Channel S5: Need Help Perfecting My Style - Channel S5

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Need Help Perfecting My Style

#1
User is offline   Fox 

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Like I said in my introduction i'm an offensive/defensive player, and I guess I could consider myself good (based on the amount of raging done by the other team) but I wanna be better.

I use a basic SD, AG, HMG, SP+ Set though I guess I could switch out SD with PS but is there anyway I can make my set better?

Also are there any good snipers that could give me some tips that I could use to work on for my own sniping?

Thanks ahead of time.

#2
User is offline   TheKyoKito 

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you come to the right place for help, the people in this forum are great.
honestly anyone can make any set better by using it their own unique way.
dagger is melee and gives you speed and i bet you get kills like crazy with it.
ps is a great weapon master it and no one can stop you. alot of suggestions is going to be thrown at
you that you might try and choose one that you feel comfortable with.
it looks like your set has been doing you good your ratio is pretty good(even though ratios arent 100% right)

#3
User is offline   Ocean. 

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I like how you've integrated an offensive/defensive set,
with the SD and HMG working simultaneously as offense-defense-type weapons.
It's a somewhat versatile build, BUT I highly recommend switching your SD for a PS.
SD has some major delay and a limited two attacks which can make you very prone to getting killed,
whether you're on offense or defense - and regardless of whether you are good at it or not.
PS has a very good movement speed - it obviously isn't as fast as hand gun or spy dagger,
but as I weigh your offense/defense set and compare spy dagger with plasma sword,
I personally think you should practice the PS instead.

As for sniping, check out cautioN's guide here: http://forums.chs5.n...e-w-commentary/
By far the best sniping guide I have ever seen; there are two videos which are both quite lengthy,
but will provide your more information than any other guide you find around the web.

All in all, good luck!

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#4
User is offline   fuk 

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All of your weapons are close range. I'd recommend switching out the airgun for a smash/semi, or a rail/cannon if you want to go sniper. SD or PS comes down to personal preference, really. I'd say stick with the SD just because you can get around faster, but that's just me.
Also, I generally wouldn't recommend using SP+ unless you're an avid rusher.

This post has been edited by Extratone: 30 January 2011 - 04:02 AM


#5
User is offline   Chauy 

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View PostDesert Fox, on 30 January 2011 - 01:18 AM, said:

Also are there any good snipers that could give me some tips that I could use to work on for my own sniping?

View PostOcean., on 30 January 2011 - 03:02 AM, said:

As for sniping, check out cautioN's guide here: http://forums.chs5.n...e-w-commentary/--------

^This

Also:

View PostExtratone, on 30 January 2011 - 04:01 AM, said:

All of your weapons are close range. I'd recommend switching out the airgun for a smash/semi, or a rail/cannon if you want to go sniper. SD or PS comes down to personal preference, really. I'd say stick with the SD just because you can get around faster, but that's just me.
Also, I generally wouldn't recommend using SP+ unless you're an avid rusher.

However if you're going to switch out airgun I would recommend it to be smash. This is because smash allows you to knockback, which is what you would've been losing from airgun anyway.
As for your skill I also agree with Extratone.
Since you have an HMG in there it doesn't seem like you'd be rushing much, more supporting.
Because of that I'd recommend HP+30, Block, Bind, or Anchor. I wouldn't recommend flying since you don't have a CS on you.

#6
User is offline   Fox 

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Hrmm, Thanks a lot for the input. @Ocean, The tutorial was especially helpful :]

Edit: @Chauy I actually I rush a lot which is why I keep SP+

This post has been edited by Desert Fox: 30 January 2011 - 04:19 AM


#7
User is offline   Chauy 

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Then I would take out the HMG as you won't have time to use it if you're rushing.
I recommend smash/spy/air-sp+ then

#8
User is offline   fuk 

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View PostChauy, on 30 January 2011 - 04:21 AM, said:

Then I would take out the HMG as you won't have time to use it if you're rushing.
I recommend smash/spy/air-sp+ then

HMG is a great rushing tool, especially when invading/flanking (the uses are pretty obvious on ST-2). He doesn't necessarily need to remove it, as it deals amazing damage when used correctly.

#9
User is offline   Chauy 

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By "rush" I assumed that he is the ball carrier
If he's invading or flanking Anchor works just as well if not better than SP+

#10
User is offline   Fox 

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I'm usually both, just depends on whether or not I get to the ball first.

#11
User is offline   Hamlet Piglet 

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Although it's up to you the three skills that you'd probably want to look at

Offensive =

Anchor : to get into HMGing range
Fly: same as above, but preference.
Invisible: Possible sneak ups and will cancel your HMG so you can run the ball.
Shield: (Experts only) supporting the runners

Defensive =
Shield: If you're SP is not being used, that's a waste. But now at least you have 2x the HP half rechargeable and faster sniping.
it also isn't affected by AP.
Fly: useful if you're a beginner or you need mid control on some maps "Neden 3"
HP+: If you're not able to control your shield well I recommend this.

#12
User is offline   dropship 

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Forgive me if I restate or misinterpret anything since I just skimmed over stuff, but:

Drop the Air Gun. If you must have knockback power, use a Twin Blade--unlimited ammo, more range, more useful in general for offense.

Offensive -and- defensive usually means "DM set". Running HP+30 or Shield in favor of SP+ works here. If you're geared more towards offense, you might want to drop the HMG. If you're strongly in favor of your guns then spray/spray/Twin Blade @ HP+30/SP+/Shield/Invisible will work. Seems like yo're attached to your HMG though, so HMG/spray/Dagger or HG @ Shield/Invisible is a good offensive (and defensive) set. Invisible makes you more offensive since you can do Invis pickups, and Shield is kind of self-explanatory. Using fadestep to cancel out your HMG makes it more mobile, too. I've used this set a few times and it's kind of easy to get by with.

This post has been edited by Böneface: 01 February 2011 - 07:07 AM


#13
User is offline   Defiance 

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Honestly, you don't need to have a perfect style first. If you want a style that's truly yours, you just have to find the weapons you're most comfortable with. And not to mention you have to learn what weapon to use for different modes.

HMG is an all purpose weapon used for both offense and defense. It is slow, but I don't recommend you drop it if you're very good with it. Remove the Air Gun (as stated above) and switch for SMG or Rev (rev could knockback). PS is the better alternative for the SD because by all means its the sword of all swords in S4.

I know some people loathe the smash rifle, but you could use it in place of your HMG or if you need another spray weapon. It's cheap, has lots of ammo and crits like a mofo.

Invis/Bat Or SD/HMG and a weapon of your choice for added fun.

#14
User is offline   Inspire* 

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this guy has a good style of defense and invasion for HMG


#15
User is offline   LawlWorthy 

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I would personally drop the airgun from your set. The airgun does more damage when charged, and alongside the startup time for hmg, you have nothing but your sd in an instance where you need to be mobile and attack quickly. I would suggest a spray weapon such as smash. Smash seems to be the more efficient spray weapon out there as long as you can aim it, along with the pushback it would probably do you better than the airgun. If you can use smash, try subs, they work fine if you can crit.

If you end up wanting to keep some kind of pushback, but dont want smash, airgun, or other guns with pushback, replace the spy with a ps.

I would suggest trying out either
SD/smash/HMG
or
PS/subs/HMG

as far as skills go, I wont be of much help, I'm pretty terrible at using active skills.

#16
User is offline   Fox 

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Alright, wouldn't rev be better than smash tho? In terms of push back at least, cuz thats the entire reason why i got air gun (besides the fact that I love the air gun cuz it's so fuckin hilarious when people rage over it.)

#17
User is offline   dropship 

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Rev and Smash are completely different. You don't even really need a Rev since you have a HMG.

This post has been edited by Böneface: 04 February 2011 - 01:59 AM


#18
User is offline   Ocean. 

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View PostDesert Fox, on 03 February 2011 - 05:59 PM, said:

Alright, wouldn't rev be better than smash tho? In terms of push back at least, cuz thats the entire reason why i got air gun (besides the fact that I love the air gun cuz it's so fuckin hilarious when people rage over it.)


Yeah, I'd suggest having a Rev in place of the Air Gun because you've already got an existing spray weapon. The thing with having HMG as spray weapons, though, is that the movement speed, warm-up speed, and reload speed are all very slow. Regardless of whether you're offense or defense, an HMG user already proves to be more defensive than offensive. The HMG is a spray-shot, which differs from auto-type weapons and one-shot-type weapons.

The typical set-up is one melee, one auto, and one one-shot, ie. my main set-up is PS/SMGs/Rev.
You really don't have to stick to that, though I think the PS is a good idea - learn to use it efficiently, and you'll be fine. Keep the HMG. As for the decision between Smash Rifle and Revolver, your best shot is to try them both out in-game and see which works better. If you have really good aim, you'll most likely want to stick with Smash Rifle. With smash, however, you'll probably be more obligated to use it a lot more than the HMG, putting your HMG to far less purpose, or vice versa, so I still recommend the Revolver.
Melee is good for stopping hero rushing if you time your attacks correctly, but if you push them into the gate with a Revolver, it works too. Really, whatever works for you.

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#19
User is offline   Hamlet Piglet 

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Rev is an initiating weapon, so is hmg. They really don't mix too well since they excel in the same situations.
You switch to smash for the purpose of defending yourself or incase you have no ammo, and you also need a reliable midrange weapon.

#20
User is offline   Fox 

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Hrm so i tested them both out earlier (Still testing out rev) and i decided to split my off/def set to a main off and a mid field set. For my main off set I have my SD, PS, and HMG (might change out SD for HG) and for my mid field set i have a rev, AG, and HMG (Since I really don't use a melee for mid field business anyway) so does that sound like a better idea or no?

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