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Coco's Guide to Starting Out
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== Borrowed vehicles == Take an Antagonist for your first Team Scout - buy a spare HMG magazine and sling it in the cargo too (If you '''must''' solo take the Desert Striker). The Moose has two good, reliable, and predictable weapons - HMG does more damage and has 20 rounds, CR is more accurate . These are safe to fire at point blank range and you can afford to start firing earlier to get sustained fire bonus. In a team scout, the battle will be won just as you are about to reload the second mag. Vulnerable to Rockets because of weak bottom armour. The Desert Striker is an opportunity sniper, go wide of the initial confrontation and look for weak, turtled, or trapped cars. Other easy kills are slower cars that have no weapon to bear on you and are more interested in some other car. A single HMG will chew through side armour in 4 or 5 shots , but the Vampire must maintain speed and not get obsessed with a single target. NPC cars are very good at protecting their weakened armour. Vampires can switch targets to exploit cars that are involved with other fights, and your teammates will love the 'wingman' support. The Mutant Marauder is a handful. The Rocket Launchers are 'burst' effect and can harm you and your friends too - do not go to point blank with this car. That said, Rocket Launchers are accurate and good with crowds of tightly packed NPC cars. Stay wide of the fray and start to orbit with your left and right Machine Guns. Side weapons can inflict up to 3 rounds worth of fire before the enemy has you back in his front arc again - and all the while you are firing and trying to evade his front arc. Of the three, the pickup is the car mostly likely to flip or roll , but has a good chance of recovering ( as opposed to the [[Chomper]] chassis , which is infamous for ending combats upside down) All three sound like exciting vehicles, but most people find the Antagonist (Moose chassis) the most reliable and forgiving. It is also the common basis for your first owned car.
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