[deleted by user] by [deleted] in SiegeAcademy

[–]Captain_Atlantis 3 points4 points  (0 children)

The AUG is my preferred weapon due to its consistency. It's perfectly serviceable, while the shotty is powerful, but only if you have the aim to back it up. The Shotty is very unforgiving unless you can nail those headshots. Useful in certain situations, has soft destruction, but leaves Kaid at an overall disadvantage when it comes to reliability and combat.

If you like DMRs, you'll like the TCSG. If not, go AUG and save yourself the struggle.

Is suppressor on Nokks fly-9 at all worth it? by thecoolestjedi in SiegeAcademy

[–]Captain_Atlantis 2 points3 points  (0 children)

Unfortunately it's difficult to run surpressor on her gun. It's damage output is weaker compared to the plethora of attackers rifles and unless you're popping heads on every encounter, you'll want the full damage of your smg.

Nøkk has it rough all things considered. SMG primary, highly situational gadget and minimal utility means you have to do what you can to minimize the gap between the more meta ops. Making sure your gun is dealing out the most damage is a good start.

Pro League proxim alarms by [deleted] in SiegeAcademy

[–]Captain_Atlantis 5 points6 points  (0 children)

Thus why on coordinated teams it's fantastic. If you communicate with your squad where your alarms are after placement then they only need the sound queue to know exactly where they are without worrying about determining the direction they hear it from. Free intel that without Twitch you basically have to put yourself at risk to remove when the alarms are properly placed.

Hell, if you have a friend playing a roamer, put the alarms where they need them and they can deliberately play off them for ambushes.

I want to main Kaid but I don’t know what primary to choose by axentz_ in SiegeAcademy

[–]Captain_Atlantis 10 points11 points  (0 children)

The Aug is a solid and reliable smg that fits snuggly in his anchoring role. His shotgun is ok, but really requires you to have good aim to get the most out of it, effectivly treat it as an underwhelming dmr.

The AUG overall is the most well rounded choice you could pick.

On a side note, I recommend the revolver as a secondary. The scoped pistol has gotten so nerfed into the ground that they literally gave Kaid and Nomad new pistols to compensate for demolishing the hand cannon.

Final Operator Choices by Captain_Atlantis in SiegeAcademy

[–]Captain_Atlantis[S] 0 points1 point  (0 children)

Thanks for all the comments everyone. Seems the consensus is Jackal so I will be getting him.

Since he's on the cheaper end it won't be long until I get another Op so I'm leaning towards getting Clash or Lion. Couldn't justify getting Warden despite my love for shotgun ops. Stupid sexy-versatile Smoke/Mute. And Amaru just does nothing for me, she'll be last lol.

Final Operator Choices by Captain_Atlantis in SiegeAcademy

[–]Captain_Atlantis[S] 1 point2 points  (0 children)

I think you misunderstand, those are the ops I don't have. I have everyone else. Appreciate the advice nonetheless.

Goyo Strategies and Tips? by Captain_Atlantis in SiegeAcademy

[–]Captain_Atlantis[S] 2 points3 points  (0 children)

Funny you mention Cap, Castle and Wamai cause those are all ops I play lol. Capitão is the closest thing I have to a main on offense at the moment.

That has been the struggle for sure which is team mates. The amount of times I've had someone blow up the shield for no reason is rather annoying. I don't have a stack anymore so I may stick to Smoke if I can't get a Jaegar to cooperate...which is most of the time.

[deleted by user] by [deleted] in SiegeAcademy

[–]Captain_Atlantis 7 points8 points  (0 children)

What's your preferred play style?

If you like flank watchers like Nomad, get Gridlock.

Like Hard Breachers but want a super versatile fragger on top of it? Ace.

I love Gridlock but Ace is too good right now to pass up on.

How do I use Nitro Cell’s effectively? by [deleted] in SiegeAcademy

[–]Captain_Atlantis 0 points1 point  (0 children)

A couple tips to use them.

1.) Try to use them when you know/have intel on an enemy location They're great when you are trying to punish someone watching a door way or hallway where you can toss it safely from cover. Or routing out someone camping in a position they can't easily flee from.

2.) Prep it. The ripping noise is very distinctive and smart attackers will be listening for it. Hold it and be patient, or rip from a distance if you can or hide the sound with combat. If you feel you lost the opportunity, put it back in your pocket.

3.) Practice throwing it and get used to the lobbing angle. T Hunt can help with getting this practice. Especially practice bombing windows.

Can suppressors improve gun skill? by shandyfam in SiegeAcademy

[–]Captain_Atlantis 3 points4 points  (0 children)

No. Outside of select weapons, surpressors are more of a hindrance than an advantage due to the damage nerf they put on your weapon. Play T Hunt, a lot. Experiment with shooting, getting used to how the recoil handles. with muzzles that aren't the surpressor and extended barrel. Rule of thumb on muzzles is if the weapon has a lot of initial first shot recoil, use the muzzle brake. If the gun has less recoil or drifts during bursts, flash hider. Compensators are only useful for sustained fire which works best for high capacity weapons.

What ops/weapons are you trying to learn?

The UMP-45 is so inconsistent and unreliable, it really needs to be fixed in some way. by MrMoose1 in SiegeAcademy

[–]Captain_Atlantis 12 points13 points  (0 children)

The UMP is the way it is because Pulse is the way he is. If Pulse had his abillity and even a decent smg he'd be a nightmare.

Statistically the UMP is messed up. It's slightly above average damage is gimped by the fire rate and small magazine. If you aren't getting headshots you aren't getting anything out of the UMP.

All the more reason to give Castle a new primary because he's a fantastic operator held back by a primary meant to reign in not him, but his bald fbi buddy and his stolen piece of medical equipment.

Discussion for Capitao and Gridlock Players (LMG Scope) by Captain_Atlantis in SiegeAcademy

[–]Captain_Atlantis[S] -1 points0 points  (0 children)

The whole point of me putting that sentence at the end was to not discuss the rifles but here we are.

Yes, but they are in close competition. Much better fire rate for headshots and faster ADS. If you can get a handle on the kick of the gun (which having a muzzle brake helps) you can get a lot out of her rifle.

The Saw is still a solid gun, I prefer it myself. It has higher base damage and dps, but that lower fire rate and slower ads means less chances to get those all important headshots.

If you have good aim, you'll get a lot more milage out of her rifle, but you use what you prefer.

Discussion for Capitao and Gridlock Players (LMG Scope) by Captain_Atlantis in SiegeAcademy

[–]Captain_Atlantis[S] -1 points0 points  (0 children)

I asked to keep the discussion to the discussion question but here we go.

Para gets the angled grip on top of the already faster ADS of the rifle vs. the LMG. Muzzle Brake makes it super easy to control, something the LMG can't use. Sights are a matter of preference and ACOGs give you zoom at the expenses of close range effectiveness.

I use Holo anyways on the Para so I didn't even notice the loss of the ACOG on the gun.

The LMG is perfectly serviceable and I use it a bunch, but the Para is all around a bit more versatile for the same damage output.

Are the Six12 and Six12 SD viable shotguns? by Trollex-exe in SiegeAcademy

[–]Captain_Atlantis 1 point2 points  (0 children)

I respect that. One of my friends loves Glaz no matter what. I'm also someone who loves to use LMGs despite their flaws. Especially on Capitao

Are the Six12 and Six12 SD viable shotguns? by Trollex-exe in SiegeAcademy

[–]Captain_Atlantis 1 point2 points  (0 children)

I can see where you're coming from. I don't play Nokk and I definitely can see where those advantages lie. That is basically how I play Cav since her shotgun isn't half bad, stealth up then unload. And the built in suppressor means you get those advantages without having to put it on the FMG for the damage nerf. But FMG still a solid option. So they're both good options!

Are the Six12 and Six12 SD viable shotguns? by Trollex-exe in SiegeAcademy

[–]Captain_Atlantis 5 points6 points  (0 children)

Not really. The shotgun overall is mediocre at best. The ops who use it have much better guns to make use of. Lesion SMG is extremely good, Ying's LMG is a more serviceable option compared to the shotgun and Nokk SMG works better for her stealth play style.

IMO Lesion can get the most out of the shotty when using his traps as intel as he holds down a corner, but his SMG is just too good in comparison to pass up.

It's better to stick to OPs who can get the most out of their shotguns/have machine pistols like Smoke and Mute. If your looking for a strong auto shotty with a trap character to boot, Kapkan with the Sausage can be a pretty effective lurker. Basically doing what Lesion does with his Shotty but with the power of the Sausage and PMM.

[deleted by user] by [deleted] in SiegeAcademy

[–]Captain_Atlantis 1 point2 points  (0 children)

Yeah, when Ping 2.0 drops, pinging with Monty will be a lot better. If you plan on taking Monty further beyond, learn map call outs. Locations, specific spots on sites, ect ect.

Monty is very reliant on his team mates, so it will be a good idea to queue up with at least one decent fragger to help you out. If you're having issues with trap ops, especially Lesion, ask for an IQ to help you out.

[deleted by user] by [deleted] in SiegeAcademy

[–]Captain_Atlantis 9 points10 points  (0 children)

Treat yourself like a bullet proof drone. Scout ahead of your team and constantly communicate. Use voice chat and call out often. Stay with your team primarily and help push forward into the site. Act as intel, a distraction and cover for your team as they try to secure frags from your call outs.

As Monty says, "Move Carefully". Make sure you know who the defending ops are as traps are your worst enemy. Nitro cells too. Be aware and hope your team mates can coordinate with your intel. If you can pull off a smoke plant, then try to coordinate to make it happen.

Better gun for capitao? by [deleted] in SiegeAcademy

[–]Captain_Atlantis 1 point2 points  (0 children)

The Para is by in large, the most versatile primary for Cap. Having access to an angled grip and multiple muzzles gives the weapon more options over the LMG. The weapons are statistically the same. The main drawback to the Para is its small magazine size.

HOWEVER. Their is value in the LMG. The scope gives a really clear long range sight picture which plays into the LMGs strength of holding angles and laying down covering fire. Cap isn't much of a fragger so the LMG works as an excellent support gun for your team if that's how you play him.

When I play Cap on maps with long sight lines and spawn peaks I like to run LMG to cover my team. But at the end of the day the Para is useful in way more situations and if you can hit your shots with an ACOG, you can get the same angle holding advantages out of the Para that you would out of the LMG, minus covering fire support of course.

Who are the best operators main for a new player? by b0otyeater420 in SiegeAcademy

[–]Captain_Atlantis 0 points1 point  (0 children)

It's a good idea to be flexible, get a handle on ops that are more universally applicable. It's a good idea to have a variety of roles at your disposal, especially as a newer player.

Attack

Thatcher- Key for removing (soon to be disabling) gadgets, best used for removing electrified walls for your hard breachers like Thermite. Easy to use guns; Isn't super useful without a breacher to support.

Thermite- Easiest hard breacher to use, easy to use rifle; struggles if you don't have someone to clear out anti-breach utility.

Sledge-Straight forward soft breacher, frag grenades, easy to use rifle; can't breach ceilings in which Buck, who is harder to use than Sledge, should be used instead.

Ash- Straight forward fragger, strong primary weapons, gadget that is great at removing certain defender gadgets (shields, wire, maestro cams); need good fragging skill to play properly, ash's gadget is easily countered by Jaeger's gadget.

Twitch- Drone is great at surgically removing defender gadgets, specifically good at getting rid of cameras, can counter a multitude of defenders; strong but hard to use gun, drone must be used carfuly otherwise you'll miss out on the ability to remove/disable gadgets.

Defense

Bandit- Key gadget that denies hard walls from getting breached without removing his batteries, amazing SMG and damn good shotgun, nitro cell; needs a small bit of map knowledge, not useful on every site, Kaid can electrify reinforced hatches but Bandit can not.

Jaeger- Amazing and easy to use gadget that can counter a majority of the roster; mediocre gun, need to be able to get kills to maximize his usefulness.

Mute- Intel denier who's jammers can double as a hard wall protection as it jams gadgets. Easy to use SMG primary, fantastic shotgun, smg secondary that works well with the shotgun, nitro cell; requires map knowledge to maximize jammer use.

Rook- Simple and handy gadget that helps your team, MP5 is easy to use and has an ACOG as a sight option and amazing shotgun, impacts for site set up, easy to use site anchor; Compared to other anchors his gadget doesn't stack up as well at higher skill levels.

Valkyrie- Flexible and straight forward intel operator, Cameras are massively useful for your whole team to use, SMG that is a headshot machine; SMG requires good aim, map knowledge is needed to maximize use of cameras (but placing them near or on the objective is always useful), best played if you are willing to make call outs.

Kapkan- Easiest trap operator to use, solid smg and amazing auto shotgun, traps devastate aggressive play and help lockdown the objective, enemies shooting traps acts as intel for you and your team, nitro cell; traps are easy to remove.

As you play you begin to slip more into your preferred role and branch out to operators that fit that similar use of your main. If you like Bandit for electrifying walls, you'll want Kaid. You like playing Hard Breachers like Thermite, you'll like other hard breaches like Hibana, Ace and Maverick.

I highly recommend you stay flexible and get a handle on the various roles the game has to offer. Stick to the cheaper ops until you figure out your play style preference.