Author Topic: http://forum.blockland.us/index.php?topic=204596.0  (Read 1155549 times)

http://www.youtube.com/watch?v=ew_0KC599n0
dumb scout-spy detectors

I can guarentee you if you have the time to reload while you're in the air while going for a free kill you did something wrong, such as jumping too high. And again, I'm just assuming your opponents won't suck either and have decent reaction time - you will be punished for going in with such a low clip before you're able to reload a rocket and jump away. The fact of the matter is if you don't want to trade one for one, you can't go in nearly as many situations as you could with an extra rocket.
Most opponents don't look up, so you need to go a bit higher but not to much.

Most opponents don't look up, so you need to go a bit higher but not to much.

Ok hold on. You originally asked why "pros" didn't use it, but now you're talking about bad players.

I like both the stock RL and the Black Box for different situations.
This, but instead of stock, I prefer The Original.

Ok hold on. You originally asked why "pros" didn't use it, but now you're talking about bad players.
Sorry I assumed pros don't look at the sky much.

Sorry I assumed pros don't look at the sky much.

wat. Oh well, my points still stand. Feel free to ask if you want more 2-page talks about weapons in comp, lol.

wat. Oh well, my points still stand. Feel free to ask if you want more 2-page talks about weapons in comp, lol.
im just gonna agree to disagree
not saying the stock is a bad choice though, just so you know

Truce, how does the Direct Hit fare in comp play? I've seen it used a couple of times, but it seems generally underused.

Truce, how does the Direct Hit fare in comp play? I've seen it used a couple of times, but it seems generally underused.
it's stuffty
no crowd control and too much precision based combat

Truce, how does the Direct Hit fare in comp play? I've seen it used a couple of times, but it seems generally underused.

Splash damage is one of those things that's useful in too many situations to pass up. For example, splash damage is one of the reasons soldiers on the ground don't automatically lose when they don't have the high ground. There are often walls or slopes on the high ground the soldier down below can shoot at to get damage on whoever is up there. Also obvious things like shooting around corners and being better at spamming.

Where the Direct Hit does shine though is in gravelpit where teams will run one or two to take out sentries.

im king of page 900


ON TOPIC: agh, i need to seeell my cozy campers :c

ON TOPIC: agh, i need to seeell my cozy campers :c
its sad you have more than one, i take pity on you

alchemist of page 900



Combo breaker of page 900