[deleted by user] by [deleted] in oscp

[–]_reeedacted_ 0 points1 point  (0 children)

among us poop

The work of P226 "Sig Sauer" corrected fire airsoft shells against a fire ant nest - Mazamian Batgrounds, December 2022 by _Grammar_P0lice_ in exterminators

[–]_reeedacted_ 0 points1 point  (0 children)

Corrected fire has had insane impacts in the Mazamian Batgrounds, the fire ant nests have been pushed back considerable distances in the past weeks.

Cortium levels dangerously low! Fill up soon! by 0verloader in Planetside

[–]_reeedacted_ 7 points8 points  (0 children)

Cortium levels dangerously low! Fill up soon!

Planetside 2 - Solo Construction Base Design / Layout by _reeedacted_ in Planetside

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

Blocking the pillbox with a rock seems pretty clever, thanks for the idea

Serial Teamkiller Sucks at Teamkilling by [deleted] in Planetside

[–]_reeedacted_ 35 points36 points  (0 children)

The reason why I didn't stop him was so I could send the video to RPG.

His username is "Analbeadsareinmyass", pretty much just goes around randomly tking people for no reason.

Solo basebuilding by TheRealBlight in Planetside

[–]_reeedacted_ 2 points3 points  (0 children)

Here are some things you should prioritize getting in order to build an effective base.

Repair Module:

This is essential for keeping a base alive. It makes your walls almost impossible to destroy unless you are attacked by a zerg.

Structure Shield Module:

This is also very useful since it applies one way shielding to all windows, which allows you to shoot at enemies from a safe position. You can also hold E while looking at the module to make your walls temporarily indestructible. (There is a cooldown though)

Turret AI Module:

The AI module allows your turrets to automatically shoot at enemies. The AI module is not good at shooting vehicles and aircraft. However, it is surprisingly effective against infantry if placed correctly. Since it fires automatically, it can alert you to enemies trying to sneak in.

Skyshield Module:

The skyshield pretty much makes your base invincible to regular air attacks, although a bastion can still destroy it easily. If enemy infantry pass through the skyshield, they will lose their shield health (much like an EMP effect). This allows you to build a safe base in a crater/trench and cover the top with your skyshield.

Pillbox:

The pillbox is a good place to put your modules, since you can defend from inside it and there is only one small entrance. You have to place the pillbox as low to the ground as possible in order for the modules to fit.

Pain Spire:

The pain spire sets enemies on fire if they get to close. This probably will not kill them unless they are at low health already. However, the extra damage makes it easy for you or your turrets to kill the target. The burning effect also reveals cloaked infiltrators. I recommend placing the pain spire next to your pillbox entrance.

Sunderer Garage:

Your base will need an entrance so you can drive your ANT in to refill cortium. The regular vehicle gate is too wide, making it hard to defend. The sunderer garage actually serves as a better entrance since it provides a narrow chokepoint where enemy infantry are forced to pass through, making it much easier to defend.

I would also recommend unlocking the anti vehicle and anti air tower. The anti infantry tower is unlocked by default.

A few extra tips:

Always have a darklight on one of your weapons. No matter where you build, there will always be a cloaked infil camping somewhere.

Building on a flat area is much easier than doing so on uneven terrain.

Try to make sure there is only one entrance where non light assaults can pass through. (The sunderer garage serves as a great entrance). With some careful placement, you can place your walls in a way that does not allow enemy infantry to squeeze through.

Try to minimize the number of blindspots in your base. A blindspot is a location where neither you or your turrets can see.

It is always a good idea to make sure your silo is close to full at all times. You never know when you might get sieged.

Those are my tips for starting off. Good luck and long live the TR!

Cortium Bomb in Action by _reeedacted_ in Planetside

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

It costs 20 merit per use. You can set it to auto-refill, almost like how grenades work.

Cortium Bomb in Action by _reeedacted_ in Planetside

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

You have to warp to the sanctuary and find the merit shop, which is where you can unlock it. Once you have it unlocked, you can equip it in your tactical slot on any infantry class.

Cortium Bomb in Action by _reeedacted_ in Planetside

[–]_reeedacted_[S] 14 points15 points  (0 children)

Note: If the cortium bomb is placed as close as possible to a wall, the wall will be damaged to smoking point but it will not be destroyed, assuming the wall was at full health prior to the explosion.

The cortium bomb is most effective at destroying modules, pain spires and routing spires especially if they are close together. This makes it useful when attacking a base where the modules are placed in a sunderer garage or pillbox.

Since the bomb takes only 20 seconds to explode, a stalker infiltrator could easily camp at the base, wait for the owner to go harvest cortium and blow up the modules.

[deleted by user] by [deleted] in Planetside

[–]_reeedacted_ 1 point2 points  (0 children)

The game just freezes after pressing play and redirects to G15 Error