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BlackIce's NX Sniper Guide


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#1 Hollywood

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Posted 31 January 2010 - 09:12 PM

Welcome to BlackIce's Nexus Sniper Guide...

...Id like to start off and say this will cover every aspect of sniping... from the weapons used, tactics, and core tuning... all the way to individual tactics for each sniper type. Unlike my previous guide which had weapon placement and missile dodging integrated into it. This guide will incorporate those, if needed, into the tactics section for each sniper type... also note I no longer make specific weight or leg type sniper references. Due to Nexus's many variations on frames id rather let someone else handle the Stats


I. Tools of the trade
II. Basic Sniper Advice
III. Specific Sniper Information
__A. The Classic Sniper
____1. Building a successful Classic Sniper
____2. How to play the Classic Sniper
____3. Classic Sniper Tactics Section
____4. Tuning Bias
__B. The Non Classic Sniper
____1. Building a successful Non Classic Sniper
____2. How to play the Non Classic Sniper
____3. Non Classic Sniper Tactics Section
____4. Tuning Bias
__C. The Missile Sniper
____1. Building a successful Missile Sniper
____2. How to play the Missile Sniper
____3. Missile Sniper Tactics Section
____4. Tuning Bias
__D. The Quad Sniper
____1. Building a successful Quad Sniper
____2. How to play the Quad Sniper
____3. Quad Snioper Tactics Section
____4. Tuning Bias
__E. The Reinforced Sniper
____1. Building a successful Reinforced Sniper
____2. How to play the Reinforced Sniper
____3. Reinforced Sniper Tactics Section
____4. Tuning Bias
IV. Credits
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I. Tools of the trade


These are the typical tools of the Sniper AC. Aside from these obvious sniper rifles, weapons with good accuracy and long range work just as well.

Right Hand Sniper Rifles

CR-WR73RS
Weapon Cost: 65000
Category: SNIPER RIFLE
Weight: 495
Drain: 105
Damage Type: SHELL
Sight Type: ND
Power: 728
Ammo: 40
Muzzle Speed: 1440
Heat: 3510
Range: 1190
Lock Number: 1
Reload: 52
Ammo Cost: 95
Magazine Size: N/A
Magazine Reload: N/A

CR-WR81RS2
Weapon Cost: 78000
Category: SNIPER RIFLE
Weight: 528
Drain: 118
Damage Type: SHELL
Sight Type: ND
Power: 540
Ammo: 70
Muzzle Speed: 1230Heat: 3118
Range: 730
Lock Number: 1
Reload: 44
Ammo Cost: 57
Magazine Size: N/A
Magazine Reload: N/A

CR-WR88RS3
Weapon Cost: 65000
Category: SNIPER RIFLE
Weight: 592
Drain: 165
Damage Type: SHELL
Sight Type: ND
Power: 895
Ammo: 50
Muzzle Speed: 1120
Heat: 3980
Range: 765
Lock Number: 1
Reload: 68
Ammo Cost: 72
Magazine Size: N/A
Magazine Reload: N/A

WH02RS-WYRM
Weapon Cost: 70000
Category: SNIPER RIFLE
Weight: 610
Drain: 78
Damage Type: SHELL
Sight Type: ND
Power: 820
Ammo: 60
Muzzle Speed: 1260
Heat: 3740
Range: 990
Lock Number: 1
Reload: 22
Ammo Cost: 66
Magazine Size: 2
Magazine Reload: 93

WR11RS-GARUM
Weapon Cost: 80000
Category: ENERGY SNIPER RIFLE Weight: 428
Drain: 757
Damage Type: ENERGY
Sight Type: ND
Power: 1011
Ammo: 32
Muzzle Speed: 1120
Heat: 3744
Range: 1000
Lock Number: 1
Reload: 148
Ammo Cost: N/A
Charge Drain: 3280
Magazine Size: N/A
Magazine Reload: N/A


Left Hand Sniper Rifles

WL05RS-GOLEM
Weapon Cost: 50000
Category: SNIPER RIFLE
Weight: 415
Drain: 195
Damage Type: SHELL
Sight Type: ND
Power: 820
Ammo: 36
Heat: 3704
Range: 900
Lock Number: 1
Reload: 68
Ammo Cost: 66
Magazine Size: N/A
Magazine Reload: N/A

CR-WL85RS
Weapon Cost: 55700
Category: SNIPER RIFLE
Weight: 313
Drain: 106
Damage Type: SHELL
Sight Type: ND
Power: 728
Ammo: 30
Heat: 3980
Range: 765Lock Number: 1
Reload: 57
Ammo Cost: 72
Magazine Size: N/A
Magazine Reload: N/A

WH02RS-WYRM
Weapon Cost: 70000
Category: SNIPER RIFLE
Weight: 610
Drain: 78
Damage Type: SHELL
Sight Type: ND
Power: 820
Ammo: 60
Muzzle Speed: 1260
Heat: 3740
Range: 990
Lock Number: 1
Reload: 22
Ammo Cost: 66
Magazine Size: 2
Magazine Reload: 93

Before we continue with the guide id like to point out the new magazine system in Nexus changes little for us snipers. We still have our basic tools converted to Nexus a long with the new WHO2RS-WYRM (we'll use WYRM for short) also we have an added tool to our stocks, the GARUM,
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II. Basic Sniper Advice
Before using a sniper you should consider that they are slightly awkward to use and sometimes a frustration. Time and brain power are going to be needed to produce a correct sniper for you to use. Don't try to use someone else's design, they almost never work their best for you being as most snipers are personalized.


III. Specific Sniper Information
Each style of sniper has a way of being piloted and equipped, these are the mainstream groups the Classic, Non Classic, Missile, Quad, and the Reinforced Sniper. Each has weaknesses and strengths. Also keep in mind while reading this section of the guide that there are many variations of these styles, and there is no perfect sniper. Each sniper player has his or her own perfect design that suits the way they play.


A. The Classic Sniper

The Classic Sniper has been around since the original AC but has had many incarnations since. Now it has evolved into something that can encompass such things as over boost tactics and hanger setups, not to mention the various ways of cluttering the battlefield with firepower. The Classic Sniper is usually tediously built and handles everything well, is usually decently armored for its weight class and tends to be on the faster side. Classic Snipers use sniper rifles as their main source of damage and tend to shy away from close quarters combat.

____1. Building a successful Classic Sniper
To build a successful Classic Sniper you will need two things, a good deal of patience, and the understanding that these AC's take a while to get the correct setup, which usually includes back mounted radar, and it tends to take a while to find a good sniper rifle combo that suits you. Missiles are usually a great way to supplement your sniper rifles and are more accurate now than in previous games. Also the arms your dealing with will have lowered accuracy rates the common accuracy value is 280. The MACAQUE, LORIS and the A88FG are the best for this, but if you must build a heavier sniper try to keep this number as low as possible. While building you will want to keep your defense high as possible, you can't always run. If you have a core that supports hanger weapons, you might consider cramming dual machine guns or a high heat or hard hitting weapon to keep people out of your face after you drop one of your sniper rifles. Typically Classic Snipers defense ratings should linger near above 1600 to 1800 for a light weight. Incoming heat from others attacks should be considered here due to the fact you will be over boosting a great deal and need to be cool during that so make sure your boosters, generator and radiator can handle the boosters as well as your frame handle incoming heat damage.

____2. How to play the Classic Sniper
Run 'N' Gun -- Basically you keep a bead on the enemy and boost backwards while firing, due to the fact the projectiles keep their speed the shots connect much easer, effectively lengthening your range.

____3. Classic Sniper Tactics Section
With a sniper design you would expect the missiles to be a long range weapon, not always so, while this is the reason for a sniper, I've found that a good single lock multi fire missile or a single lock single fire with relations can be a very, very usable tool at close distances.

The most useful of all sniper skills is to keep your opponent inside your lock box, while proving to me the hardest thing with a sniper and near impossible against a skilled blader, it is not impossible to get enough shots off to take down whatever opposes you.

____4. Tuning Bias
Cooling, Shell Defense

B. The Non Classic Sniper

The Non Classic Sniper consists of a wider array of weaponry than your typical Classic Sniper, hence the name. The Non Classic Sniper has typically been more effective at middle range and shorter range, even though the sniper rifles are accurate this type of sniper tends to rely on regular rifles and sniper rifles, along with missiles and rockets due to the closer range. The Non Classic Sniper also consists of making every shot count, even if you use a non sniper style weapon, doesn't mean the ac isn't a sniper in one form or another. Drawbacks include losing lock range on the sniper rifle, and having a smaller lock box until you drop one weapon.

____1. Building a successful Non Classic Sniper
Building a successful Non Classic Sniper involves the use of at least one weapon being of the non sniper rifle persuasion. Namely most use rifles for a good rate of fire, accuracy, and damage cap. Multi missiles are much more popular on this style of AC. This type of sniper is typically better armored than the Classic Sniper due to the range at which it is meant to play. Also this is the most versatile type of sniper, allowing you to use whatever means you see fit to build it. A middleweight design with above 1800 shell and energy defense is the typical standard and the 079L+ optional part is not required.

____2. How to play the Non Classic Sniper
Hold Your Distance -- basically stay at the same distance 250m-400m usually and keep a constant rate of fire

____3. Non Classic Sniper Tactics Section
For EO users a good method is to boost toward them using the tactic above minus the over boost and at the last second before you get in too close activate the EO's and let'em have it. good EO usage along with the rifles your packing should do a good deal of heat damage.

Jump in the air and hold that distance from the ground now fly really close to your opponent and fire down on them, sometimes this gets people flustered some times It doesn't but it will annoy the living Jesus out of people who are not used to fighting a flying opponent. Also make sure you don't feather your boosters too much or you'll either burn or get hit with a weapon causing you to burn.

____4. Tuning Bias
Well Rounded

C. The Missile Sniper
The Missile Sniper typically relies on high accuracy missiles and high defensive techniques, usually shields of some sort and a single sniper rifle. These snipers may dash and boost more often due to angling their shots, more patience is required with these than with any other sniper due to the fact the sniper rifle is your secondary weapon and must be used to mop up after the missiles are gone. The sniper rifle you choose should be based on its ammo storage not its accuracy being as you may need a lot of ammo after your missiles are gone.

____1. Building a successful Missile Sniper
Building a successful Missile Sniper is a practice in annoying yourself, as you will be using no back radar due to the amount of missiles crammed onto its frame. You can use back mounted radar and a left arm missile launcher in order to gain the faster scanning interval if you must have it. Energy shield and solid shield extensions are very useful for this type of sniper due to the fact, for the weight, you need the defense. High accuracy missiles and defense are the hallmarks of this design style. Also quailing incoming heat is another concern of this particular design as it must over boost about as often as the Classic Sniper, so pack a good radiator, generator and booster combo to compensate for this.

____2. How to play the Missile Sniper
Spam and Flies -- at first run and spam missiles wildly as though you were sadam attacking his own people, then when out of missiles return to your sniper rifle to mop up what ever ac is left.

____3. Missile Sniper Tactics Section
EO entrapment can be a useful tactic when people try to corner you pop out the EO's and let them eat it, works really nice with the multi missiles and relations. (Applies to more than snipers but is just as useful to them if not more due to the fact they were built to fight at somewhat of a range)

Shield usage can be a determining factor with this style of sniper, its simple to use a solid shield just throw it on but if you want to use an energy shield you may consider removing the screens and opting for the two parts that increase shield coverage and the reduce energy shield drain, the energy shields make great defensive tools when people close the gap on you especially if you have solid EO's.

____4. Tuning Bias
Head = VS ECM
Defense

D. The Quad Sniper
The Quad Sniper encompasses a great deal of parts including Grenade Launchers, Railguns, Linear Cannons, and Laser Cannons, all back mounted. A good way of thinking of this type of sniper is an all range fighter, you can add a left arm sniper rifle and a right arm pistol or vice versa for a great all range combo, add a railgun and it gets even better range performance. Also on quad designs its highly suggested you do not use the wake back units, as they defeat the reason for the Quad Sniper.

____1. Building a successful Quad Sniper
To build a successful Quad Sniper you need a good knowledge of back mounted cannons, sniper rifles and how you intend to use the AC. Just remember not all snipers play at long range the key to snipers is accuracy and delivering every shot as close to its mark as possible. Over boost can be a very helpful thing here due to the quads initial mobility issues, however if used correctly these AC's don't really need the over boost. You could get away with a good EO core and tuning to compensate for the lack of over boost.

____2. How to play the Quad Sniper
Blaster -- Use the cannons equipped to launch a massive assault quickly then drop the back unit and run while pelting your opponent

_____3. Quad Sniper Tactics Section
The runner tactic works very well here especially with lower drain boosters and a grenade launcher or railgun.

Try using the back weapon as a distraction, over boost and fire right before it engages, switch to your other weapons and fire away.

Also try equipping your AC with turn booster extensions, great parts for jousting when you have to and also handy if someone gets behind you when your not paying attention or accidentally screw up a joust, if nothing else they may get you firing at your target slightly faster.

____4. Tuning Bias
Weight


E. The Reinforced Sniper
The Reinforced Sniper is a sniper based on switching strategies mid game by use of hanger cores. These snipers can rely on anything for a main stay of damage, dual sniper rifles, a sniper rifle and an E-shield, a Sniper rifle and a blade, or even missiles. They tend to cross all styles and never really fit into one particular group.

____1. Building a successful Reinforced Sniper
To build a successful Reinforced Sniper you have a sniper rifle an e-shield and a high accuracy missile pack, when out of ammo or your opponent is to slow to flank you, you could drop the shield for the blade you stored in the hanger, same with the right arm weapon, if your out of ammo you could drop it for say a close range weapon to compliment the blade you just pulled out. The missiles are good for any range, but could also be dropped in the event they are also empty. This is only one of the many ways you can build a Reinforced sniper. Another popular one is to pack the blade on the arm and the e-shield in the hanger. Optional parts should also match the weapons you decide to use.

____2. How to play the Reinforced Sniper
Think / Strategy – This is a thinking persons sniper, strategy makes this design win or loose, and its up to the pilot to treat it this way. This Includes using cover of any type presented in the arena you fight in

____3. Reinforced Sniper Tactics Section
If you have an OB core you can use it to help you with distance control be it close or at a range is up to you and the build of your ac. Don't you love this style of sniper, so pilot specific.

Another tactic typical of this style of ac is to hide the blade in a hanger and use the shield to deflect an incoming blade strike, drop the shield then unleash your own blade attack.

The last tactic im going to mention covers the right arm weapon. Load up say the finger or even a hard hitting grenade launcher in the right arm hanger and drop the sniper rifle and go for it when needed

____4. Tuning Bias
Weight Capacity / Weight


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as a side note before we get to thanking people, some of you will notice that there's some missing information in this guide that was previously posted, the reason is im not completely sure of what ive left out and will get to putting it back in the guide when i know for sure NX supports the same function.


IV. Credits

This is the part where I thank basically everyone I know for helping with this guide, no matter if your input was direct, or subtle your getting mentioned in no particular order. If you find something inaccurate about my guide be it in statistics, or I misspelled your name (likely in some cases) just post and let me know and ill fix the problem. Also I probably missed some people if I did im sorry.

4Ever1
Aurora
Big Phil
Blue Cross Knight
Blues Mage
Brian X
Carcharodont
Comatosis
Emerica
Faust
Flashback
Jojimbo
Laser Light
Mechadon
Millifune
Penguin Deus
Raven Cub Bear
RJD
Shadow
Tekka
Wildknight





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