs or maybe even to be effective at longer ranges?
Might pick this up at some point, I main Heavy and 2ed Engi so when I'm not grinding LMG kills I can roll out the support and grind certs instead.
Great review, now I went from: why not to I should use that gun more often.
But I saw something in your video which I have experienced myself quite often:
The hit indicators not always showing up. Did you do any damage while that happened or did the bullets just vanish?
i get that you can have a nice loadout that covers all bases (so long as you're staying in the same area) with the archer, an anti infantry turret, and a pistol*, but it seems to me that it wouldn't hurt to give the medic this weapon. when an enemy max appears, an engi should be repairing an allied max to help take them down, but a medic's job is to provide supporting fire then res/heal when there's a lull, so they use the archer against the max, then res/heal the HA or LA that presumeably got killed fighting the max up close while the medic archer'd it.
*it occured to me while typing that, that pistol, AI turret and AV gun is not really much different from the good old AV turret AI carbine loadout, biggest difference i can think of is you've got a shileded turret, at the cost of having a harder time with infantry that's not attacking head on.
Holy crap this makes an entirely new and substantial threat to ESFs.
I am enjoying the rifle but I really think it should have been given to the infil so the class could more effectively take down max units at range. Also it would make the you have to either invest in ammunition belts or stay close to an engineer increasing the team play. But like I said I am greatly enjoying the new rifle got a last second shot on a galaxy at max render distance lol. So wish I had video of that. :)
Another thing it does very well is take out infantry turrets, it can kill an anti vehicle engineer turret in about three shots.
That wombo combo, so satisfying. Yisss.
If they added a anti heavy assault overshield to this weapon it would fit a large enough variety of role to be really cool as a primary!
Forgive my ignorance but, what's wrong with the darklight flashlight?
Ionic woodsman In general, Darklight Flashlight is better suited to a secondary than a primary. Especially a primary with a two-second rechamber. Afterall, if you did happen to find that infiltrator with your Darklight, you wouldn't reasonably be able to kill him without switching weapons. Beyond that though, Darklight offers a very little, very 'specific' benefit. In exchange (on a primary weapon,) you're missing out on equipping a Laser or a Forward Grip; both of which have big impacts on a weapon's effectiveness. So, in short. Equipping a Darklight has a high opportunity cost.
Wrel Oh, well that makes sense. Thank you for replying to me. This is my second time commenting on your videos, and both times you have responded. Not enough youtubers reply to their viewers, so thanks again!
While we're talking about the flashlight, does it blind people if I look at them with it?
Wrel there's only 2 reasons why i HATE wrel....
1. He's better than me >:(
2. he has very little subscribers
reasons why i like wrel:
he's awesome
he's not an A$$hole
He's smart
(ten thousand more reasons)
so in other words i love wrel :D
COOL CANADIAN You didn't say sorry for saying you hate him. :D
See, I can make those jokes cause I'm Canadian too.
Sorry.
do you think that archer would be more usefull in ability slot as a alternative to turrets?
Hey wrel, I have a question about the mk5 supressed smg. I've recently bought this weapon for my infiltrator. I've watched your old Ns7 pdw guide and would you use this weapons the same way? I'm just need some idea of how to use this weapons better and more efficiently. It would be a great help. Thanks
That was some great action you had in this video. Bravo!!
I tried combat medic with a dmr for a while, it was nice and I was helping a lot but I wanted to do a little more offense
So I started building an anti-tank engineer. I've got the anti-mat rifle and upgraded anti-tank mines but that's about it so far, I think I need to get the anti-tank turret but what else should I go for? I'm guessing there's modifiers for the engineer geared for stuff like that
Bullet drop is probably low for the AMR because they tend to have very high calibers. I'm excited for unlock this eventually because it would help with tank-driving...but first I'm definitely certing some other things, I never save up enough. I kinda wish I could sell some of the stupid things I've bought, I've never bought an 1000 cert weapon because the grind bothers me while upgrades glare me in the face.
Why do you recommend the VS Spiker over the Cerebus or Manticore?
Have you done any reviews for the p525 marauder on tanks
+scorpionboxer It works very similarly to the NS Fury, wrecks infantry at close range, but unlike the Fury it *cannot* damage armoured targets like other tanks. I'd recommend kitting it out with thermal optics, makes ID-ing targets much quicker.
Also works very nicely on top a Harrasser.
This makes me want to update this game, because I got sick of the tryhard NC scrubs who just packed a max army to substitute for the lack of actual skill, so this should level the playing field and make things fun again.
Will you review the LA1 Anchor? (if you did , i can't find the video)
Hey Wrel , can I get you're opinion on the Trap M1 for the TR?
I feel like it's just...not what it needs to be. I want your input on it.
Hey Wrel. Do you think any of the auraxium secondary weapons are any good?
Well, i feel like this job would be prefektly suited for a sniper, as irl Anti-Materialrifels are also used by them, so why do you think, does the engie (who allready has his AV turrets) gets this weapon?
Its basicly a sniper rifel, with boltaction, with the attetchment for zoomin rechamber, that is not on a class, where you would find these features of a weapon on.
You have access to a dark light,..(Please don't use it),...XD
This really made my day.
Your comment about short reloads technically being longer than long ones isn't necessarily true. If you hit the reload key after taking a shot but BEFORE you exit the scope, the round doesn't get chambered lowering the effective reload time.
holy crap, i just realized this would be amazing for Douchebag Mountain
what do you think would be better, the ns-am7 archer or the hunter QCE with exsplosive bolts?
That's me convinced as i run Engi and have a load of certs to spend .. that said, my NS-11C will always be my baby .. huzzah :)
Y'know, if you really contemplate the rate of fire of, say, a lock-on launcher, this thing's damage doesn't look that bad. I mean, sure, it hits waayyyy harder...but when you put the lock-on time together with the reload time (7ish seconds? 3-4 shots from this thing?), this thing's DPM starts to look competitive.
I think its theoretical TTK on an ESF is actually better than a lock-on launcher.
"It has access to the dark light attachment - please don't use it" XD