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Home arrow Articles arrow Tactical arrow Positions Series: No.6 Hammer: Mobile Heavy Gunner
Positions Series: No.6 Hammer: Mobile Heavy Gunner Print E-mail
Sunday, 02 September 2007





Okay the Hammer is not a NEEDED part of any team, but after playing with one you'll be out there finding someone that wants to play it. A Hammer is an excellent way to lay down LOADS and TONS of paint on a specific area, not target, AREA this baby can spray and still get kills, and his awesome gun is amazing.



To be a Hammer you've got to have quite a bit of cash, although I'm pretty sure you can get away with cheap paint seeing as accuracy doesn't matter that much., but besides cash you'll want an amazingly strong and sturdy player, skinny or hefty so long as he can lug around an enormous pack and still have the ability to run quickly.



1. A Hammer will need Camouflage but it's not all that important, judging by the constant stream of paint coming out of your gun people will easily be able to tell where you are, although the Camouflage comes in handy when you need to get places without being blown away by a sniper.



2. A Hammer's gun is his best friend. Spec-Ops recommends the Double Trouble Gatlin gun. But if you can find something that shoots faster go on and get it. But IMO the Gatlin is a solid choice and good contender, any other suggestions about this are looked forward to. But on the hopper size, you can enlarge it by as much as you want a Hammer unlike a Broadsword is a mobile and versatile tank, moving around from hotspot to hotspot he lights the area up while dagger's Broadswords, and Sabre's move in for kills. This gun lays down enough distraction power to allow a Sniper to get in place closer than normal as well so if you want to that do it as well. Whatever you can think of for this gun use it.



3. Okay grenades are something I’m still kind of unsure of for a Hammer. The Hammer is going to be too far back to actually NEED to use them. But the flip side, he can carry them as extras for other players. Then the flip side of that; His packs already enormous and heavy, then the flip side of that; He's a big boy he can do it... it goes on and on, so whatever you think your particular hammer can handle.



4. Durable boots with the best soles and overall padding you can get along with a solid arch support, sometimes, as what happens in the army, you can turn into a flat-foot from lugging that pack around all day. So make sure to get solid and well built boots, waterproof is a must as well.



5. PODS PODS PODS!!! Many many many easy access pods and Co2 with easy access, along with maybe even a couple bags of paint stored in a pack, you'll be shooting massive amounts of paint and having extra bags is a must, find some boxes of paint and leave them next to your commander as being a Hammer you can pull out whenever to go refuel.



6. A Radio, you're going to need to know where to go next, and if you've got money leftover after paint encryption wouldn't be bad either.



7. A good field pack is a nice thing to have it stores all kinds of equipment in it and you can put bags upon bags upon bags into it. As well as anything else that someone up front needs, sometimes you as a Hammer must be the FedEx guy next minute delivery because somebody up front might be out of grenades paint or whatever and you've got to bring it to them.



8. Brains! Be smart and think about what you're doing!



9. PHYSICAL CONDITION A Hammer must be in excellent shape as he has to lug around some serious weight, so mainly if you're a hammer get an extra heavy pack filled out and go on a long jog, at least three miles to get used to it.

-SPADE-
Last Updated ( Friday, 16 November 2007 )
 
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