Talk:Banshee/@comment-98.222.86.204-20150930223413/@comment-98.222.86.204-20151016192431

Regarding nullifiers in t4 interception: I use the Djinn with Banshee due to its long range. The Djinn will take care of nullifiers 99.9% of the time by taking down the nullifying shield and thereby alloying the enemy to get staggered by quake. Early on the nullifier simply gets killed by the Djinn long before getting anywhere near banshee. Later on the nullifier gets its bubble burst and simply cant approach. - As for capturing points, in later rounds (when solo) - such as after round 10 - you capture every point, get a lead, then not care if the enemy takes one or two because they cant catch up. Takes a little longer to end the round, but that is the drawback of solo. - Also, in real gameplay, the only danger to banshee is the corrupted osprey. It is not effected by quake and will come get banshee. This is where Djinn comes in handy again. Fatal attraction will lure the osprey towards the Djinn, at which time banshee quickly comes out of quake, kills the osprey, then returns to quake. - At the end of rounds, no matter how high, I simply silence enemies and tonkor them. They die just as easy in round 16 as they do in round 1. - The biggest danger going solo to high rounds is the danger of falling asleep. Despite the effectiveness of the method, it is not very exciting. (But hey, neither is sitting in a flipping pipe for an hour and a half in void survival.)