================================================================================ UBERSTRIKE WEAPONS IN DEPTH ================================================================================ A guide by xSparda17x ================================================================================ About the Author ================================================================================ Hi there; Sparda17 here. I'm an avid uberstrike player, currently maxed at the level cap of 40. I am a serious sniper, with over 30000 sniper kills, and a global KDR of 4.12, ranked around 8000 on the global board. ================================================================================ Version History ================================================================================ 1.00: Guide finished, submitted, and rejected 1.10: Added detail about Uberstrike's weapon system Added max ammo capacities Added point and credit costs per week Added credit costs to purchase permanently 2.00: Added max ammo, start ammo, detail about each weapon class 2.10: Error corrections, layout fine tuning, weapon updates with the new Uberstrike version, 2.3.8 2.11: Added AK-47 Classic & Black 2.12: Added new weapon data, player type data, and weapon strategy ================================================================================ Contents ================================================================================ -2. About the author -1. Version History 0. How the weapon system works 1. Handguns 2. Machine Guns 3. Shotguns 4. Sniper Rifles 5. Cannons 6. Splatter guns 7. Launchers 8. Melee Weapons 9. Overall Weapon Strategy 10. General Player Types 11. Weapons and Player Types Combined [IN PROGRESS] 12. Map Control [IN PROGESS] ================================================================================ How the Uberstrike Weapon System Works ================================================================================ Weapons in Uberstrike have level locks. To use a given weapon, the player must have earned enough experience to reach the level required by that weapon's level lock. Once a player unlocks a weapon, they can either rent the weapon, using either points or credits, or they can purchase a weapon permanently for credits. Credits are in-game currency purchased using real-life currency, while points are earned for killing other players and logging in every day. Some weapons can only be rented using credits, and all weapons can only be purchased permanently with credits. The majority of weapons, however, can be rented using points accrued by playing the game. Each weapon in the game has various stats, outlined below: Level Lock: required level to use the weapon. Cost: Number of points or credits needed to rent/purchase the weapon Damage: base amount of damage dealt when a player is hit by the weapon Accuracy: higher percentages indicate more accuracy. A more accurate weapon puts more bullets into the center of the crosshair or reticule when fired. Velocity: Speed at which certain weapon's projectiles travel. Higher numbers indicate faster flying ordinance. Blast Radius: Higher numbers indicate larger splash damage radius and more knockback to players hit by the weapon's projectile. Rate of Fire: higher numbers indicate slower fire rates. ================================================================================ Sample Weapon Card ================================================================================ Not all stats are applicable to each weapon, so a weapon card may not have all of the following stats listed. WEAPON NAME *************************** Level Lock: Required level to use this weapon 7 Day Rental Cost: Cost in points or credits required to rent for 7 days Permanent Purchase Cost: Cost required to purchase the weapon permanently Start Ammo: Ammo loaded when weapon is picked up or at the beginning of a life Max Ammo: Maximum amount of ammo that can be carried for a weapon Range: Effective weapon range Accuracy: Weapon accuracy Velocity: speed ordinance travels Blast Radius: Splash damage radius Damage per Pellet: Damage per pellet in a shot Pellets per Shot: Number of pellets fired from each shell Max Damage: Damage dealt if all pellets hit Base Damage: Damage on a body or extremity hit. Critical Hit Damage: Damage on a head or nutshot. Rate of Fire: number of rounds fired per minute Notes: Any special notes or comments about a weapon *************************** ================================================================================ Handgun Class ================================================================================ About: Handguns are short range, semi-auto sidearm style weapons. Favored by snipers and agile players alike, handguns are lethal in the hands of a skilled operator. They have the bonus headshot damage of the sniper class, with much larger magazines and higher rates of fire. All pistols & revolvers use the RED HANDGUN AMMO boxes. HANDGUN *************************** Level Lock: 9 7 Day Rental Cost: 1260 Points Permanent Purchase Cost: 4500 Credits Start Ammo: 50 Max Ammo: 125 Range: Short Accuracy: 81% Base Damage: 20 Critical Hit Damage: 37 Rate of Fire: 400 RPM Notes: This is the basic handgun in Uberstrike. Shoots fast enough, does bonus damage on head shots, and is fairly accurate. Acceptable for CQB, but better handguns are available. *************************** JUDGE *************************** Level Lock: 20 7 Day Rental Cost: 1260 Points Permanent Purchase Cost: 4500 Credits Start Ammo: 50 Max Ammo: 125 Range: Short Accuracy: 81% Base Damage: 34 Critical Hit Damage: 51 Rate of Fire: 240 RPM Notes: The first model of the "Lawmaker" series of handguns, the Judge is an average pistol. It's more powerful than the Handgun, but has half the fire rate. *************************** JURY *************************** Level Lock: 28 7 Day Rental Cost: 2940 Points Permanent Purchase Cost: 10,500 Credits Start Ammo Capcity: 50 Max Ammo: 125 Range: Short Accuracy: 81% Base Damage: 45 Critical Hit Damage: 67 Rate of Fire: 200 RPM Notes: An upgrade from the Judge, the Jury is the much better choice. You don't lose much on fire rate, but gain a lot more in damage compared to the Handgun. ************************** EXECUTIONER ************************** Level Lock: 33 7 Day Rental Cost: 9240 Points Permanent Purchase Cost: 15,900 Credits Start Ammo Capcity: 25 Max Ammo: 50 Range: Short Accuracy: 94% Base Damage: 60 Critical Hit Damage: 90 Fire rate: 126 RPM Notes: While the executioner is slow, it's the most powerful of all the handguns. Two hits can kill an unarmored opponent, and it's accuracy is superior to most other handguns. ************************** GODFATHER'S HAND CANNON ************************** Level Lock: None - Credits Only 7 Day Rental Cost: 3150 Credits Permanent Purchase Cost: 22,375 Credits Start Ammo: 30 Max Ammo: 50 Range: Short Accuracy: 81% Base Damage: 18 Critical Hit Damage: 27 Rate of Fire: 480 RPM Notes: This is a below average weapon. Less damage than the plain Handgun, and only a slightly higher rate of fire. Accuracy leaves something to be desired as well. ************************** SPITEFUL STINGER ************************** Level Lock: 31 7 Day Rental Cost: 7980 Points Permanent Purchase Cost: 13,900 Credits Start Ammo: 20 Max Ammo: 40 Range: Medium Accuracy: 100% Base Damage: 60 Critical Hit Damage: 90 Rate of Fire: 86 RPM Notes: The Stinger is an excellent pistol. It's slow rate of fire is compensated by it's high damage output, and it has higher accuracy than the Executioner. It also has iron sights, for better hit probability at range. It's the only pistol capable of use at medium ranges, and it slows an opponent by 30% for 3 seconds after each hit. ************************** USP .45 TACTICAL (Classic/Black) ************************** Level Lock: None - Credits Only 7 Day Rental Cost: 1470 Credits (Classic) / 1680 Credits (Black) Permanent Purchase Cost: 10,500 Credits (Classic) / 11,900 Credits (Black) Start Ammo: 40 (Classic) / 60 (Black) Max Ammo: 75 (Classic) / 100 (Black) Range: Short Accuracy: 99% Base Damage 25 Critical Hit Damage: 44 (classic) / 37 (black) Rate of Fire: 461 RPM Notes: If deciding between the Godfather's HC and either model USP, pick the USP. It's slightly slower rate of fire is compensated for by it's increased damage output and higher accuracy. This is an excellent pistol for snipers to use as a sidearm for CQB when compromised. Black version holds an additional 25 rounds, and starts with an extra 20. ************************** BERETTA (Classic/Pimped) ************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2,520 Credits (Classic) / 3,045 Credits (Pimped) Permanent Purchase Cost: ??? Credits (Classic) / 22,375 Credits (Pimped) Start Ammo: 40 (Classic) / 80 (Pimped) Max Ammo: 60 (Classic) / 80 (Pimped) Range: Short Accuracy: 76% Base Damage 35 Critical Hit Damage: 61 Rate of Fire: 270 RPM Notes: A custom weapon designed for a new character in Uberstrike, the Beretta is more powerful than the USP, but far less accurate, rendering the maximum range rather short. That's something to consider when deciding between the two. It's also important to remember that while the USP is less powerful, the Beretta has a slower fire rate as well. ================================================================================ Machine Gun Class ================================================================================ About: Machine guns range from the 3 round burst fire SIG 552 to the lead spitting 1200 RPM full auto roar of the Sabertooth. Machine guns favor speed over damage, and bullets hit nearly instantly, allowing an operator to pin down jumpy opponents. All machine guns use YELLOW AMMO BELT CRATES. MACHINE GUN *************************** Level Lock: None - Given free upon joining 7 Day Rental Cost: Free Permanent Purchase Cost: Free Start Ammo: 100 Max Ammo: 300 Range: Medium Accuracy: 82% Damage: 13 Rate of Fire: 480 RPM Notes: The machine gun is the most basic weapon in the game, given free and permanently upon joining the game. It has decent accuracy, a decent fire rate, and mediocre damage, making it an average weapon. A replacement should be sought as soon as you level up enough. *************************** SHADOW GUN *************************** Level Lock: 13 7 Day Rental Cost: 7980 Points Permanent Purchase Cost: 13,900 Credits Start Ammo: 100 Max Ammo: 300 Range: Medium Accuracy: 82% Damage: 15 Rate of Fire: 600 RPM Notes: The Shadow Gun is a three barreled machine gun which is basically the same as the Machine Gun, but with a faster rate of fire and slightly more damage. Useful as an intermediate weapon, but better weapons do exist. *************************** BATTLESNAKE (Classic/Dragon Edition) *************************** Level Lock: 22 7 Day Rental Cost: 7980 Points (Classic) / 2520 Credits (Dragon) Permanent Purchase Cost: 13,900 Credits (Classic) / 17,900 Credits (Dragon) Start Ammo: 150 Max Ammo: 300 Range: Short Accuracy 70% Damage: 10 Rate of Fire: 1200 RPM Notes: The Battlesnake is one of two miniguns available to players. It is a six barreled rotary machine gun with a very high rate of fire. It is best used as a short range CQB weapon of last resort when attacked by multiple opponents. Firing this weapon will eat through ammo, cause you to move slower and requires a short spin up time to get the barrels up to speed. Secondary clicking will spin the barrels up without firing, but will still slow you down. *************************** UMG - UBER MACHINE GUN *************************** Level Lock: 38 7 Day Rental Cost: 9240 Points Permanent Purchase Cost: 15,900 Credits Start Ammo: 100 Max Ammo: 300 Range: Medium Accuracy: 100% Damage: 16 Rate of Fire: 667 RPM Notes: The UMG is an excellent machine gun capable of taking the vast majority of opponents encountered in the game. It fires quickly with excellent accuracy, and the muzzle flash can distract opponents, allowing you to get in for the kill. *************************** SABERTOOTH *************************** Level Lock: 29 7 Day Rental Cost: 9240 Points Permanent Purchase Cost: 15,900 Credits Start Ammo: 150 Max Ammo: 300 Range: Medium Accuracy: 82% Damage: 10 Rate of Fire: 1200 RPM Notes: The Sabertooth is the big brother to the Battlesnake. Hated by it's victims, loved by it's users, this weapon throws lead downrange like no other. An extreme fire rate and excellent accuracy combine to make this weapon a serious threat. *************************** UZI *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 3045 Credits Permanent Purchase Cost: 22,375 Credits Start Ammo: 80 Max Ammo: 120 Range: Medium Accuracy: 76% Damage: 18 Rate of Fire: 857 RPM Notes: If the Sabertooth and UMG met and had a baby, it would be the UZI. A high fire rate like the Sabertooth or Battlesnake, and with UMG-like damage the UZI stands ready to dominate the battlefield. The only hinderances are it's ammo capacity and accuracy. Make sure you know where ammo crates are, and don't stray to far from them. *************************** SIG 552 (Classic/Black) *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits (Classic) / 3045 Credits (Black) Permanent Purchase Cost: 17,900 Credits (Classic) / 22,375 Credits (Black) Start Ammo: 25 (Classic) / 40 (Black) Max Ammo: 90 (Classic) / 90 (Black) Range: Medium Long Accuracy: 94% Damage per Bullet: 25 Bullets per Shot: 3 Max Damage: 75 Rate of Fire: 110 RPM Notes: The SIG 552 is a burst fire machine gun. Each trigger pull fires 3 rounds that do 25 damage each on impact, up to 75 if all three hit. It also includes a scope for limited long range combat. Each shot only costs 1 ammo, even though 3 bullets are fired. Highly accurate, and very deadly in the right hands; a great sidearm for snipers. Black version starts with 15 extra rounds. *************************** AK-47 (Classic/Black) *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits (Classic) / 3045 (Black) Permenant Purchase Cost: 17,900 Credits (Classic) / 22,375 Credits (Black) Start Ammo: 40 (Classic) / 60 (Black) Max Ammo: 60 (Classic) / 80 (Black) Range: Medium Accuracy: 79% Base Damage: 25 Critical Hit Damage: 50 Rate of Fire: 400 RPM Notes: The classic AK-47 comes to uberstrike. Has a good rate of fire, but average accuracy. This machinegun stands out because it's the only one that does bonus damage on head or nutshots, making it much more lethal than other similar weapons. The Black version starts with an extra 20 rounds and holds an extra 20 *************************** ================================================================================ Shotgun Class ================================================================================ About: The shotgun class features multiple models of weapons suitable for a variety of tastes. These range from the full auto short range destroyer that is the SPAS-12, the up-in-your-face body buster that is the Oblivion Hammer, and the more standard short range models like the Death Hammer and Pain Hammer. These make a great sidearm for snipers and machine gunners who are compromised, either due to opponents sneaking up on their hiding places, or lack of ammo. Shotguns use the YELLOW SHOTGUN SHELL boxes. SHOTGUN *************************** Level Lock: 4 7 Day Rental Cost: 1260 Points Permanent Purchase Cost: 4500 Credits Start Ammo: 20 Max Ammo: 50 Range: Very Short Accuracy: 52% Damage per Pellet: 10 Pellets per Shot: 10 Max Damage: 100 Rate of Fire: 60 RPM Notes: This is the basic shotgun. It fires fast enough for a shotgun, and is very powerful up close. Its effectiveness drops off rapidly as range increases, like all shotguns. *************************** SNOTGUN *************************** Level Lock: 14 Range: Very Short 7 Day Rental Cost: 2940 Points Permanent Purchase Cost: 10,500 Credits Start Ammo: 20 Max Ammo: 50 Accuracy: 52% Damage per Pellet: 12 Pellets per Shot: 11 Max Damage: 132 Rate of Fire: 53 RPM Notes: The Snotgun is an upgrade from the Shotgun, with a higher damage rating but slower rate of fire. Makes a sound like someone blowing their nose on firing. Outgunned by just about every other shotgun available, except the Shotgun. *************************** PAIN HAMMER *************************** Level Lock: 32 7 Day Rental Cost: 7980 Points Permanent Purchase Cost: 13,900 Credits Start Ammo: 20 Max Ammo: 50 Range: Very Short Accuracy: 52% Damage per Pellet: 24 Pellets per Shot: 7 Max Damage: 168 Rate of Fire: 48 RPM Notes: The Pain Hammer is a powerful CQB weapon. It packs a good combination of rate of fire and max damage to make it a serious threat on the battlefield, and another good sidearm for snipers. Make every shot count, however, as that rate of fire can also make the Pain Hammer as dangerous to the operator as the weapon itself to the victim. *************************** THUNDERBUSS *************************** Level Lock: 23 7 Day Rental Cost: 7980 Points Permanent Purchase Cost: 13,900 Credits Start Ammo: 30 Max Ammo: 50 Range: Close Quarter Combat Only Accuracy: 9% Damage per Pellet: 13 Pellets per Shot: 10 Max Damage: 130 Rate of Fire: 90 RPM Notes: The Thunderbuss is a CQB weapon only. It's high fire rate (for a shotgun) coupled with it's terrible accuracy result in a weapon designed specifically for dealing with an opponent right up in your face. *************************** FIREWAVE *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits Permanent Purchase Cost: 17,900 Credits Start Ammo: 30 Max Ammo: 60 Range: Very Short Accuracy: 45% Damage per Pellet: 12 Pellets per shot: 14 Max Damage: 168 Rate of Fire: 60 RPM Notes: The Firewave is a relative of the Thunderbuss, but much more capable at range. It has a good rate of fire with good damage, and it's muzzle blast can disorient and confuse opponents. *************************** DEATH HAMMER *************************** Level Lock: 40 7 Day Rental Cost: 9240 Points Permanent Purchase Cost: 15,900 Credits Start Ammo: 15 Max Ammo: 30 Range: Short Accuracy: 39% Damage per Pellet: 15 Pellets per Shot: 12 Max Damage: 180 Rate of Fire: 48 RPM Notes: The Death Hammer is the big brother to the Pain Hammer. It packs two barrels, and does more damage for the same rate of fire. It's two barrels give it better coverage at range, allowing it to be used on opponents further away than most other shotguns. *************************** OBLIVION HAMMER *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits Permanent Purchase Cost: 17,900 Credits Start Ammo: 10 Max Ammo: 20 Range: Close Quarter Combat Only Accuracy: 9% Damage per Pellet: 15 Pellets per Shot: 15 Max Damage: 225 Rate of Fire: 40 RPM Notes: The Oblivion Hammer is the ultimate CQB weapon. A full hit from the Oblivion Hammer's three barrels does more damage than any weapon in the game, including the AWP Sniper Rifle. That said, this weapon is strictly a CQB firearm, as shooting at any other distance will result in drastically reduced damage, and the slow rate of fire makes follow up shots very difficult. *************************** VLAD *************************** Level Lock: 28 7 Day Rental Cost: 10,080 Points Permanent Purchase Cost: 17,900 Credits Start Ammo: 15 Max Ammo: 50 Range: Medium Accuracy: 70% Damage per Arrow: 20 Arrows per Shot: 5 Max Damage: 100 Rate of Fire: 60 RPM Notes: The Vlad is a cross between a Spiteful Stinger and a shotgun. It shoots arrows instead of pellets, and each group is much tighter, allowing use out to medium ranges. Higher accuracy and rate of fire make up for loss of damage relative to other shotguns. *************************** SPAS-12 (Classic/Black) *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits (Classic) / 3045 Credits (Black) Permanent Purchase Cost: 17,900 Credits (Classic) / 22,375 Credits (Black) Start Ammo: 25 (Classic) / 35 (Black) Max Ammo: 40 (Classic) / 50 (Black) Range: Short Accuracy: 45% Damage per Pellet: 7 Pellets per Shot: 13 Max Damage: 91 Rate of Fire: 191 RPM Notes: The SPAS-12 may look underpowered at first glance, but firing shells at 191 RPM, at the correct range, this shotgun can put out more damage per second than any other. Watch your ammo, it eats through it quickly. Avoid even medium range combat, as the low damage per pellet makes the SPAS-12 a poor choice. Black version starts with an extra 10 shells, and holds an extra 10 as well ************************** THE PERSUADER (Classic/Black) ************************** Level Lock: 40 (Classic) / None - Credits only (Black) 7 Day Rental Cost: 10,080 Points (Classic) / 3045 Credits (Black) Permanent Purchase Cost: ??? Credits (Classic) / 22,375 Credits (Black) Start Ammo: 20 (Classic) / 30 (Black) Max Ammo: 30 (Classic) / 45 (Black) Range: Close Quarter Combat Only Accuracy: 58% Damage per Pellet: 17 Pellets per Shot: 5 Max Damage: 85 or 170 with 100% critical hit bonus Rate of Fire: 78 RPM Notes: The Persuader is the first shotgun to feature critical hit damage. Pellets score 2x damage on a critical hit, for a maximum of 170 damage. However, considering that scoring 170 damage requires that all pellets hit a critical hit zone, which requires very close combat, there's a real risk to the user. Not only that, but each shell only discharges 5 pellets, making even short range combat difficult. By comparison, the SPAS-12's pellets do half the damage, but there are nearly 3 times as many, making even light hits more likely. The Vlad, on the other hand, also fires 5 "pellets", but each one does 20 damage, and users don't lose much in fire rate (and gain nearly 3 times the fire rate for the SPAS). Before picking up the persuader, check out the SPAS-12 or Vlad. ================================================================================ Sniper Rifle Class ================================================================================ About: The Sniper Rifle Class is the largest, most varied class of weapons available. The class ranges from the super fast firing Snap Shot and Ordinator, to the slow, extraordinarily lethal AWP. Snipers require a lot of skill to operate efficiently, but a single, skilled rifle operator is more than capable of turning the tide in battle. All sniper weapons are on one of three tiers, based on their ability to score one hit kills on unarmored opponents with full health: TIER 1: NO one hit kills possible TIER 2: CRITICAL HIT REQUIRED for one hit kill TIER 3: ANY hit is a one hit kill on an unarmored opponent All sniper rifles use the GREEN SNIPER CARTRIDGE boxes. SNIPER RIFLE *************************** Level Lock: 5 7 Day Rental Cost: 1960 Points Permanent Purchase Cost: 6500 Credits Start Ammo: 20 Max Ammo: 50 Range: Long Accuracy: 100% Base Damage: 80 Critical Hit Damage: 120 One Hit Kill Capable: TIER 2 Rate of Fire: 50 RPM Notes: This is the basic sniper rifle. It does average damage and has an average rate of fire. It can kill an unarmored or lightly armored opponent in one shot with a critical hit, but only has a medium powered scope. *************************** ORDINATOR RIFLE *************************** Level Lock: 27 7 Day Rental Cost: 9240 Points Permanent Purchase Cost: 15,900 Credits Start Ammo: 30 Max Ammo: 90 Range: Medium Accuracy: 100% Base Damage: 60 Critical Hit Damage: 90 One Hit Kill Capable: TIER 1 Rate of Fire: 80 RPM Notes: The Ordinator is a powerful sniper rifle when used at it's intended range. It fires very fast, second only to the Snap Shot, but has a basic scope, limiting it's use to medium ranges at best. It holds the most ammo of any rifle: 90 rounds, and fired quickly and accurately, can down an opponent in no time flat. *************************** DELIVERATOR *************************** Level Lock: 30 7 Day Rental Cost: 2940 Points Permanent Purchase Cost: 10,500 Credits Start Ammo: 20 Max Ammo: 50 Range: Long Accuracy: 100% Base Damage: 90 Critical Hit Damage: 135 One Hit Kill Capable: TIER 2 Rate of Fire: 46 RPM Notes: The Deliverator is a powerful sniper rifle, and one of the more commonly seen weapons of this class, and in the game as a whole. It has an excellent scope and a decent rate of fire, making it a serious battlefield threat, especially in the hands of a skilled sniper. *************************** VANQUISHER (Classic/Dragon Edition/Kongregate Edition) *************************** LEVEL LOCK: None - Credits Only 7 Day Rental Cost: 2310 (Classic) / 2510 (Kong) / 3150 Credits (Dragon) Permanent Purchase Cost: 15900 (Classic) / 17900 (Kong) / 22375 Credits (Dragon) Start Ammo: 20 (Classic/Kongregate) / 25 (Dragon) Max Ammo: 50 (Classic/Kongregate) / 55 (Dragon) Range: Very Long Accuracy: 100% Base Damage: 110 (Classic/Dragon) / 120 (Kongregate) Critical Hit Damage: 165 (Classic/Dragon) / 180 (Kongregate) One Hit Kill Capable: TIER 3 Rate of Fire: 40 RPM Notes: The Vanquisher is one of the upper tier snipers, meaning it can kill an unarmored opponent with a single body shot. It has a high powered scope, making it easy for a skilled sniper to pick off well hidden opponents or other snipers. The Dragon version starts with an extra 5 rounds, and holds an additional 5. The Kong version does 120 base damage, and 180 critical hit damage. *************************** PARTICLE LANCE (classic/dragon edition) *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits (Classic) / 3150 (Dragon) Permanent Purchase Cost: 17,900 Credits (Classic) / 22,375 (Dragon) Start Ammo: 25 Max Ammo: 50 Range: Long Accuracy: 100% Base Damage: 105 Critical Hit Damage: 157 One Hit Kill Capable: TIER 3 Rate of Fire: 43 RPM Notes: The Particle Lance, or PaLa, is one of two rail guns in the game. It fires a hypersonic round that leaves a green vapor trail as it travels. Thus, this weapon should only be used by snipers who are heavily armored or continuously moving, as any decent player can quickly trace the vapor trail back to it's source, and the PaLa's operator. An upper tier sniper, it's capable of one hit kills on unarmored opponents. It also features a reticule when not zoomed, making it a useful weapon in medium range combat as well. The Dragon Edition leaves orange vapor trails *************************** NEFARIOUS NEEDLER *************************** Level Lock: 17 7 Day Rental Cost: 7980 Points Permanent Purchase Cost: 13,900 Credits Start Ammo: 15 Max Ammo: 30 Range: Long Accuracy: 100% Base Damage: 70 Critical Hit Damage: 105 One Hit Kill Capable: TIER 2 Rate of Fire: 67 RPM Notes: The Needler is the big brother of the Stinger. It fires arrows which slow an opponent by 40% for 3 seconds, making follow up and kill shots much easier. It has a good rate of fire, but only holds 30 arrows max, so watch your ammo consumption. *************************** DARK VANQUISHER *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits Permanent Purchase Cost: 17,900 Credits Start Ammo: 20 Max Ammo: 50 Range: Extreme Accuracy: 100% Base Damage: 120 Critical Hit Damage: 180 One Hit Kill Capable: TIER 3 Rate of Fire: 36 RPM Notes: The Dark Vanquisher is a vanquisher with an upgraded scope, more damage, and a slightly slower rate of fire. This rifle gives a skilled sniper a legitimate threat to any other player on the battlefield, even heavily armored players. The high powered scope makes it easy to pick off players or other snipers hiding behind cover. *************************** FUSION LANCE *************************** Level Lock: 35 7 Day Rental Cost: 9240 Points Permanent Purchase Cost: 15,900 Credits Start Ammo: 25 Max Ammo: 50 Range: Long Accuracy: 100% Base Damage: 105 Critical Hit Damage: 157 One Hit Kill Capable: TIER 3 Rate of Fire: 43 RPM Notes: The Fusion Lance trades the reticule when unzoomed for a scope with crosshairs. It fires rounds that leave red vapor trails, and is the same as the particle lance in all other respects. *************************** SNAP SHOT *************************** Level Lock: 19 7 Day Rental Cost: 7980 Points Permanent Purchase Cost: 13,900 Credits Start Ammo: 20 Max Ammo: 20 Range: Medium Accuracy: 100% Base Damage: 50 Critical Hit Damage: 75 One Hit Kill Capable: TIER 1 Rate of Fire: 150 RPM Notes: The Snap Shot is the fastest firing sniper rifle available. It's best used at medium ranges by accurate players. It only holds 20 rounds, so you must know where ammo boxes are. It, like the PaLa, doesn't have a scope, but has a reticle when not zoomed in. Not very effective when facing players that are heavily armored. *************************** AWP (Classic/Black) *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits (Classic) / 3045 Credits (Black) Permanent Purchase Cost: 17,900 Credits (Classic) / 22,375 Credits (Black) Start Ammo: 15 (Classic) / 30 (Black) Max Ammo: 40 Range: Extreme Accuracy: 100% Base Damage: 135 Critical Hit Damage: 202 One Hit Kill Capable: TIER 3 Rate of Fire: 31 RPM Notes: The AWP is the undisputed king of the sniper class. It boasts the one of the highest damage ratings of any weapon in the game, and it's critical hit damage makes it a serious threat to even heavily armored players, when used by a skilled sniper. The muzzle blast is very loud, making it easy for nearby players to find a hidden operator. The scope makes the user able to see just about anywhere on a map, leaving no hiding place safe. Operators should be careful of the slow rate of fire. It leaves a user open to return fire should they miss or attack a player with enough armor to absorb a body shot. Luckily, those players are few and far between. Fear the AWP. It WILL kill you. The Black version starts with an extra 15 rounds already loaded. *************************** MSR (Classic/Black) *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits (Classic) / 3045 Credits (Black) Permanent Purchase Cost: 17,900 Credits (Classic) / 22,375 Credits (Black) Start Ammo: 20 (Classic) / 30 (Black) Max Ammo: 30 (Classic) / 45 (Black) Range: Extreme Accuracy: 100% Base Damage: 80 Critical Hit Damage: 200 One Hit Kill Capable: TIER 2 Rate of Fire: 54 RPM Notes: The MSR is the result of the AWP mating with the Sniper Rifle and producing one sexy offspring. Not only does the MSR look totally badass, it is extremely lethal. It gains the faster fire rate of the Sniper Rifle, while maintaining the heart stopping, head exploding critical hit damage of the AWP. The MSR has the 2nd highest critical hit damage of any rifle, at 150% of standard damage. It also has a similar super high powered scope to the AWP, able to lock in a target from across the map and deliver a brain splattering high caliber round directly to the target's head. The quieter muzzle blast and higher fire rate make the MSR more suitable than the AWP for closer range combat, but the lack of stopping power on a body hit makes it less suitable than the AWP against heavily armored opponents. *************************** G3 SG/1 (Classic/Black) *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits (Classic) / 3045 Credits (Black) Permanent Purchase Cost: 17,900 Credits (Classic) / 22,375 Credits (Black) Start Ammo: 30 (Classic) / 30 (Black) Max Ammo: 50 (Classic) / Range: Long Accuracy: 100% Base Damage: 30 Critical Hit Damage: 82 One Hit Kill Capable: TIER 1 Rate of Fire: 174 RPM Notes: The G3 is an interesting rifle. It has a high powered scope, a large magazine, the highest critical hit damage of any rifle (175%), and, most importantly, is fully automatic. It fires faster than the Snap Shot and holds more rounds with a better scope, but is incapable of a one hit kill. Thus, it isn't suitable for ultra-long-range sniping, as the target can escape before a fatal shot can be delivered. The G3 is best used for quick sniping on enclosed levels with shorter sight lines where it's easier to score critical hits and then follow up with a rocket or a shotgun blast. One thing the G3 does excel at, however, is the flushing out of more powerful sniper operators, as the constant barrage of rifle rounds will force them to move from their position. It's equally important for the G3 shooter to keep moving though, as fighting a player with a higher powered rifle can result in a quick death if return fire is received. Consider the MSR before plopping down credits on the G3. The Tier 2 status and higher overall damage makes up for the slower fire rate. ================================================================================ Cannon Class ================================================================================ About: The Cannons are the game's rocket launchers. They fire high explosive rockets and the Enigma Cannon and Love Gun fire plasma based projectiles that generate distortion waves on impact. All Cannons have splash damage, and can damage the operator as well as the target. All cannons use the PURPLE ROCKET cases. CANNON *************************** Level Lock: 3 7 Day Rental Cost: 1400 Points Permanent Purchase Cost: 3250 Credits Start Ammo: 10 Max Ammo: 25 Range: Medium Velocity: 50 Meters/Second (m/s) Blast Radius: 2.5 Meters Damage: 65 Rate of Fire: 60 RPM Notes: The Cannon is a basic rocket launcher. It has average stats, but is one of the more powerful weapons new players gain early access to. Operators should watch for splash damage. *************************** PAINZERFAUST *************************** Level Lock: 18 7 Day Rental Cost: 2940 Points Permanent Purchase Cost: 10,500 Credits Start Ammo: 15 Max Ammo: 30 Range: Medium Velocity: 50 m/s Blast Radius: 2.0 Meters Damage: 40 Rate of Fire: 100 RPM Notes: The Painzerfaust is less damaging than the Cannon, but fires nearly twice as fast, allowing area saturation. Best used in smaller rooms where opponents have a hard time escaping the barrage of rockets. *************************** FORCE CANNON *************************** Level Lock: 33 7 Day Rental Cost: 9240 Points Permanent Purchase Cost: 15,900 Credits Start Ammo: 10 Max Ammo: 10 Range: Medium to Medium Long Velocity: 70 m/s Blast Radius: 3.5 Meters Damage: 75 Rate of Fire: 43 RPM Notes: The Force Cannon is a powerful rocket launcher, capable of dealing out punishing amounts of damage with a large splash radius. Operators should avoid use in small spaces, as the splash could damage them as well. Keep an eye out for rocket crates, you'll need them. *************************** ENIGMA CANNON (Classic/Dragon Edition) & THE LOVE GUN *************************** Level Lock: 25 7 Day Rental Cost: 9240 Points (EC Classic) / 2310 Credits (Love Gun) 3150 Credits (EC Dragon) Permanent Purchase Cost: 15,900 Credits (EC Classic & Love Gun) 22,375 Credits (EC Dragon) Start Ammo: 10 Max Ammo: 10 Range: Medium Velocity: 50 m/s Blast Radius: 2.5 Meters Damage: 100 Rate of Fire: 40 RPM Notes: The Enigma Cannon is an experimental weapon firing plasma based rockets. These generate distortion waves on impact, and have higher immediate damage with lower splash damage. A single direct hit to an unarmored adversary is enough to result in death, and a lovely blue explosion :) The Love Gun is a special edition of the Enigma Cannon. All stats are the same. The Dragon version doesn't have a level lock *************************** FORCE CANNON PLUS *************************** Level Lock: 39 7 Day Rental Cost: 10,080 Points Permanent Purchase Cost: 17,900 Credits Start Ammo: 10 Max Ammo: 25 Range: Medium to Medium Long Velocity: 70 m/s Blast Radius: 3.0 Meters Damage: 90 Rate of Fire: 40 RPM Notes: The Force Cannon Plus (FC+) is an upgraded Force Cannon utilizing more powerful rockets. While it has a higher damage rating than the Force Cannon, it's splash damage is a bit lower, as is its fire rate. Like the Force Cannon, the FC+ should be used cautiously in enclosed areas, as splash becomes a concern for the operator as well. *************************** ULTIMA CANNON *************************** Level Lock: 15 7 Day Rental Cost: 2940 Points Permanent Purchase Cost: 10,500 Credits Start Ammo: 15 Max Ammo: 30 Range: Short to Long Velocity: 100 m/s Blast Radius: 2.5 Meters Damage: 20 Rate of Fire: 80 RPM Notes: The Ultima Cannon is intended more for rocket jumping than actual combat. It's low damage is a reflection of it's intended function, though it can be used as a last ditch offensive weapon if the need arises. *************************** EOS - THE GODDESS OF DESTRUCTION *************************** Level Lock: 35 7 Day Rental Cost: 11,200 Points Permanent Purchase Cost: 17,900 Credits Start Ammo: 7 Max Ammo: 10 Range: Medium to Long Velocity: 35 m/s Blast Radius: 2.5 Meters Damage: 110 Rate of Fire: 30 RPM Notes: The EOS is the most powerful of all cannons, even surpassing the mighty Enigma Cannon. It's rockets move very slowly, however, and it has a slow rate of fire with a small blast radius. Make sure you time your shots right though, and the EOS will kill any who dare to oppose it. ================================================================================ Splatter Gun Class ================================================================================ About: The Splatter Gun Class fires superheated plasma rounds that detonate on impact with a target. These rounds, while powerful, do not impact instantaneously, and so operators should be wary of combat with agile opponents, and time their shots appropriately. All splatter guns use the BLUE SPLATTER CELL battery packs. SPLATTER GUN *************************** Level Lock: 7 7 Day Rental Cost: 1680 Points Permanent Purchase Cost: 5500 Credits Start Ammo: 60 Max Ammo: 200 Range: Medium Velocity: 50 m/s Blast Radius: 0.5 Meters Damage: 14 Rate of Fire: 545 RPM Notes: The Splatter Gun fires founds of superheated plasma. Individual rounds travel slower than bullets, so can be dodged by a skilled player. A large number of plasma rounds impacting a player in rapid succession can easily obscure their vision as each explodes on contact. *************************** VANDALIZER *************************** Level Lock: 15 7 Day Rental Cost: 1960 Points Permanent Purchase Cost: 6500 Credits Start Ammo: 70 Max Ammo: 200 Range: Medium Velocity: 50 m/s Blast Radius: 0.4 Meters Damage: 15 Rate of Fire: 545 RPM Notes: The Vandalizer is an upgrade to the Splatter Gun that adds an extra damage point at the expense of the already small splash damage radius. This is a fair trade, as splash damage on splatter guns isn't really a big consideration when choosing one. *************************** MAD SPLATTER *************************** Level Lock: 20 7 Day Rental Cost: 2940 Points Permanent Purchase Cost: 10,500 Credits Start Ammo: 80 Max Ammo: 300 Range: Medium Velocity: 50 m/s Blast Radius: 1.0 Meters Damage: 16 Rate of Fire: 667 RPM Notes: The Mad Splatter adds a little more damage, a faster fire rate, and increased splash damage. It's a deadly weapon on the battlefield. *************************** MAGMA RIFLE (Classic/Dragon Edition) *************************** Level Lock: 26 7 Day Rental Cost: 7980 Points Permanent Purchase Cost: 13,900 Credits Start Ammo: 100 (Classic) / 125 (Dragon) Max Ammo: 300 (Classic) / 400 (Dragon) Range: Medium Velocity: 50 m/s Blast Radius: 0.5 Meters Damage: 17 Rate of Fire: 631 RPM Notes: The Magma Rifle is similar to the Mad Splatter, with slightly more damage, but a slightly slower rate of fire. Between the two, the Mad Splatter offers more bang per shot with the increased splash damage. The Magma Rifle fires red plasma, instead of blue. The Dragon edition comes with 25 extra rounds already loaded, and holds an extra 100 rounds *************************** Arctic Rifle *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2250 Credits Permanent Purchase Cost: 17,900 Credits Start Ammo: 100 Max Ammo: 300 Range: Medium Velocity: 50 m/s Blast Radius: 0.5 Meters Damage: 20 Rate of Fire: 600 RPM Notes: The Arctic Rifle is a relative of the Magma Rifle, with increased damage at the expense of rate of fire. Other than that, there is no difference between the two. *************************** ================================================================================ Launcher Class ================================================================================ About: The Launcher class is a group of weapons firing timed grenades. These grenades travel slowly, but bounce off all surfaces, allowing operators to fire around corners and loft them over cover. Grenades also have the largest splash radii, and can easily throw enemies off of platforms upon detonation. Operators should beware of this effect as well. All Launchers use the RED GRENADE boxes. GRENADE LAUNCHER *************************** Level Lock: 8 7 Day Rental Cost: 1680 Points Permanent Purchase Cost: 5500 Credits Start Ammo: 15 Max Ammo: 30 Range: Medium to Long Velocity: 20 m/s Blast Radius: 4.0 Meters Damage: 70 Rate of Fire: 60 RPM Notes: The Grenade Launcher lobs grenades that detonate on a timer. They WILL NOT detonate on impact with a target, so users should time shots accordingly. Be aware of the splash radius of the detonation, as they can easily throw an operator across the room or off a map if they're too close when the grenade goes boom. *************************** ENAMELATOR *************************** Level Lock: 19 7 Day Rental Cost: 2940 Points Permanent Purchase Cost: 10,500 Credits Start Ammo: 15 Max Ammo: 30 Range: Medium to Long Velocity: 20 m/s Blast Radius: 4.5 Meters Damage: 80 Rate of Fire: 48 RPM Notes: The Enamelator is an upgrade to the standard Launcher featuring more damage, and a larger splash radius. *************************** MORTAR EXPORTER *************************** Level Lock: 25 7 Day Rental Cost: 10,080 Points Permanent Purchase Cost: 17,900 Credits Start Ammo: 15 Max Ammo: 30 Range: Medium to Long Velocity: 20 m/s Blast Radius: 5.0 Meters Damage: 90 Rate of Fire: 40 RPM Notes: The Mortar Exporter fires high damage, high impact grenades that have very large splash radii, capable of scoring multiple kills in tightly packed groups. Watch that splash though, it can easily get the user as well. *************************** THE FINAL WORD *************************** Level Lock: None - Credits Only 7 Day Rental Cost: 2520 Credits Permanent Purchase Cost: 17,900 Credits Start Ammo: 10 Max Ammo: 20 Range: Medium to Long Velocity: 60 m/s Blast Radius: 3.0 Meters Damage: 75 Rate of Fire: 46 RPM Notes: The Final Word is a powerful grenade launcher that fires REMOTELY DETONATED grenades instead of standard timed grenades. This allows for unique strategy involving mining an area prior to entry by an incoming player. The Final Word supports up to three simultaneously active grenades, and all will detonate upon the operator's death or a change to a different weapon. *************************** DEMOLISHER *************************** Level Lock: 37 7 Day Rental Cost: 10,080 Points Permanent Purchase Cost: 17,900 Points Start Ammo: 15 Max Ammo: 30 Range: Medium to Long Velocity: 40 m/s Blast Radius: 5.0 Meters Damage per Grenade: 40 Grenades per Shot: 3 Max Damage: 120 Rate of Fire: 40 RPM Notes: The Demolisher is a shotgun style launcher firing 3 grenades per trigger pull. Each grenade has a large splash radius, but low damage. The Demolisher is best used in narrow hallways or crowded rooms, where each grenade can damage one or more opponents. *************************** ================================================================================ Melee Weapon Class ================================================================================ About: Melee Weapons are weapons of last resort, when confronted in CQB or when all ammo stores have been exhausted. Their use is basically self-explanatory. Melee weapons require no ammo. THE CROC CUTTER *************************** Level Lock: 12 Damage: 70 One Hit Kill Capable: NO Swing Rate: 80 Swings per Minute (SPM) *************************** BRADFORD'S BROADSWORD *************************** Level Lock: 12 Damage: 99 One Hit Kill Capable: NO Swing Rate: 67 SPM *************************** UBERHAMMER *************************** Level Lock: None - Credits Only Damage: 150 One Hit Kill Capable: YES Swing Rate: 55 SPM *************************** THE SENDER (Currently not available - Special Edition Item) *************************** Level Lock: None - Credits Only Damage: 110 One Hit Kill Capable: YES Swing Rate: 60 SPM *************************** MYTHIC EDGE DRAGON EDITION *************************** Level Lock: None - Credits Only Damage: 120 One Hit Kill Capable: YES Swing Rate: 60 SPM *************************** ================================================================================ Overall Weapon Strategy ================================================================================ This section will cover basic weapon strategy, which are tips that all players should find useful, and strategies all should learn. 1. Know where the weaponn & ammo pickups are -------------------------------------------------------------------------------- Weapon pickups provide valuable ammo for the arms players bring into battle with them, and can also give a player a valuable addon weapon when they find them- sevles on a map that favors a particular weapon type they don't have. For example, a player who favors cannons and machine guns and finds themselves under sniper fire on Lost Paradise 2, could quickly deal with the threat by knowing where the sniper rifle pickups are, grabbing one, and returning fire. Always keep track of ammo pickups. Some weapons fire very fast or hold very small amounts of ammunition. Make sure you're not caught without a round in the chamber. 2. Know when you're outgunned -------------------------------------------------------------------------------- There's no point firing at a heavily armed & armored player with a snap shot, it simply doesn't do enough damage to score a kill before it's user is downed by return fire. Weapons that do small amounts of damage, generally, should not be used to attack players with heavy armor and powerful weapons. 3. Know the accuracy limits of your weapons -------------------------------------------------------------------------------- Again, there's absolutely zero benefit to firing a sabertooth or battlesnake at a player on the other side of the map. It's almost impossible to land enough bullets to score a kill, and avoid being killed by return fire. Use a weapon with accuracy suitable for the range it's being fired at. 4. Watch for tracers, vapor trails, plasma balls, and rockets -------------------------------------------------------------------------------- All weapons leave some indication of where the rounds are coming from. Some are stealthier than others, so choose a weapon that's appropriate for the task at hand. A sniper who's camping wouldn't want to use a particle lance, as the vapor trail would allow other players to find his spot. Machine & splatter gunners should keep to close and medium range combat, as the bullet tracer & plasma streams make them easy targets for snipers. Same for rockets, don't launch them across the map. The smoke trail makes it easy to identify which direction they came from. 5. Balance your loadout -------------------------------------------------------------------------------- prepare for the likely battle scenarios. Snipers can't go into battle with only their rifles, they must assume that they'll be found and/or engage in close quarter combat at some point, and should arm themselves accordingly. Same for users of explosive weapons. You can't fight in close quarters with rockets or grenades, so strap up with something suitable. Ideally, players should aim for a loadout that gives them an equal mix of close, medium, and long range capabilities. 6. Be aware of muzzle blast ------------------------------------------------------------------------------- Each weapon's muzzle blast puts out a particular level of noise, with pistols and melee weapons being quietest, and shotguns and sniper rifles being the loudest. This noise can be useful in tracking down and sneaking up on snipers, but it's important to remember that muzzle blast can also work against a player, in the same ways it works for them. 7. Know the projectile speed ------------------------------------------------------------------------------- It's best not to shoot long range at someone with a weapon that doesn't hit instantly. If they see the shot, they'll dodge it. Ergo, make sure you know the projectile velocity of the weapons you have. Here's a basic rundown: ________________________________________________________________________ Ammunition | Bullets | Splatter Cells | Rockets | Grenades | Shotshells | ___________|_________|________________|_________|__________|____________| Velocity |---------|----------------|---------|----------|------------| ___________|_________|________________|_________|__________|____________| Instant | X | | | | X | ___________|_________|________________|_________|__________|____________| Fast | | X | X* | | | ___________|_________|________________|_________|__________|____________| Moderate | | | X* | | | ___________|_________|________________|_________|__________|____________| Slow | | | | X | | ___________|_________|________________|_________|__________|____________| * Depends on Cannon, some are fire higher velocity rockets than others. Use weapons firing bullets and shotshells to pin down jumpy opponents, and remember to calculate in lead time for grenades, rockets, and splatter cells. 8. Conclusion ------------------------------------------------------------------------------- Utilizing the tips above will help any Uberstriker become more effective with their firearms. =============================================================================== Player Types =============================================================================== There are no "official" player types in Uberstrike, but it's fairly easy to break down various play styles into different archetypes. *************************** -----THE PRO-----
***************************
Pro players are very skilled, between level 55 and 80, and tend to rely more
on map control and raw skill to score kills on even highly armored players.
Most pros fight with each class's basic weapon, collectively known as "the
basics".
A player who is a true pro is definitely a force to be reckoned with, and
often requires special tactics to deal with effectively.
DATA:
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Armor: Varies, generally none or very little
Weapons: "The Basics" - shotgun, cannon, sniper rifle tend to be very common
Tactics: Rely on map control, effective use of armor & health pick-ups to
stay strong and lethal
Defense: Keep moving, attack from long range with high powered rifles or
engage with rockets & grenades that have large splash damage. Bullets
tend to be more useful, because of instantaneous hits.
***************************
-----THE TANK-----
***************************
Tanks are most player's worst nightmare. Outclassed only by pro players, tanks
enter the fray heavily armored, highly skilled, and very heavily armed. Tanks
rely less on health and armor and more on their own stamina. Their lack of map
control, however, is their one weakness, and it's well exploited by seasoned
pros, who can make even a tank look like a total joke.
DATA:
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Armor: Very heavy, upward of 80AP, with 20 to 30% absorbtion ratios.
Weapons: Also very heavy, tanks who are skilled snipers will carry heavy rifles
such as the Vanquisher or AWP. Others may pack high powered cannons
or heavy machine guns, like the sabertooth. Tanks also sometimes
are seen using high powered melee weapons, for dealing with those who
get too close.
Tactics: Varies, depending on what weapon types the player favors. Tanks who
favor cannons and machine guns tend to rush into battle, relying on
their heavy armor to keep them safe while they rack up kills against
players who can't stand up to their awesome arsenal. Sniper tanks
will fight from afar, or from trees, with heavy rifles, enabling them
to score rapid one-hit-kills.
Defense: While moving, players should engage tanks with their most powerful
weapons. Critical hits should be a high priority, especially with
lower powered weapons. Map control is effective at dealing with tanks,
and is utilized by pros to maintain higher levels of health and armor,
while attacking with a barrage of weapons.
***************************
-----THE SNIPER-----
***************************
Snipers are lethal killers. They themselves can be divided into two subclasses:
"Agile" Snipers, and "Camping" Snipers.
Agile snipers carry lighter rifles, firing less damaging rounds but at higher
rates of fire. They're constantly moving, which makes return fire difficult.
The particle and fusion lances tend to be favorites of agile snipers, and they
can also be found with needlers or snap shots.
Camping snipers, on the other hand, tend to search out well hidden nooks where
they can make a sniper nest, and attack from afar with the game's heavier
rifles. Because they're often hard to find, campers focus more on raw power,
using rifles such as the deliverator, vanquisher, and AWP to deal lethal
damage from across the battlefield.
Fighting either subclass of sniper can be very difficult, as it's often hard to
tell where the rounds are coming from, and they tend to be able to kill in
one to three shots, giving players very little reaction time.
DATA:
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Armor: variable
Weapons: Sniper rifles, with various other weapons as sidearms. Agile snipers
tend to carry lighter rifles that fire faster but do less damage,
campers carry the big guns.
Tactics: Agile snipers are constantly on the move, firing with fast shooting
rifles. Though the lighter rounds give enemies more time to respond to
the threat, the constant movement makes an agile sniper hard to pin
down for a kill. Campers will find a heavily camo'ed spot and take up
an overwatch position, firing heavy rounds to score one-hit-kills and
protect their teammates.
Defense: Pay attention to the directional component of the damage indicator.
It'll tell a player under fire where the rounds are coming from.
Watch for tracers. Sniper rifles are instant hit weapons, but their
tracer rounds still follow the shot path, giving an observant player
a chance to return fire. Get close enough to make it hard to score
a hit from a sniper's rifle, while staying far enough back to avoid
their sidearm weapon, and unload with whatever you've got.
***************************
-----THE GUNNER-----
***************************
Gunners carry a wide assortment of rapid fire weapons. They bring variable
armor, but even lightly armored, they're capable of firing so many rounds that
they're often difficult to fight against.
A subset of Gunners are those carrying shotguns. They fight up close with high
powered shotguns capable of downing even armored players in just a couple of
hits. Watch out for these guys.
Players who choose to focus on machinegun/splattergun and shotgun use as their
primary weapons should be wary of Snipers in particular. Because machineguns,
splatter guns, and shotguns are close-in and medium range weapons, a player who
can maintain enough distance to avoid the majority of fired rounds has a good
chance to score a kill.
DATA:
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Armor: variable
Weapons: Machineguns, splatter guns, shotguns. They tend to carry the more
elite weapons in these classes, often packing the UMG, UZI, Death
Hammer, Oblivion Hammer, SPAS-12, Mad Splatter, and/or Magma Rifle.
Tactics: Gunners spray a battle zone with rounds. They're often hard to dodge
or escape from. The UMG and Death Hammer are particularly fierce
weapons capable of taking most opponents.
Defense: Avoid close combat. Most gunners require medium to short range for
their weapons to be effective. Fight them from afar with rockets,
grenades, or sniper rounds, and you'll find that the gunner is an
easy kill.
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