<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Do u fire faster with lmg or hmg under the effect of catalyst? I can't seems to tell the difference.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you have a low framerate it should be quite impossible to see the difference. And if sounds can only be initiated during each frame you will not hear much difference either. With a high framerate you definetly both hear and see the differnence.
The increased rate of fire is kind of spoiled on the lmg since you spend two-thirds of the time you're catalyzed reloading. The increased walking speed is very nice but for 4 res <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->. Plus you have to research a 20 res upgrade which takes about a minute and also monopolizes your arms lab. I'd rather spend the time and res on the other upgrades at the arms lab.
This is awesome for base defense or support. However, the lack of HA/JP make it hard to get to or survive in the hive undetected. So if you're a rambo, this isn't for you.
Granted, this will only work if you have good aim. If not you will find yourself dying a lot. If you do have the aim, then the lvl3 HMG+cat will tear anything to shreds. I was amazed when i first saw the damage this puts out. Fades literally fall in like 2 seconds.
You'll be able to take out multiple enemies with one clip, helping to counteract the long reload time. The extra walking speed also help you get out of the way when you are reloading.
I'm not saying this is the best all around setup, or that it will work with everyone. Lesser skilled players will find that they die alot because they don't have the necessary aiming skills, and rambos won't like the idea of no jp or ha.
But this is definitely up there for defense and combat support.
as a comm I find cat packs very usefull. you just gota figure out good times to drop em. hive assults are very nice. but when you lets say got 2 shoty people and an onos. if you drop em both catapacks, you find a very dead and bewildered onos.
Just be tricky with em. most aleans dont expect to take an extra 33% damage from a gun randomly. specialy when they run away.
I think the cost for the catpack upgrade is still too high for me to invest in, unless we have double+2hives, it's just not worth it, I'd rather save for 3/3 upgrades. Maybe if they dropped it to 10 I may try em, becuase I do know, Jps+Shotties+Cats = own. It's a risky upgrade.
When we were playing a small 3 v 3 game of knife vs parasite I know that cat packs came in real handy. It let me out run a skulk running backwards and kill him before he knew what was happening.
It's also useful for a comm to drop them on a marine knifing an RT, but otherwise it needs some careful coordination and communication for full effect.
I've seen some marines pick them up while reloading, thinking they were ammo packs.
I say to spend a game toying with it just to see when it's useful, then in following games you can determine if it's worth it for you or not.
Comments
I can't seems to tell the difference.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you have a low framerate it should be quite impossible to see the difference. And if sounds can only be initiated during each frame you will not hear much difference either. With a high framerate you definetly both hear and see the differnence.
try this setup:
2.) Mines
3.) Armor 1
4.) Weapons 1
5.) Weapons 2
6.) Shotgun
7.) Weapons 3
8.) HMG
9.) Catalyst
10.) Resupply/Armor 2
This is awesome for base defense or support. However, the lack of HA/JP make it hard to get to or survive in the hive undetected. So if you're a rambo, this isn't for you.
Granted, this will only work if you have good aim. If not you will find yourself dying a lot. If you do have the aim, then the lvl3 HMG+cat will tear anything to shreds. I was amazed when i first saw the damage this puts out. Fades literally fall in like 2 seconds.
You'll be able to take out multiple enemies with one clip, helping to counteract the long reload time. The extra walking speed also help you get out of the way when you are reloading.
I'm not saying this is the best all around setup, or that it will work with everyone. Lesser skilled players will find that they die alot because they don't have the necessary aiming skills, and rambos won't like the idea of no jp or ha.
But this is definitely up there for defense and combat support.
Just be tricky with em. most aleans dont expect to take an extra 33% damage from a gun randomly. specialy when they run away.
It's also useful for a comm to drop them on a marine knifing an RT, but otherwise it needs some careful coordination and communication for full effect.
I've seen some marines pick them up while reloading, thinking they were ammo packs.
I say to spend a game toying with it just to see when it's useful, then in following games you can determine if it's worth it for you or not.