Raider + EOC help
#1
Posted March 01 2014 - 05:54 PM
#2
Posted March 01 2014 - 07:07 PM
Also, you should ALWAYS be holding a charge while walking so that you're always prepared.
I personally think the EOC on the Raider is not the best mix. I find the EOC to be much more useful on the Infiltrator where I have a higher walk speed.
Sentium or Prosk_
Repair Charge / Repair Kit values
#3
Posted March 01 2014 - 09:24 PM
#4
Posted March 02 2014 - 12:45 PM
Edited by PartyTime, March 02 2014 - 12:56 PM.
#5
Posted March 03 2014 - 07:11 AM
I've found EOC Raider to excel in situations where there is:
- An absence or very few Flying n' Dodging -happy mechs like Berserkers.
- A technician on the other team that needs to be taken out.
- Corners and friendly portable scanners
- Friendly sustained mechs that make up for your lack of DPS.
- Non-dodging opponents, lol.
- Lots of cover.
If there is one thing Raider is good at, it's running away. Do that lots, and hope that if someone pursues you, it's a ground-based mech. If you can occupy two enemy mechs with your shenanigans, great, you're giving your team an advantage.
I recommend running Air Compressor because of its synergy with peekaboo, which EOC Raider is mostly about. It's become a mandatory internal for Steam patch. Yay. As for items, you can use Portable Scanner because it's op as bell and makes alphaing people coming around corners easier. Shield is temporary cover and something that gives you a breather against aerial mechs. You can reload your Corsair inside the shield and come out when it's ready. EMP gives you a chance to deploy your arsenal at groups, disengage mechs that are in your face and is an overall useful item if you can hit with it. Detonator is an item that enables you to 1-shot some A-class mechs and, because of its huge knockback, lets you down flying mechs closer to the ground for an easier Corsair + EOC hit, and is an excellent finisher against those who survive with 3 hp and then twitch around like an ADHD kid on sugar^3.
You can also try Heat + TOW Scout, which plays somewhat similarly but is more forgiving because of TOW with its 2.25s reload and air burst.
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