Teknoman said:
Wait so does auger fire from behind the shield itself count towards the shield's "HP"? I dont think it did in R1, but If so, i've been screwing myself :lol
I didn't even thing to check that. This would also compromise the tactic of a teammate putting up a shield that others can shoot out from. I would assume that it only registers damage dealt to the outside of it. I will have to check. Plus it seems that the Auger does less/no more damage when it passes through something.
I also checked and the wraith shield doesn't allow any gunfire to pass through it (unless an auger) and it has 99 shield strength that declines fairly fast. It depletes quicker when it is sustaining damage and drops as soon as you either run, shoot or switch weapons. I suppose its real use is to get back hp and if someone comes in close you can melee them. The wraith is a weapon to be feared if the soldier also has ironheart. I learned that if you keep taping primary fire you can keep the wraith primed for use at a moments notice. The timing is tricky and you will probably pop off a few shots here and there. You will also move at a slower walk speed.
And for those that doubted, in repeated tests the shotgun double blast is a kill. Aim the first shot for the body and the recoil will aim the second shot at the head. I single head shot will also kill. It seems the shotgun has a bit wider spread this time around though so if your aim is off you might do very minimal damage. I like this though as it means that this is not a close range killer in just anyone's hands.
The marksman can take a person down with about one good burst shot to the head, and about 3 burst shots to the body. I think there are only about 3 burst shots per clip. I couldn't really test tracking as my tests were just done in a private server using two controllers.
The bellock kills with 3 grenade bursts and fires at a pretty quick rate. The grenades are contact explosives so you can launch them across the map if you want but the trajectory is kind of straight out and down so you need to aim upwards to get a good range! They fire pretty quickly but this weapon is definitely a long range weapon. It's secondary fire is a lot like the flame thrower in that it launches a grenade that bursts into flame. If this doesn't make contact with anyone it will just start a fire where it lands. Great for making traps as being on fire is very confusing.
The splicer's secondary attack just primes the blade, but it will release on its own after about 6-8 seconds. You release it yourself with the primary attack button. If you prime it and walk into someone it is an almost instant kill, but you can't prime and run so it may not be as effective at instigating a melee attack, but will be very effective at stopping a rush if you see one coming. A primed saw blade released into the body will take off about 4/5 of a persons life over time.
As for the grenades, the major difference between R2 and R:FOM is that the frags now have a timer. This means that if you throw one close by it will take a few seconds to detonate, but if you try to launch it it will probably detonate in the air. This means that they are better for a mid range attack. The spike grenades seem to detonate shortly after hitting the ground so you can launch them pretty far, or close by. These are more for trapping. I think they may have a smaller kill radius this time around. The air fuel grenade doesn't get thrown very far unless you aim upwards. You can throw it a good distance though, and holding down the throw button with prime it but not detonate it. The timer is about 3-4 seconds, but you seem to be able to hold the button indefinitely.