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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter R » Ratchet: Deadlocked - Strategy Guide (Page 04)

Ratchet: Deadlocked - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Ratchet: Deadlocked - Strategy Guide (Page 04).






  [King of the Hill] A new mode, in which you must stay in a hill for a set 
time to win, or at least longer than your enemy. This mode, in actuallity, is
rather similar to CTF, as in that you must capture a thing (in this case, a 
place), and prepare for when you go in. So I'm not going to bother repeating
myself about some of the things to bring along when you go to cap... Er, go 
into the hill.

  I myself haven't discovered much general strategy in this mode that I 
haven't repeated before. One thing I can think of at the moment is that you
will be in fierce battles, sometimes the whole of one team vs. another in a 
fight to get into or stay in the hill. This is where Bombs and Rockets can
usually become useful. And, of course, you'll always want to use the Holos
whenever you're the team defending your space.

  Defending a Hill is usually a tough choice between two roles; you can stay
out of it and off to the side while defending (because the enemy will probably
be focused on whoever's IN the Hill so you shooting them will be a little more
effective), or staying in (and getting hit), which can prove to make a great
difference, as every moment in the Hill can count.

  Keep in mind that if you are in the Hill on a Vehicle, you aren't helping to
get any more Hill time in; you must be on foot for that.







  [Jigganau-er... Juggernaut] This is a really fun mode, to me at least. Many
people online don't seem to like it as much, and so you won't see as many 
games of it. You'll be getting the help of me, #9 in the Jug ranks (at the
moment), and Matt B., the Jug King in the Beta version.

  The whole point of it is to go out and kill the Jug, so that you can become
the Juggernaut. Then you'll be wantin to go out and kill s'more players, as 
that's the only way to get the points you need to win.



  [Preparing to Face the Jug] I always try to get ANYTHING which could 
possibly help me to kill the Juggernaut; mods, power-ups, vehicles, 
combinations of any of those... This is my favorites list in order;

  A Vehicle - All of the vehicles have a shot which can pin down the Jug; my
faves are the Hoverbike or Ship, if you can get those. 

  Shield/Quad Power-Ups - Since Vehicles usually aren't on, this is the next
best choice all around. I have to say, Shield IS a LITTLE better than Quad; if
you're low on health, you can run away easily with the Shield; Quad is more 
chancy.

  Mods - Everything but Morph is useful here; Napalm is only useful if the Jug
holed himself up in a rather small place. Freeze is best when you have a 
Shield to go along with that mod. Acid is pretty good... But I prefer Freeze,
since most Jugs are runners.

  If you don't find a specific mod or power-up about, you can always stand on
the power-up projector and camp there until the next power-up comes along. The
other competitors may try the same thing; don't give them the room to!




  [Matt B's Basics] Everyone teams up against the Juggernaut and tries to
kill him. Once you kill the Juggernaut, you become it, and you must rack up 
kills as the Juggernaut to win the match.

  In addition, the Juggernaut has special powers that the other players do 
not. His weapons are upgraded, he has a ton more health, and more. And if the 
option is enabled, the Juggernaut can turn invisible when he stands still, or
all the time except when hit.

  Now, there ARE limitations to being the Juggernaut; he can't pick up health
from boxes, or use vehicles. Also, even when he is invisible, he can still be
spotted on the map/radar, plus there's a barely visible cloud around him, so
his invisibility is incomplete. 




  [Being the Jug] I ususally take my time to get kills when I am it... My
usual tactics are to try running directly to my favorite place on each map,
where I wait for the enemies to come to me. Then I start blasting them up with
anything I see fit for the circumstances.

  Sometimes I decide to just run around the whole area (make sure you take or
blow up anything which is useful to the others; Vehicles, Weapons...), and try
to get any kills I can find. This isn't always the best idea, though, 
especially if Rockets or Fusion are on. 

  I always run away if I see some guy with a Quad, cuz they're dangerous. 
Shields are another liability, but they aren't inpenetrable; it's not quite so
hard to kill someone with one on.

  If I find myself low on health, I will resort to the 'Racetrack' strategy 
(below), and that ususally helps me to get back up to speed, ready to take on
the world.




  [Teammate Strategies] I don't have much to add onto Matt's stuff below, but
I can say that you definetely MUST get any power-ups if they are on; they give
such a good advantage to you. 




  [Matt B's Strategies] Your teammates are also your enemy. Do not let them 
get kills on the Juggernaut, try your best to steal their kills. Always ride
in the better seat of vehicles so you can steal their kills.

  Let the idiotic teammates surround the Juggernaut and be sacrifices while
you sit back and hit the Jug with rockets or sniper fire.

  Although your teammates are your enemies, work together! You won't be able 
to kill the Juggernaut if you rush in one by one like a crappy fighting game
or RPG. The Juggernaut will almost always win a 1 on 1 fight.

  Do not group together. Spread out and slowly surround the Juggernaut with
nowhere to run.

  Get weapons and power-ups right away! Let your teammates go by themselves
and attack the Juggernaut with Vipers and no chargeboots. You want to arm up 
before you try to fight the Juggernaut.




  [Intense Face-Offs] are when there are about 2-5 total players. When it's 
like this, you'll usually be fighting pretty tough bastids as well as a few
noobish to average players who are experimenting with this mode. We shall call
these players 'fodder' for the Jug. These guys will often just be a health
bonus to the Jug. If they get the Jug title ever, at all, it's probably just
because the Jug was low on health due to others' shots, and you know this new
guy will be easy to take down.

  Then there's the good players; they will be the only REAL competitors for
the Jug title. These are the ones to watch out for; run away if they have a 
Quad on them (Shield is bad, too, but only if you are low on health). Some of
these guys may be Snipers, and are adept and scoping you out easily. There's 
also plain snipers, which are less so, and also easy kills.




  [Big Matches] With these 6+ player matches, all of the same types of players
are there; Fodder, Competitors, Snipers... But now the Fodder's probably in 
bulk, meaning that Jugs last longer. The biggest difference here is that many
players will be attacking the Jug at once, except for the smarter Pros. 

  For the Jug, this will entail a choice between staying to fight, possibly
getting much more health and kills, or dying due to the sheer number of 
projectiles coming at him at once. I can tell you, it's definetely safer just
to run around.




  [Racetrack] When you're low on health as the Jug, it's always a good idea to
just turn tail and run. What I do is to run around a map at random, going this
way and that, up there and then Charging back down to there, or confusing my
enemies by Charging one way, and then immediately Charging backwards. Get the
idea? Then, usually I'll find some noobs who have managed to catch up, and I
can get some health offa them once they be dead.



  







  [Deathmatch] A simple DM. All you need to do here is to kill every opposing
player to a set score, or a time limit. Just use what you've learned about
each map to win.  


  




                 _  ____/\_____ __    -----   ______ ... ________ __   
    . . ....___/ ______ /\  __ /  |    ____   _____________ ____ \\ \_____ 
________________/ ____// / / // /||   / __ \ /_  ___  ____// __ \ \\___  /
                 /    / /_/ //    |  / /_/ /  / /  / __/  / /_/ / /___/ /____
 Chapter 2B. Eexpludi - Weapon and Mod Systems and Strategies _/ //  __// - /
______________________/ / // /  |_|/_/      / /__/O O O O /_| |  /  /__/ __ \  
                        \___/              /__________________|  \__________/

  Note: Matt B. has let me copy some strategies for weapons from his Jug
guide, so all the paragraphs with [M.B.J.S] (Matt B.'s Juggernaut Strategies)





  [Mods] Acid is the first one. Many people complain that it is extremely 
cheap. This is absolutely true. Anyone can pick them up, and use it on any
weapon. Once it hits, corrosive acids will start picking away at the enemies'
health, cutting it by a total of a little less than half. 

  This is where your enemy will run away to get health, since it'll probably 
cut his health down pretty bad. This mod can be used on any weapon, preferably
Vipers (since a single shot from it starts the draining process immediately). 
Others will also use it much on the Magma Cannon or Fusion Rifle.


  Freeze is next. This is a great weapon to use when you are using a weapon 
which is easy for the enemy to avoid; Freeze will make your enemies' movement
slow down once they get hit, making it easier to get in more hits.

  This is great for CTF... It slows any would-be capturers by a bunch, giving
you adequate time to catch up and get with teh pummelance. This is best with
Vipers or Magma. Makes the enemy slow down enough to get in a good buncha more
hits in.


  Now we have Morph... It's been a little downgraded from UYA, but it's still
effective for humiliating and stalling your enemy. Keep in mind, it only comes
into effect when the enemy's health is depleted.

  If you use it, I reccomend the B6, Magma, and every high-powered weapon.
It's especially funny if your enemy comes in to defend a node, and some Morph
Mines are laying around, waiting to give your enemy a front seat view to see
you turning their node.

  
  And finally there's Napalm. This is only for Mines, Rockets, and B6, as in 
1-p mode. It does take quite a bit health away, so it's good for keeping your
enemy in line, like Holos and Mines. Especially great for KotH, against Holos.




  [Dual Vipers] Yay, back to the Twins! In online mode, these are your 
standard weapons. They really aren't particularly good... But when you have
a mod on them, you can pwn with em. 

  The main times to use this is if... Well, you have nothing else. There still
are some good strategies for it, though. Many people find it much more useful
when you put a mod on it; both Freeze and Acid give the weapon a great 
semi-upgrade. I like freeze, since they can't run away, and it slows them down
enough for you to get in a bunch more hits.

  [Defense] Don't stay still. Make sure you don't get too close. KEEP JUMPING!

  [Matt B's Jug Strat] Use these if it's the only weapon you have besides the
Scorpion Flail. They're a good all-around weapon with a good fire rate. Just 
run up behind someone firing full blast or approach someone from the front
and keep jumping around and circling them.




  [Magma Cannon] The Magma's been changed a bit from the Blitz. Now its long
range usefulness has been downgraded... But I use it a whole lot nowadays for
close-up carnage. In order to use this weapon for its maximum potential, you
need to be able to keep your camera towards the enemy, turning towards him 
wherever he goes. I've seen people like Nerdkiller14 do this with ease; it's
like they know exactly where their target is going, these psychic bastids do!

  I always try to not get in the front way of the enemy, and try to keep to
the side through tight turning + jumping to the side.

  If your enemy is on a Swingshot, you can use this to knock em off it into 
the abyss. If your enemy is trying to jump up to your platform on a Jump Pad,
you can also use this to stop them in their tracks.

  Acid is always a nice mod to use, since the Magma is a weapon with a high
hit rate. Freeze can make it easier for you to get more accurate shots in.

  A great weapon against Flailers, the knock-back in the Magma stops them from
swinging when you are at a certain distance, especially with the V2.

  [Defense] Don't get in close to someone using it. Try to always get out of
the way of your opponent's front. If you know someone's got one w/Freeze, get
de fork outta there.




  [B6 Obliterator] While I didn't particularly like the B6 in story mode, IG
made it a ton more useful in Multi. I didn't use the G-bomb in UYA all that
much either! This weapon really is great, because a ton of splash damage has 
been added onto it. Now, instead of you being able to jump out of the way each
time, like the G-Bomb, you can still get hurt a bit if it lands nearby.

  The trick to this weapon is knowing when to shoot. That NK14, he's amazing
w/doing that. He seems to know exactly when and where you'll be landing, and
will be able to kill you easily. I've noticed this pattern he uses; if his
opponent is avoiding his shots by jumping rhythmically to NK14's firing rate,
he will break the pattern by withholding his shot for a sec, and then starting
up the pattern again at a different pace. 

  This is a useful weapon if you are Chargebooting, and someone else is 
following you. I like to slow down for a sec, and wait for the opponent to
catch up to me (be prepared for HIS attack as well, and be careful when 
slowing down; a sniper or rocket may catch up to you as well), and send out a
bomb to where you know he'll stop at, helpless to defend while he slides right
into it. 

  Also, keep in mind that this weapon can get its splash damage past Holos; so
if your enemy is hiding closely behind one, you can use this to get him. 
Rockets can serve the same purpose.

  Another useful purpose for this weapon is as a long range one. When you look
up and shoot, the bomb will go much farther and higher. You can't really aim 
it correctly... Though if you tilt it just a little bit upwards you can make
it fly just a tiny bit farther than usual. Holos can't stop you when you raise
your weapon slightly before bombing the protected enemy.

  Perfect for groups of enemies, especially in KOTH, and against groups of 
Node turrets in Conquest.

  All the mods are useful with this weapon... Freeze can make it much easier
to hit your target, though, and then Acid is great for the upgrade. I like the
Morph mod a lot on this weapon too.

  [Defense] Keep jumping to the beat of your opponent's shots. Always use 
longer-distance weapons against a B6-er. If near B6-er, try to start jumping
around him, to his back. Be prepared to run when your health is down. Never
rush straight for them, or they'll get in a hit which will damage you greatly.

  [M.B.J.S.] This weapon is one of the best in Juggernaut mode. You can take
down vehicles on their pads with just a few shots and it works well in a 
crowded area. If the other players surround you and get close enough, just aim
down at the ground and keep firing. It usually takes two shots to kill a 
player. One technique I like to use is to chargeboot straight into someone and
fire the bomb when I'm about 6 feet from them. It makes for a quick surprise
attack, especially if they do not have chargeboots.



  [Arbiter] Many call this the most cheap weapon in this game. It fires an
extremely fast rocket, though it IS widely avoidable. Just jump right before
it hits you, and you're fine. This makes any hit quite a rare thrill. But, I'm
making it sound sucky. It truly is WAY too good for its own good.

  The best use for this weapon is from far away, typically when your enemy is
fighting someone else. Then you can sneak in a quick few rockets, and you're
good for a kill. Getting someone from behind with the rockets is dishonorable,
but boy, is it effective!

  Like the B6, if you break a constant pattern of shooting again and again, 
you have more chance to hit since your enemy won't be expecting it so much, 
plus it has great splash damage; if it hits anywhere near your enemy, they'll
get hurt. Again, also especially useful against Holos. 

  Freeze makes it easier to get in more hits with this baby, turning into a
very quick agent when it upgrades. I reccomend it, though all the rest of the
mods do quite alright as well.

  This weapon is the most useful when dealing with vehicles, specially 
Hoverships. I hear the upgrade is EXTREMELY useful against em.

  [Defense] Putting some Holos in front of you is a good idea... Stay away
from them, though, you could get damaged by the splash from rockets. Of course
though, your best bet is to just jump the way I said.

  Be especially careful of the rockets when you are Chargebootin... They can
hurt you bad when you are traveling in a mostly straight line. That's why I 
put out Holos behind me when I am retreating.

  While these strategies work for me, I prefer to just counter with another 
Arbiter, preferably mixed with another weapon.

  [M.B.J.S.] This is one of the best weapons to use as the Juggernaut. It
causes 25 damage un-upgraded and a full one-hit-kill 50 damage when it is
upgraded. Use the rockets on a player who likes to jump around since jumping
hardly dodges these. The arbiter is also great against vehicles, especially
slow ones. When using the Arbiter, try to some jump-shots too since it'll be
harder to dodge when you're close. You can even use the Arbiter as a secondary
B6; just fire at the ground near a strafing opponent and he'll die quickly.
 
  One warning, though, don't get too carried away with the rockets because 
this could lead to people quitting if you keep hitting them with shot after 
shot and they have nowhere to run.




  [Fusion Rifle] The feared sniper. While it has the primary use of scoping
(the proper way), there has been a resurgance from UYA of hip-sniping, an 
incredibly powerful force. There are many in this game who can totally own
with this weapon; picking off enemies one by one at long distances, or close
up killings.

  Scoping takes skill. Having good aim is important. You must know where your
enemy is going to go, where you'll need to shoot... Very difficult stuff. I
myself suck at it. Most of the time you'll need to be quick, too while doing
it; many times there's another person playing the role of sniper on the other
team, and they may be trying to get you, too.

  More scoping tips; always try to find a high up, well protected spot to 
snipe from. This gives you a good shot of much of the map. I will tell you the
good snipe-spots in the Arenas guide. Also, try to set up near a nanotech, jus 
in case someone snipes you back, or someone is coming to kill you up close. 
Since you can't look at your map, or see if an enemy is nearby in scoping, 
you'll have to stop scoping periodically to check and see where your targets 
are.

  And yet more; staying back to snipe around your base can really be helpful 
to your team, like if they're trying to cap a flag, cap a node... Since you
may need to be more mobile in this case, your favorite tool will become the
Holoshields. They are just PERFECT for any sniper as a makeshift wall.

  And, like the Rockets, this is an excellent weapon to use while the enemy is
in combat with someone else.

  Then there's Hip-Sniping. Really, I don't know a thing about this... I CAN
tell you that getting in close to hit people with it is easy. You need real
skill

  If you are interested in the practice, I CAN tell you that I know that 
putting a small dot with a marker in the exact middle of your screen (you'll
see it when you scope or switch to another weapon), to help you see where your
shot will go. Others will tape a Cheerio there, or something.

  The favorite mod for this weapon is Acid; one good shot on your opposition
with the Fusion, and Acid will take care of the rest, providing your enemy 
doesn't get to a Nanotech on time. This is why you should station yourself 
near a Nano. However, when you upgrade the Fusion into a 1-hit-kill Anti 
Matter Rifle, it becomes exrtremely useful (in KOTH, CTF, and Conquest, at 
least) with the Morph mod attatched. Instant barn yard!
 
  [Defense] Holos are protection sent by god, Flails are evil, sent from Hell
to slow you down for a sniper's next kill. Keep jumping (and sort of 
'twitchily' moving and switching in all directions), be quick, but don't 
Chargeboot straight toward them (though you can go slightly to the right or
left). B6s and Rockets are more nice weapons to use against. Getting close is
not the best idea, yet I am able to Charge straight past any Fusioners most of
the time, and start attacking from behind (and staying away from their front).
This is where a Freeze mods can come in handy against.

  [M.B.J.S.] Just like the arbiter, this is one of the best weapons to use 
while being the Juggernaut. It is highly recommended you use this weapon
while moving around and without the scope, but even if you only use the scope,
it is still powerful. If you use the scope, hide somewhere high or in a corner
and pick off players. (Note from Jig; the Fusion now kills in one hit, making
it very effective when you are the Jug.)

  Dodging Fusion Rifle: This depends on the skill of the player using the 
rifle. Sometimes you can jump around and strafe and be random and a player 
can't hit you, but sometimes it just makes it easier for a good player. All I
can really say for this is try to create some distance and make yourself a 
smaller target. 




  [TESLA Mines] Mines are a great tool. They allow you to hurt an enemy even
when you are all the way across at the other side of the map, due to the fact
that you can place up to six anywhere, and they will stay there until an enemy
comes within range.

  The main use for these is the ability to protect something (Flag, Hill, 
Node) when you are away. Many enemies will rush into a place without really 
thinking about whether there might be any mines there, so you'll want to put
them in a place where they won't notice as they rush in.

  They're especially effective to put in the places where enemies have to land
(from a Chargeboot jump, Swingshot jump, Jump Pad...).

  When using them as a close-range weapon, they'll be most effective to 
distract your opponent with, cuz if he doesn't shoot them, he'll get damaged.
This leaves him open to attacks with other weapons, sponsored by you. ;) I'd
recommend trying to Charge past an enemy, and spread Mines just ahead of where
you predict he'll move to. That strategy works best when your opponent is busy
trying to kill someone else, and is strafing backwards or side to side.

  Soroush 123 mentioned in his Weapons List v3 thread something about Manual
Detonation, a technique in which you just run into an enemy with this weapon
equipped, and the mine waiting to be launched will blow up in the enemy's
face! This works best when your enemy has been slowed down.

  Also, there are a few instances where your enemy will be below you on 
another platform, and you will have to opportunity to drop some mines on him
from above (though the B6 is better in some circumstances for this job).

  [Defense] The B6 is the main weapon for use to destroy mines, so it's great
to keep out while attacking a miner. Vipers, Rockets, and the Magma are, too.
Watch out; Miners often will be switching weapons, and you'll want to as well.
I find Rockets are good when I need to switch. 

  [M.B.J.S.] Tesla Mines are a great offensive weapon. Just throw them at
players who are below you or by themselves on a small platform. Surround 
them with 5 or 6 mines and then feel free to walk away since they will 
probably be dead in a few seconds. If you have 3 or 4 people all approaching 
you at the same time in a small group, throw all your mines towards them and 
follow it up with some viper shots or rockets. However, I prefer to use the 
mines for defensive purposes only, as in hiding them near anything the enemy
be going to.




  [Holoshield Launcher] Another weapon from UYA. This will fire a protective
shield. Sounds simple, but this is easily one of the most useful weapons ever.
The big change to it is that if an enemy walks or Charges thru it, it takes 
away half their health! How's that for incentive? The upgrade nearly kills 
them.

  Spreading several of these at once is a good idea. Use them whenever you are
in combat with another player at close range, to protect yourself against node
protection while you spin or hack a node...

  I like this especially when I am against someone close-up. I will spread 2 
Holos in a crossed way (usually at end to end in a right angle like this: \/ )
so that they can't hit me while I strafe to the left or right, with one of the
Holos always in front of me to block their shots. 

  As I said earlier, very useful when you are sniping. Be sure to put them 
WHEREVER an enemy may be able to snipe you back.

  Always be careful when you use these; for one, they don't last forever. You
have to replenish them after 10 seconds (20 for upgrade), keep that in mind 
when you're sniping.

  Also, enemies with higher ground can possibly hit you if you are a certain
distance back from the shield. You WILL want not to keep too close to the 
shield, though, cuz Rockets' and B6's splash damage can still go past the 
Holo.

  You can also use the Holos to block pathway, like Mines. Try putting them
wherever your enemy will land from a Jump Pad or Swingshot among the other 
things, or block the entranceway to a building in complete.

  You can always still jump over these things, just by using a careful double
jump close to the Holo.

  Whenever I'm Charging away from a fight (to get health or something) and 
Rockets or Fusion are on, they can be useful to spread behind you as you 
Boost, in case someone is trying to kill you.

  If you decide to use a mod on it, Acid or Freeze work well.

  [Defense] Just don't walk or boost into them, and try to get some out 
yourself to counter.




  [Scorpion Flail] This weapon is changed a bit from Story mode. For one, it
now has a sweeping all-around motion before the slam motion. This is great 
when you are in melee combat, like the B6.

  Charging into someone and then unleashing your Flail on them is the best use
for this weapon. Just keep slamming! When you slam, try to get the enemy with
the spiked ball, not the chain, since the chain is less damaging. When 
Charging in, be wary that the Flail won't usually take you in the direction 
you want when you use it just coming out of a Boost.

  This is a nice weapon for destroying Node turrets if you do the Hyper-Strike
on them with the Flail.

  Keep in mind that you'll have to push the left Analog in the direction you
want to slam in each time you slam. Also keep in mind that this is another 
weapon you'd want to use behind the enemy, sneakily.

  Be wary that the Flail slows you down a lot; makes you an easy target for
good Fusioners or Rockets. Never use it against a Magma-er, their shots will
stop you in your tracks, not allowing you to swing.

  Using a Hyper-Strike with this (X and then R1) is another good idea for when
you want to drop in on your enemy hard from an above platform.

  If your enemy is trying to swing over to your platform, or trying to jump to
it, you can use this like the Magma to knock them off, by swinging once and 
holding it, doing the taunting motion which will stop them.

  Great against any landed vehicle. Check that; I'd prefer the Rockets or 
Fusion on the Puma; Flail on Puma usually ends up in the Puma running over the
Flailer.

  Any of the mods are great with this: Acid is good as always, Freeze stops em
from running away, but Morph REALLY shines the most when you equip it here.

  [Defense] Don't get in close to them, and get away if they are Charging 
toward you. If they do this, though, you can just hit them with a Rocket or 
Fusion, anything that will hurt them while they try to come straight toward 
you. Use the Magma or Rockets against.

  [M.B.J.S.] Only use this if you absolutely must, or if you are giving 
yourself a challenge. It works best when you are invisible and an unsuspecting
player is approaching. Just keep hitting R1 and try to smash it down on the 
player. You can even add some jump swings if he starts shooting at you. Most 
of the time, however, players will die quickly since the weapon is strong in 
the hands of the Jug.




  [Hoverbike] This is the first new vehicle, and it ROX! Fires out a constant
bullet stream. EXTREMELY effective, machine guns' bullets home in, and stop 
the enemy from moving, making for an easy kill. The other great thing about it
is that it is extremely mobile; strafes, jumps... Makes it very easy to avoid 
Rockets and anything else.

  Great for destroying Node turrets.
 
  Though this thing is great and all, it has a big downside of being pretty
fragile, so make sure you take full use of its moving capabilities to avoid
destroying it.

  [Defense] Don't try to run away; just fight back with a Flail, B6, Fusion, 
or Rocket. Holos can save your life as well. 

  

  
  [Puma] The upgrade of the old Turboslider. As always, it fires a steady 
stream of bullets like the Hoverbike. You'll be wanting to try to run over
people as well with it.

  Then, there's the second player's seat, which is an inaccurate cannon.

  [Defense] Same as Hoverbike, though I can say that it IS easier to run away
from a Puma. Boost straight to the right or left, though, instead of forward.




  [Landstalker] Mechanical Death Spider! Not particularly noteworthy, but 
still good. The first seat has another bullet stream thingy, but this one is
aimable with the right analog. The driver can strafe, side-jump with L2 and 
R2, and run over stuff. The unfortunate thing about this vehicle is that it 
isn't very fast...

  The passenger has homing mortars, rather weak, yet efficient. You can either
hold down R1 to charge them up, or just release them one at a time. I prefer
the latter. Make sure you've got a target, though.

  [Defense] Same as before, blah blah blah... Since it's slow, try to get 
behind it and then deal out some Flail or Fusion damage.

  [M.B.J.S.] This is the most dangerous vehicle if the driver uses it 
correctly. Your main objective should be to stay away from these at all costs
so the seeking missiles won't be in range. Use rockets or sniper fire, it's a
very large and slow-moving target, but it does have a lot of health. If you 
get pinned down by machine gun fire, use the B6.




  [Hovership] The new Hovership doesn't have all that many changes to it...
Now it acts more like a regular plane, and can't strafe left, right, or 
backward quite as fast as it can go directly forward. When you do go forward
with it, you can use L2 or R2 to go down or up, or point your ship in certain
directions with the right analog.

  The second player has lock-on missles. you can charge them up and release
a bunch of them at a time on one enemy, but that takes too much time. I'd go
ahead and just shoot out one at a time, much better, since they fire pretty
rapidly, unlike the LS Mortars.

  [Defense] Boosting away is not always the best strategy with this one. Holos
are pretty much useless. Rockets or Fusion are your only chance against this
demon.

  [M.B.J.S.] Hovership: The hovership is dangerous when it gets close since
the primary blasts can pin you down, and the missiles will track you anywhere.
Use Rockets or Sniper fire to get it down quickly. Once you hit it a few 
times, it shouldn't bother you anymore. It is probably the easiest vehicle to
take down, and still get a kill out of it since most of the time the player 
can't escape in time.

  
  




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e7952091208e57aaa70fd032 has some nice guides to all the maps below, which
shows the locations of every weapon, node, hill, flag, and power-up. 

  [Know Where to Go] Your best strategy for each map, in general, is to know
the general formations of it, and where everything is, like Health, Nodes, 
Power-ups, Mods, Vehicles... Have I forgotten anything? Well, you should get
the idea. Learn how to use all the aspects of the map to your advantage, and
predict how the other teams will, as well. Don't forget that mini-map...







  [Battledome Tower] Where the great Quanternion X met his fate, where 
Avengers are made, and where many have died a humiliating death falling into
the lava. Yes, lots of bolts were spilled here... 

  The final room of the Battledome, a big tower with many platforms on the 
sides, connected with jump pads and Swingshots all around. Because you need to
land somewhere a lot, this makes the arena great to place mines at the places
people will be landing. Use of the jump pads is critical... You need to watch
out for people laying around things for you to be killed by, people jumping 
down from higher levels to come get you... You'll see some pretty crazy 
acrobatics in here.

  If you use the pads correctly, they can be a great part of your defense. 
When an enemy comes near while I am on the jump pads you use to jump to the 
top of the tower, you can use them to get out of the way of your enemies' 
shots, and repeat. You can still fire on them while you are in the air, of 
course, and so this is where the B6 comes in handy...

  These pads can also be used to disadvantage, though... They stop you from
being able to move quite so much, making you a prime target for a Fusion shot,
or a rocket. 

  Small tip about the platform under the table; it provides good acess to 
other, lower platforms seated on the legs if you Charge off the platform.

  Whenever mines are on, watch out; many players will be smart enough to leave
around a bunch wherever an enemy might land, via Jump Pad, Swingshot, or 
Charging.

  The Flail will also be useful; for when dropping down on an enemy from an
above platform, or protecting a Jump Pad ending point... The hyper-strike is
the most useful for these jobs. 




  [Conquest Strategy] The nodes on the top are great factors in this battle.
Try to get to them first, since they allow easy acess to all the nodes. The
rest is pretty much a big battle for all the nodes. I reccomend going after
the one in the middle as well, since it provides some more mobility, and a 
Shield power-up, and then the one on the bottom, closest to the lava has a 
Quad power.

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