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PostSubject: If u wanna evaluate weapons here you are   Tue Apr 08, 2008 8:47 am

The weapons have many features that make them what they are. A brief
explination of the characteristics:


Spread: Wherever you point your crosshairs is the general area where your
bullets are going. Most guns with continous fire tend to hit in a spread out
area. Some guns, like the Sten, are very precise and can keep their spread
limited, but most aren't very accurate if your far away. A good way to test
this is to stand a few feet away from a tannish colored wall, fire about 10
shots, then press B to look into your binoculars (if your not in one of the Ops
classes, you need level 1 Battle Sense to get binoculars). Spread is reduced
by Level 3 Light Weaps: 35% for SMGs, 50% for pistols.



Also, a company named Splash Damage made the game FYI <_<

Fire: Very simple, seeing as only the Flamethrower has this characteristic.
When you score a hit with a flamethrower, the victim gets set on fire (his body
will glow orange with the flames) and takes 5 HP worth of damage every half a
second or so, but it wears off after about 3 seconds. 25 - 30 damage for one
shot is still pretty devastating though.

Alt-Fire: Some weapons have 2 different firing methods, and some can only be
used when in the Alt-Fire mode. Use this by hitting the weapon's hotkey while
that weapon is equipped, or right click.

Gib: Whenever a person takes enough damage, they become wounded and lie on the
ground, still moving. When enough damage is dealt to them in THIS state, they
die and are sent into the renforcement cue (aka Limbo). Explosive weapons can
blow up the body, auto gibbing. Medics drop Health Packs when gibbed on Shrub
servers, and Covert Ops can steal a players uniform only when gibbed. Gibbing
also prevents a medic from reviving a unit. You can tell when you have done
enough to gib when they stop moving and their gun pops out.

Helmets: These show wether the player has been headshotted yet. The helmet will
reduce the power of the first headshot by 10 damage.
========================

4)Weapons
------------------------

Note: The SMGs, Pistols, and Grenades both sides have function the same even
though they are different. A player can pick up any weapon as long as the class
can equip it (i.e. Engineers can pick up the Thompson, MP40, Garand, and K43
while Medics can only grab Thompsons and MP40s). Switching out weapons leaves
you with no extra clips, even if you pick the same gun right back up. Running
over a gun you already have will give you extra ammo equal to the amount left in
that clip.

------------------------
Airstrike (aka the Can of Whoopass)
------------------------
Used by: Either team's Field Ops (Hotkey 5)

Ammo: Infinite, but each can takes an entire power bar. At level 2 signals,
the cost is cut to 2/3rds of the bar.

Power:This thing can easily drop a tank, so massive damage we are talking about.
One hit gib on anyone taking a direct hit, and anyone not gibbed gets flung
about 50 yards Smile

Area of Effect: As wide as the area where the assault ramp is on Battery. There
is also major splash damage, which basically increases the hit (not kill) area
by about 1.5 times.

Exp: Signals: 3 per kill, 5 for destroying a tank or truck with one

Comments: Throw out a can, which emits a colored smoke (blue for Allied, pink
for Axis). About 3 seconds later, a plane will fly over, and bomb the hell out
of the area where the can landed. The plane comes parallel to the way the Field
Ops is facing upon the arrival. At Level 3 Field Ops, expect a second plane to
come about a half a second later to catch anyone that thought the strike was
over. Only works outdoors, but an awesome way to get the enemy out of your hair
for a few seconds and disable enemy vehicles. Unless thrown high, airstrikes can
be blocked by crouching or going prone on the can. Make sure you get off when
you hear the plane, or the can will explode and take you out. There are some
places where you can throw a can so you can hit a high traffic area, but they
will have a hard time seeing it. An example is right outside the door on
the catwalk at Goldrush's first tank barrier (it's the part where the tank
passes under).



------------------------
Akimbo Pistols
------------------------
Used by: Anyone with level 4 Light Weapons (the equivalent of 47 normal kills
or 28 headshot kills with your SMG or Grenade)(Hotkey 2)

Ammo: 8/8 clip, 4 extra clips

Reload time: MASSIVE OF DOOM

Power: 18 damage, 50 headshot

Exp: Light Weaps: 3 per non-headshot kill,5 per headshot kill (like you need it)

Comments: These replace the pistol on your next respawn with level 4 LW. There
is no damage increase, but you do get double the ammo and faster rate of fire,
along with the best reload animation in the game Smile Try to reload when you have
time, as even with how fast your guy moves with his hands, he still has to load
2 guns. One disadvantage to CovOps is that you cannot remove Akimbo silencers,
meaning you have to choose fooling people with an unsilenced single or the
firepower of dual silenced. For a level 4 upgrade, these will only see use by
Medics.

-------------------------
Artillery
-------------------------
Used by: Field Ops (Hold B and left click to mark an area for the attack)

Ammo: Same as the Airstrike

Power: See Airstrike

Area: When you call it in, wherever you aimed will be the circle upon which
bombs will rain down. It is a rather large circle, but the hits are random.

Exp: Signals: 4 exp per kill, 5 for destroying tank/truck

Comments: You don't lose your power bar if your call winds up in an overhang
(a massive disadvantage of airstrikes). A successful call will wind up with a
'Firing For Effect' radio message transmitted to you only. A few seconds later
a marker shot hits, followed by a barrage of 4 artillery shells that land
randomly around where you called (which is why you have to be careful so that
one of the shells doesn't land on a building or an ally). Level 3 makes 8 bombs
come down, which can keep an area covered for a LONG time. Also, upon calling
in the strike, all Soldiers with Mortars deployed will have an orange crosshair
appear where the strike is called. If you don't mind having a few of the
shells be wasted,you can call on high walls to take down those on the high road.

-------------------------
Dynamite
-------------------------
Used by: Engineers (Hotkey 6)

Ammo: Infinite, but one batch takes an entire power bar until level 3, where
it's cut by 1/3

Power: One hit kill. Surprisingly, it does roughly the same amount of damage
to a tank as a grenade O_o

Exp: Engineering: 5 for something that required 50% Powerbar (MG Nest)
7.5 for something that required 100% Powerbar (Tank,CP)
10 for Objectives (Fuel Dump, Old City Wall, etc)
6 for defusing dynamite on any explodable
4 per kill (most likely a late engineer)

Comments: Engineer's second most important item (first being the Pliers).
Throw one down, and arm it with the Pliers you automatically pull out. It
now has a 30 second timer, and if you planted on an objective, a Dynamite
Planted radio message goes out to EVERYONE. Disarm the bomb by using your
Pliers on it. Dyna on the ground but unarmed glows yellow, armed will
glow red. When you hit level 3, go for the double plant if you get enough
time. Try to make your second plant one engis will want to get first, allowing
the first one to go BOOOOM even if they disarm the second. Also, try to reserve
dynamite for targets undestroyable by Satchels, unless you lack Covert Ops.
If you're an Axis defusing, take note of the flashing that comes with armed
dynamite. If it is blinking very fast and you attempt a defuse, you're just
going to give the planter 4 more experience.

-------------------------
FG-42
-------------------------
Used by: Covert Ops (Hotkey 3)

Ammo: 20 per clip

Reload: About the same as a standard SMG

Power: 15 bodyshot damage, 50 headshot damage
30 sniper bodyshot damage, ? sniper headshot damage

Secondary: Sniper Scope

Exp: Light Weaps: 3 per non-headshot kill, 5 headshot kill (both unscoped)
Covert: 3 per non-headshot kill, 5 headshot kill (both scoped)

Comments: The 'n00b gun' of Covert Ops. It fires very fast, but has a drawback
of massive spread, making even medium range risky for this. You can snipe,
but aim for bodyshots and keep firing, even sniper hits with this gun aren't
as strong as its bigger sniping cousin, the K43/Garand. Also, the gun is not
silenced. In fact, it's really fricken loud, so don't shoot with this gun after
getting someone's pants. Take this gun if you expect a lot of CQC and stealth
is not a priority or option.

-------------------------
Flamethrower
-------------------------
Used by:Soldiers (Hotkey 3)

Ammo: 100 (no clips)

Reload: No reloading required. One AP will fill the flamethrower to 100%

Power: Dependant on how long you can keep an opponent in the flames, but burn
damage can rack up 25-30 damage by itself

Exp: Heavy Weaps: 3 per kill

Comments: Usually used for indoor combat which contains many narrow chokepoints
and obstacles for a rocket to get blocked by, or on a Limited HW server when
all the panzers are taken Neutral Range is very limited, so use your pistol in long
ranges, or switch weapons if indoors combat is few and far inbetween. Watch out
for players that get TOO close, as the flames can bounce off them and light you
up, possibly even affecting their health loss. A great feature is the ability
to have a full clip given to you with no reload by simply getting one Ammo Pack.
You can abuse this by running to an enemy ammo rack or pile of APs and firing
your flamethrower until the entire rack or pile is gone, thus depriving the
opposing team of ammo. Obtaining lvl 3 Soldier negates the speed drop entirely,
removing the need to run around with your pistol CS-style. You will slow down
when firing, however.

-------------------------
M4 Garand
-------------------------
Used by: Engineers and Covert Ops (Allies only) (Hotkey 3)

Ammo: 8 with up to 4 extra clips. Engis spawn with 4 rifle nades until you get
your first star there, giving you 4 more. Also, 50% of your powerbar is used to
fire a rifle nade.

Reload: Fastest, but must expend all the ammo in your current clip before a
reload is possible.

Power: 36 body, 80 headshot. Rifle Grenades are just like normal Grenades damage
wise. Sniper mode does 50 bodyshot and 100 headshot damage

Secondary: Rifle Grenade (Engi), Sniper Scope (Covert Ops)

Exp: Light Weaps: 3 per non-headshot kill, 5 headshot kill (both unscoped)
Engineering: 3 per riflenade kill, 10 for destroying tank
Covert: 3 per non-headshot kill, 5 headshot kill (both scoped)

Comments: When it came down to rifles, the Allies got the short end of the stick
IMO. Not being able to reload means you either have to waste ammo or risk an
early reload in your next encounter. However, 2 headshots with this thing will
drop anything short of an adren'd Medic. The true fun comes in when you right
click. If your an Engineer, you will stick a grenade onto the attachment on
the end of your Garand. This can be bounced around walls, launched really far,
and will be the staple attack of this weapon. Just don't get too greedy: you
need that powerbar to use other items (ie if your going to need to use lots of
dyna, opt for the SMG instead). The Covert Ops version comes with a scope and
silencer. The silencer will allow you to fire this gun and not lose a uniform
as long as no enemy sees you fire it. This scope has 8 views of zoom, does
more damage, but has the problem of mass recoil after a scoped shot. ETPro 3
makes the Garand the same specs as the K43 the Axis get.

------------------------
Grenade
------------------------
Used by: Everyone! (Hotkey 4)

Ammo: Dependant on your class. Soldiers get 4, Covert Ops get 2, Medics and Fld
Ops start with one, but can recieve a second with their first level, and Engis
start with 4 but gain 4 more upon getting their first star

Power: 5 to take out a tank, can instagib someone too close, and will deal
considerable splash damage. To compare to other games, its between CS (which
can never kill from full health) and Day of Defeat (which killed you if you
were anywhere within 10 ft, although that may be due to player durability more
than damage)

Exp: Light Weaps: 3 per kill, 10 for destroying tank or truck

Comments: Nades have a 5 second countdown from when you press the attack button
to the explosion. You will not throw the nade until you release the attack key.
This allows you to 'cook' the nade and make it explode in midair. Use this for
enemy encampments, MGs, tanks, and suiciding if you need to go to the other
spawn in a hurry (like if you still have the first as Axis in Fuel Dump and they
plant on the dump). If you're about to die to a Covert Ops, pull a nade and cook
it. Then laugh as they find a boom in your pants Smile

-------------------------
K43
-------------------------
Used by: Axis Engis and Coverts (hotkey 3)

Ammo: 10 max with 4 extra possible clips

Reload: A bit longer than the Garand, but can be reloaded at any time.

Power: See Garand

Secondary: See Garand

Exp: *points at Garand*

Comments: This is basically the Garand with 2 more shots per clip and can reload
any time. This is usually what I opt for as an Axis engi, but if you like your
MP40, I'm not stopping ya Smile
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PostSubject: Re: If u wanna evaluate weapons here you are   Tue Apr 08, 2008 8:51 am

omg...
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PostSubject: Re: If u wanna evaluate weapons here you are   Tue Apr 08, 2008 9:27 am

Well this is even more text then my botter guide xD>......./..

Well i read it when i have the time.

-M Cool
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PostSubject: Re: If u wanna evaluate weapons here you are   Tue Apr 08, 2008 10:35 am

Very Happy same here Very Happy
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PostSubject: Re: If u wanna evaluate weapons here you are   Tue Apr 08, 2008 1:00 pm

Good Post Stealth.. Well done..!!! Very Happy
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PostSubject: Re: If u wanna evaluate weapons here you are   Tue Apr 08, 2008 8:18 pm

Ye but its tooo long who have read it??
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PostSubject: Re: If u wanna evaluate weapons here you are   Thu Apr 10, 2008 1:42 am

This is stunning. LOL Very Happy
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PostSubject: Re: If u wanna evaluate weapons here you are   Thu Apr 10, 2008 6:19 am

u copied it or wrote it??
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PostSubject: Re: If u wanna evaluate weapons here you are   Thu Apr 10, 2008 1:05 pm

way too much time on your handz.....
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PostSubject: Re: If u wanna evaluate weapons here you are   Thu Apr 10, 2008 1:06 pm

The only thing I know is......"I only find deadmen in my crosshairs"
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PostSubject: Re: If u wanna evaluate weapons here you are   Mon Apr 14, 2008 8:49 pm

nice post its long but too bad its m1 grand no m4...
m4 is a fully automatic weapon
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PostSubject: Re: If u wanna evaluate weapons here you are   Wed Apr 16, 2008 12:08 pm

copied it btw sorry guys its long but only hints i could find i could give u ssecond half as well u should actually read it its worth the time to learn weaknesses
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