Raveshaw: Difference between revisions

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m Added mention of Raveshaws new sidearm.
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|data7 = [[Railgun]]
|data7 = [[Railgun]]
|label8 = Sidearm
|label8 = Sidearm
|data8 = [[Heavy Pistol]]
|data8 = [[Heavy Pistol]] [[Later replaced with Tiberium flechette pistol]]
|label9 = Speed
|label9 = Speed
|data9 = 100
|data9 = 100
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Raveshaws have both [[Anti Tank Mine]]s and [[EMP Grenade]]s, which will prove useful against enemy vehicle rushes.
Raveshaws have both [[Anti Tank Mine]]s and [[EMP Grenade]]s, which will prove useful against enemy vehicle rushes.
Raveshaws pistol can serve anti infantry roles but its most effective as tool for finishing of enemies which were already damaged by your railgun or teammates.


===Counters===
===Counters===


Raveshaw share the same weakness that snipers have: he is usually at disadvantage if players get close to them; infantries such as [[Patch]], [[Officer]], and [[Mobius]] are preferred for their high rate of fire when confronting him in close quarters. When approaching him, strafe and jump around with alternating movement so to not follow a predictable pattern to raise the chances of avoiding a headshot; even so, a veteran Raveshaw might still be able to snipe your head even when you are moving around.
Raveshaw share the same weakness that snipers have: he is usually at disadvantage if players get close to them; infantries such as [[Patch]], [[Officer]], and [[Mobius]] are preferred for their high rate of fire when confronting him in close quarters. When approaching him, strafe and jump around with alternating movement so to not follow a predictable pattern to raise the chances of avoiding a headshot; even so, a veteran Raveshaw might still be able to snipe your head even when you are moving around. Raveshaws secondary weapon is no real threat to vehicles plus requires clear and long burst into head to take on healthy infantry.


[[Deadeye]] and [[Havoc]] will also counter Raveshaw, since the former are snipers and have longer range than him.
[[Deadeye]] and [[Havoc]] will also counter Raveshaw, since the former are snipers and have longer range than him.


For Vehicles, Raveshaw will prove to be a serious threat, jumping out to fire at you and then falling back into cover. Usually he will strike at you from infantry paths, so you cannot ram him over. Laying suppressing fire with [[APC]]s or tank shells will not work very well in this situation. It is best to either retreat, have some [[Engineer]]s backing you up, or just remaining around to act as a distraction in order to allow teammates to deal with him.
For Vehicles, Raveshaw will prove to be a serious threat, jumping out to fire at you and then falling back into cover. Usually he will strike at you from infantry paths, so you cannot ram him over. Laying suppressing fire with [[APC]]s or tank shells will not work very well in this situation. It is best to either retreat, have some [[Engineer]]s backing you up, or just remaining around to act as a distraction in order to allow teammates to deal with him.
==External Links==
==External Links==
{{Template:Infantry_Navbox}}
{{Template:Infantry_Navbox}}

Revision as of 06:43, 6 November 2019

Raveshaw
Raveshaw
Faction Nod
Function Anti-Vehicle Infantry
Health 100
Armor
  • 200 (Recruit)
  • 225 (Veteran)
  • 250 (Elite)
  • 300 (Heroic)
Armor Type Flak
Primary Weapon Railgun
Sidearm Heavy Pistol Later replaced with Tiberium flechette pistol
Speed 100
Explosives
Grenades EMP Grenade x1
Cost $1000

Raveshaw is the anti-armor specialist of the Brotherhood of Nod, able to snipe at Vehicles from safe locations.

Appearance

Raveshaw wears a outfit matching the Brotherhood colors, composed by black boots, red trousers, black gloves, and a black suit with a red tie. He complements his outfit with a military hat featuring a Nod logo on the front and fancy black glasses.

Function

Raveshaw deals great damage to vehicles, crippling their armor away with slow but powerful shots; he also carries Anti Tank Mines and an EMP Grenade to further emphasize his anti-vehicle role.

Strategy

Usage

Raveshaw's Railgun has moderate range, very low rate of fire but very high damage in a single shot; therefore he is best employed at taking potshots against enemy vehicles, possibly finishing off damaged ones in the process of retreating. Against fast moving vehicles, it is advisable to aim at the spot where they would go next in order to hit them. After firing once, a Raveshaw should seek cover until his weapon has recharged.

Raveshaw is able to deal high damage against infantries as well, and also being able to kill them by scoring a headshot, but the slow recharging sequence of his weapons will prove costly, especially against infantries with automatic weapons, should he miss a shot; therefore, his effectiveness against infantry is determined by the player's aiming skills and reflexes, akin to sniper characters such as Black Hand Sniper or Sakura. Still, his weapon has only one level of zoom and a slower rate of fire compared to Sniper Rifles and Ramjet Rifles.

Raveshaws have both Anti Tank Mines and EMP Grenades, which will prove useful against enemy vehicle rushes.

Raveshaws pistol can serve anti infantry roles but its most effective as tool for finishing of enemies which were already damaged by your railgun or teammates.

Counters

Raveshaw share the same weakness that snipers have: he is usually at disadvantage if players get close to them; infantries such as Patch, Officer, and Mobius are preferred for their high rate of fire when confronting him in close quarters. When approaching him, strafe and jump around with alternating movement so to not follow a predictable pattern to raise the chances of avoiding a headshot; even so, a veteran Raveshaw might still be able to snipe your head even when you are moving around. Raveshaws secondary weapon is no real threat to vehicles plus requires clear and long burst into head to take on healthy infantry.

Deadeye and Havoc will also counter Raveshaw, since the former are snipers and have longer range than him.

For Vehicles, Raveshaw will prove to be a serious threat, jumping out to fire at you and then falling back into cover. Usually he will strike at you from infantry paths, so you cannot ram him over. Laying suppressing fire with APCs or tank shells will not work very well in this situation. It is best to either retreat, have some Engineers backing you up, or just remaining around to act as a distraction in order to allow teammates to deal with him.


External Links