A list of puns related to "Long Range Engagement Weapon"
I personally love the M110 with a 4x/1x scope. Absolute beast of a weapon. Whats your favorite?
Raytheon has come into the picture for an Air-to-Air missile in the form of the "Peregrin". The Peregrin itself was, before the breakup of the United States, an internally funded project lead by Raytheon in order to provide a missile separate from the AIM-260. The Peregrin itself hosts some distinct features away from the AIM-260 which make it unique to where it will eventually sit within our arsenal.
The Peregrin is planned as a six-foot long medium air-to-air missile weighing in at 150 lbs. The big interest in the Peregrin is the missile's reported maneuverability analogous to that of the Sidewinder. Making use of its smaller airframe, advanced sensors (utilizing a multi-mode seeker), and guidance and propulsion into a smaller airframe, the weapon will allow MWS fighter pilots to carry more missiles into battle to maintain air dominance. This, on top of the weapon's maneuverability, should give our fighter pilots near supreme dominance in the air when it comes to short to medium engagements with enemy fighters.
Another interesting feature being toyed with is the idea to instead of utilizing a traditional warhead, utilizing a hit-to-kill kinetic payload. This should ensure that almost every hit with the missiles causes critical damage or kill.
Raytheon has asked for funding towards this project at $500 million with an expected IOC within three years and full deployment within seven.
Firstly, I'd like to thank all the data miners and early access PTS players who have been sharing all the information with us regarding the changes to the game build. There are a lot of good things being introduced but there are, in my opinion some very questionable calls being made. I am fully aware that nothing is set in stone and that anything can change.
I understand that this patch isn't really taking PvP into consideration but the changes to weapon stats will have a profound affect on the meta for both PvP and PvE. As someone who's sunk countless hours into both PvE and PvP the proposed weapon changes worry me. The Division has always favored CQC combat and this has been evident by the fact that SMGs (and recently Shotguns) have always been in the limelight. But why the huge nerfs to them? I absolutely despised shotguns in 1.3 being a console player but the nerf to them is incredibly big at this point in the PTS. SMGs have been neutered. I understand that the developers don't want everyone using the same cookie cutter build or setup but by nerfing these two extremely popular weapon classes into the ground, they're only going to encourage the emergence of another cookie cutter setup.
This brings us to the whole point of this post. The problem was never the fact that Shotguns and SMGs were so powerful... They're meant to be insanely powerful at point blank. The issue is that 90 % of engagements in the Division ARE point blank engagements. This is ESPECIALLY true in the dark zone when you run into other agents. The reason? To reliably finish a player off you have to melee them. Their health pools in the downed state are GIGANTIC. If I'm playing at medium range with an Assault Rifle I might down a player but it takes at least another full clip to kill them which means they can easily be revived by their team mates. This is one of the main reasons why everyone plays with shotguns and SMGs. If you down someone you're already very close to them and you can instantly kick them for the kill confirmation.
Time will tell if this issue has been remedied but I feel like the nerfs to the SMGs and Shotguns were a little too much of a knee jerk reaction. They were in a good place (not the M870) for their optimal range. The other weapons like Assault Rifles were not and that's because their optimal range was a non viable distance for engagements in PvP. I hope this has been changed. If it has indeed been changed, then all I know is that LMGs and ARs will become
... keep reading on reddit β‘What does "base engagement range" depend on? What determines strike craft deployment time exactly? Hypothetically, will putting a carrier computer on a Titan make the Battleships release its strike crafts from further away because of the 250 range of Titan's big gun? What about putting a single strike craft cruiser with carrier computer in a battleship fleet with artillery computer, X guns and carrier core? And what would putting a +20% range Admiral on do in either of these cases?
Hello guys! I am asking for a little help in our game. I am a DM in a game of 4 other players, 2 of them are balanced, the other 2 are more strong. One of them is mele, so there is no problem in that, he deals a lot damage but takes wounds too. The problem is with the other player, is ranged and does a lot of damage, he is also good while figthing, so his positioning is always safe and normally he does not give any openong for me to go against him. How can i make things more dificult for him? I think his challenges are not good enought. He also has good stats and normally he hit 4 out of 5 shots.
Can someone give me some advice?
Thank you very much!!
First time poster, long time lurker. Iβve been building ARs for a few years. I was curious if there are some sites for advice or parts that some of you builders use. Iβm interested in building a bolt gun in 6.5 creedmoor likely. Cheap ainβt good, and good ainβt cheap. I also donβt want to sell my house to pay for it. Any advice or links to help source parts is greatly appreciated.
I love the idea of a bigass gigantic weapon but from what people have told me it isnβt really viable, and Iβve noticed the weapon I have now (Wolnirβs Holy Sword +2) isnβt doing much damage. Tried out the Butcherβs Axe, but even reinforced to +6 its damage is pretty low. (I am up to the Dancer and am at soul level 70 or so, with ~20 in dex and ~30 in strength.) It just feels like Iβm doing something wrong with weapon choice cus either Iβm super slow and get knocked out of my hits or I donβt do enough damage. Thanks for any assistance.
How does short range zero and long range zero work and which weapons it works on?
Hello, I'm looking for a bit of a meme.
My friends who picked up the game recently don't want me to bring a large ship to the RES when we're doing a bit of bounty hunting- they want to practice dogfighting, etc., rather than have me whomp whomp everything with the Corvette.
So I am after a small/medium ship with a long engagement range build- firing on targets from distances probably >3km, providing repair and shield support, and potential NPC fighter support. I made a few builds I will link below, but trying to read previous posts about the effectiveness of weapons at extreme ranges as well as other posts made me realize that my build strategies and understanding of engineering is probably 1-2 years out of date at this point, and I should solicit some help.
* = for the given amount of efficacy that is possible for our weapons at that range, i.e. the damage falloff doesn't start before then. Accuracy and actual damage output is not a priority.
With those criteria in mind, I came up with some builds for the:
But I am interested in any and all advice on ship selection, shield calculations, and loadouts. I know there are a couple things I can be saving on, such as only doing Long Range G2, vs. G5, on the 'long-range' weapons, but please feel free to offer any assistance, especially for things that have changed recently.
As a last note, this isn't meant to be an optimal fighting machine with maximum DPS by any means, just a goofy, but effective, ship I can tool around with alongside my friends and help them stick it out in RESs. Thanks for reading.
Self explanatory. Right now, I run Sniper scope, colossus suppressor, tac laser, ranger foregrip, and the ads stock. I want to have it be steady and have the range to take out dmr and sniper players. I also play SnD if that makes a difference.
I feel like bows, throwing axes and other things like that would be great to hold off the enemy from far away
So I know on ships long range engineering gives plasma accelerators a faster projectile, but does anyone know if the same applies to Manticore weapons used on foot?
The travel time isn't unusable, but it can be a little difficult to lead shots in heavier combat, and the ammo capacity is rather limited on most of these weapons so anything I can do to increase hit probability is worth pursuing.
I just noticed you can place guard posts at the top of the Starlight screen. Gave me some nice sniper nest ideas.
Raytheon has come into the picture for an Air-to-Air missile in the form of the "Peregrin". The Peregrin itself was, before the breakup of the United States, an internally funded project lead by Raytheon in order to provide a missile separate from the AIM-260. The Peregrin itself hosts some distinct features away from the AIM-260 which make it unique to where it will eventually sit within our arsenal.
The Peregrin is planned as a six-foot long medium air-to-air missile weighing in at 150 lbs. The big interest in the Peregrin is the missile's reported maneuverability analogous to that of the Sidewinder. Making use of its smaller airframe, advanced sensors (utilizing a multi-mode seeker), and guidance and propulsion into a smaller airframe, the weapon will allow MWS fighter pilots to carry more missiles into battle to maintain air dominance. This, on top of the weapon's maneuverability, should give our fighter pilots near supreme dominance in the air when it comes to short to medium engagements with enemy fighters.
Another interesting feature being toyed with is the idea to instead of utilizing a traditional warhead, utilizing a hit-to-kill kinetic payload. This should ensure that almost every hit with the missiles causes critical damage or kill.
Raytheon has asked for funding towards this project at $500 million with an expected IOC within three years and full deployment within seven.
For example the bal inferno is for close range and the obsedian steed is for medium to long range engagements.
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