Laws do not require skill to use badly... but they require a good amount of skill (and painfully bought experience) to use well.
Here are the key things to remember when using a LAW:
1. The enemy has to have a wall, ceiling or floor near them... one that's far enough away from you to avoid damaging yourself.
2. No amount of bunny-hopping crap saves you from a law strike.
3. The LAW doesn't kill by itself... so the moment you fire it you are bringing out a second weapon to finish the job. Even a small part of a shotgun cloud does the trick, as does a pair of SMG bullets.
4. The LAW makes places people thought were safe... unsafe. I've fired LAWs at people in cold seed running to their flag behind crates, hit the wall behind them and killed them when they thought they were safe. I've LAW'd the alpha spawn in snow valley turning the flag return point into a deathtrap. I've LAW'd people on the other team running with the flag and followed up with a single AR bullet.
5. The LAW lets you reach out and touch any part of the battle field that you have LOS on.
6. Elevation is key for a LAW.
7. LAW is one of the best anti-camper weapons, especially because it is both precision and fire-and-forget. If you know in advance where you think you want to blast, you only need to be exposed for a fraction of a second to confirm the enemy is there and release.
8. If you know someone is about to grenade, for example in the snow valley tunnel, you can nearly always escape without damage if you run the moment you hear the throw. But if that same person LAWs you, you do not have that time.
9. LAWs are excellent in corridor control fights where the enemy already has the corridor. Either they take the LAW, weakening them... or they try and dodge, which dislodges them.
10. LAWs and nades are complementory... nearly all situations are good for one of them.
11. If someone is behind cover... don't be a noob and LAW the front of the cover. It won't hurt him. Instead law anything behind the cover, weather it be the ground or a box or whatever.
12. People CAN shoot your LAWs out of the air if you are predictable. Don't be predictable.
13. There will be some times when you screw up and get caught with a LAW with an enemy in close range. Accept it: Take him with you in your final blast, and don't screw up like that again next time.
Some excellent spots for a LAW:
1. If there is an enemy on top of the Rattlesnake tower and you are on bottom floor... do you see the ceiling right above his head?
2. Junk Flea, from any elevated position. Don't stay too long up there! Release, whip out AR, finish the kill, then dodge below while you reload and come back to 2nd level.
3. Bravo Waverider as you emerge from tunnels. Spawnrapers generally don't notice there's a wall behind them...
4. Cold seed corridor control. A good sniper can massacre people trying to take his position. Unless one or two of his victims can LAW the entire area... Nades work too if you can throw diagonally through the canvas rip... and conversely you can launch from the canvas rip.
5. Rattlesnake, storming the lower level where the closing doors are: No place down there doesn't have a wall or box or something.
6, Sand Hog, controlling the upper corridor. Fire it at the ground just far enough away from you to not take damage. You have less than a second after release to get out of the enemy's line of fire and bring out the finisher weapon. Also use it to reach deep into bravo spawn thru the main entrance if there's snipers camped there.
7. Sand Hog CTF. No flag carrier can use the upper corridor (which is the only safe way for alpha) if you are near the main arena, because you just time the LAW to arrive when they get to the broken sidewall. You wouldn't believe the cursing that ensues when you've killed the flag carrier (and often his escorts) for the fifth time. If he had perfect health at the time he was LAW'd (which means your team wasn't remotely doing their jobs), you can immediately toss a nade through the 2nd floor sniper window, finishing the job.
I view the LAW as being the active player's answer to the sniper rifle. Active players like to take the fight to the enemy, and their worst enemy is campers. They don't want 3 clips of sniper bullets... they want to run to the enemy's rear lines, blow a defending camper away faster than the enemy can react, then run rampant among the back lines causing havoc. The LAW is the ideal tool for that, if you use it right. You only get 3 shots, but if you wanted to play long-range plinker all day you would have gotten a SR.
Here are the key things to remember when using a LAW:
1. The enemy has to have a wall, ceiling or floor near them... one that's far enough away from you to avoid damaging yourself.
2. No amount of bunny-hopping crap saves you from a law strike.
3. The LAW doesn't kill by itself... so the moment you fire it you are bringing out a second weapon to finish the job. Even a small part of a shotgun cloud does the trick, as does a pair of SMG bullets.
4. The LAW makes places people thought were safe... unsafe. I've fired LAWs at people in cold seed running to their flag behind crates, hit the wall behind them and killed them when they thought they were safe. I've LAW'd the alpha spawn in snow valley turning the flag return point into a deathtrap. I've LAW'd people on the other team running with the flag and followed up with a single AR bullet.
5. The LAW lets you reach out and touch any part of the battle field that you have LOS on.
6. Elevation is key for a LAW.
7. LAW is one of the best anti-camper weapons, especially because it is both precision and fire-and-forget. If you know in advance where you think you want to blast, you only need to be exposed for a fraction of a second to confirm the enemy is there and release.
8. If you know someone is about to grenade, for example in the snow valley tunnel, you can nearly always escape without damage if you run the moment you hear the throw. But if that same person LAWs you, you do not have that time.
9. LAWs are excellent in corridor control fights where the enemy already has the corridor. Either they take the LAW, weakening them... or they try and dodge, which dislodges them.
10. LAWs and nades are complementory... nearly all situations are good for one of them.
11. If someone is behind cover... don't be a noob and LAW the front of the cover. It won't hurt him. Instead law anything behind the cover, weather it be the ground or a box or whatever.
12. People CAN shoot your LAWs out of the air if you are predictable. Don't be predictable.
13. There will be some times when you screw up and get caught with a LAW with an enemy in close range. Accept it: Take him with you in your final blast, and don't screw up like that again next time.
Some excellent spots for a LAW:
1. If there is an enemy on top of the Rattlesnake tower and you are on bottom floor... do you see the ceiling right above his head?
2. Junk Flea, from any elevated position. Don't stay too long up there! Release, whip out AR, finish the kill, then dodge below while you reload and come back to 2nd level.
3. Bravo Waverider as you emerge from tunnels. Spawnrapers generally don't notice there's a wall behind them...
4. Cold seed corridor control. A good sniper can massacre people trying to take his position. Unless one or two of his victims can LAW the entire area... Nades work too if you can throw diagonally through the canvas rip... and conversely you can launch from the canvas rip.
5. Rattlesnake, storming the lower level where the closing doors are: No place down there doesn't have a wall or box or something.
6, Sand Hog, controlling the upper corridor. Fire it at the ground just far enough away from you to not take damage. You have less than a second after release to get out of the enemy's line of fire and bring out the finisher weapon. Also use it to reach deep into bravo spawn thru the main entrance if there's snipers camped there.
7. Sand Hog CTF. No flag carrier can use the upper corridor (which is the only safe way for alpha) if you are near the main arena, because you just time the LAW to arrive when they get to the broken sidewall. You wouldn't believe the cursing that ensues when you've killed the flag carrier (and often his escorts) for the fifth time. If he had perfect health at the time he was LAW'd (which means your team wasn't remotely doing their jobs), you can immediately toss a nade through the 2nd floor sniper window, finishing the job.
I view the LAW as being the active player's answer to the sniper rifle. Active players like to take the fight to the enemy, and their worst enemy is campers. They don't want 3 clips of sniper bullets... they want to run to the enemy's rear lines, blow a defending camper away faster than the enemy can react, then run rampant among the back lines causing havoc. The LAW is the ideal tool for that, if you use it right. You only get 3 shots, but if you wanted to play long-range plinker all day you would have gotten a SR.