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Hi, Im new and have a Question?, Have a question ask it here.
*SmokeyKilla*
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Guys every week I notice a lot of players asking the same question. Post any questions you have here and I will update the Q&A. (The answers are for newer gangs with limited cash and resources.)

Q. How do I raise my scout skill?

A. You do this by travels. Travelling from Somerset to Elmsfield is the easiest.


Q. What is the best vehicle for doing travels.


A. For a new player the best vehicle is a Phoenix with a 4L engine. Very fast, hard to turtle, excellent acceleration and great handling. Will outrun anything in the Northern triangle used by NPC's.

Q. Surely there must be others?

A. There are but I honestly wouldn't recommend them until you know the maps like the back of your hand and your scout is 50+.
phoenix with a 3.2L slower
voyager with a 3.2L slower, weaker armour
mercenary with a 3.2L slow, very hard to control well on sand
sunrise with 3.2L very bouncy, especially at high speeds

Q. I wanna start solo scouting I have a scout 70+. How many vehicles should I use and what types and weapons?

A. The best number of vehicles to use is 3. If you can't get an ape (apache) Or BPU, use a mix of 2 mercs armed with 2x HMG and 3.2L with 2 reloads, (two gangers). Or windy II's with 2xGG and 3.2L and 4 reloads. (3 gangers). Once you can get an ape use a 3.2L or 4L 2xHMG and 4 reloads (4 gangers).

Simply put for a new gang Mercs and Windys have the most/strongest armor and the best bang for buck CR rating.(when new you wanna keep this low as possible)

While pho's are an ok scout car i wouldn't recommend them for a new gang, as they have less/weaker armor, and not as stable and a poor turning circle.

Q. What about ATG's, RL, CR and CC.

A. With unspecced gangers I wouldn't use any weapons with less than 20 shots, as you don't have rapid reload. So the best weapon for new gangers is HMG, GG are great because they train the gunner spec faster and have small recoil. (3-4 GG shots to the side of a pickup or symphony will roll it over it most cases)

Q. What are the best specs for gunners?

A. The best specs are sniper and RR (rapid reloading). Only once I have SNP 4 and RR 2 would I worry about other specs. SNP affects ALL weapons.

Q. Any tips for my first solo scout?

A. Firstly have the Wiki open and identify all the enemies. Target vehicles with RL,(rocket launcher) first CR,(car rifles) and RR.(reinforced rams) 2nd. Always keep moving. (the standard starting speed is fine). DO NOT try to line fight. Most maps in the North don't have great ambush spots, so just head towards the enemy, and start shooting as soon as they hit <100m(target them well before this). If enemy shots start to hit veer you car slightly left or right, so your side armor soaks up some damage. You can ignore Chasers when required ( if you pull 4 enemies+) as they only have a single MMG and usually will fly past you with their 4L, only getting off 2-4 shots.

Q. Which has more power a 3.2L V8 or 4L

A. There is no real difference in power between a 3.2L V8 and 4L.

Q. How do I get more loot cars.

A. When you are new there is only one successful way and that is to level up your mechanic until you can spec him in jury rigging. DONT try to not breach enemies or use shotguns and flechette guns as they simply don't do enough damage to armor, and with new gangers every point of damage makes a huge difference, to the outcome of the fight.

Q. When training a fresh gunner, is it worthwhile to set weekly training on handguns? or is it better to train in events and set weekly to something else?

A. Yes Handgun training is the best training for a gunner. The reasons as follows.
1) HG is a very dangerous skill to train. Getting out to ped vehicles is extremely dangerous and will attract critters after several turns. Also pedestrian combat is a death wish for gangers.
2) HG training will allow you to gain an extra sniper spec for every 50 points.
3) Guns, LrgG and Blstc, are easy skills to train, so setting your weekly training to the hardest/ most dangerous skill to train is a smart move.
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vet wv marshal paintball semiprocombat pvp5

Posted Jan 21, 2019, 2:08 am Last edited Jan 22, 2019, 2:43 am by *SmokeyKilla*
Aton Krenna
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Is there any point in having a character armed with a backup pistol? as in a rifle AND a pistol? they can fire either weapon?
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vet wv combatL1

Posted May 24, 2019, 7:08 am
Jarkko Niemi
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Aton Krenna said:
Is there any point in having a character armed with a backup pistol? as in a rifle AND a pistol? they can fire either weapon?


Having at least two weapons on pedestrial is wisdom.

In combat situation changing weapon does not cost turn, but reloading takes few turns.
Even having pistol and 2*rifles is not bad.
Just rememember to check you gangers weapon magazines from time to time, it is infuriating and dangerous to have 3 weapons, and all ammo magazines empty.
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vet wv

Posted May 24, 2019, 11:29 am
*The X Man*
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For new players, due to their characters slowing reload times, I would recommend 3 rifles. Best hand gun weapon until you can get a sub machine gun.
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vet wv marshal paintladder zom circuit3 paintball raceL1 race1 pvp4 hammer circuit2 pvp2 circuit1 gwped pvp5 pvp3 pvp1 deathrceL1 triangle1 combatL1 elmsautumn combat1 northernsummer1,3,0

Posted May 25, 2019, 6:57 am
ShawnFireDragon
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This is a bump for Hati, he has asked for advice for new players and SmokeyKilla has super advice and insight posted. I recommend looking up other posts of his.
Cheers FireDragon Out.
;)
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vet wv race1 semiprocombat e2g gwextrav gateautumn sssc raceL1 deathrceL1 combatL1 pvp4 pvp3 paintladder pvp10,1,0

Posted Dec 30, 2019, 9:57 pm
Hati
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Thanks for the advice
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vet wv

Posted Jan 2, 2020, 10:16 pm
*sam*
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This is a good thread so I've pinned it
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 3, 2020, 1:05 pm
Nekkafy
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Hey, spent some time looking for how to change my account password, I still haven't found solution 3:

Posted Sep 7, 2020, 8:20 pm
*Longo*
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Nekkafy said:
Hey, spent some time looking for how to change my account password, I still haven't found solution 3:


Click on the Gang tab. Then on the left hand side, under morale, edit settings.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Sep 7, 2020, 8:29 pm
KrazyKat
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So, I’ve seen it stated that the Gatling Gun and it’s bigger brother the HGG train the requisite skills quicker because they fire twice per turn…

A couple of my gangers had to walk home the other day and I noticed the SMG fires twice per turn… does using the SMG in combat train hand gunner quicker as well?
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vet wv

Posted Sep 13, 2021, 9:12 pm
*Longo*
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KrazyKat said:
So, I’ve seen it stated that the Gatling Gun and it’s bigger brother the HGG train the requisite skills quicker because they fire twice per turn…

A couple of my gangers had to walk home the other day and I noticed the SMG fires twice per turn… does using the SMG in combat train hand gunner quicker as well?


Good question. Sadly, I dont know for sure if it does or not, but I would guess yes, considering that you dont always hit with both shots when you do hit with a sub, meaning 2 skill checks are done per round, increasing your chance of a skill up.

Also, Welcome!  :D
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Sep 13, 2021, 9:27 pm
KrazyKat
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Thank you, Longo, both for the welcome and for answering. Your answer also gave me a better understanding of how field training is calculated in general.
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vet wv

Posted Sep 14, 2021, 1:00 pm
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