User:FuxxyBunn0r
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Contents |
[edit] WIP
Everything below is subject to change at any given moment without any prior notice. Add to and change it as you see fit. Before making any major changes (deleting or merging sections for example) suggest it on the Discussion page or get my permission through some other way.
Thank you for your cooperation.
[edit] ASw Etiquette
- Be courteous and respectful to your fellow marines.
- When a campaign is in progress (there is skill stars at the roster then), don't steal characters. Build your own char instead. 'First to come, first to pick.'
- Never ever assign other players skill stars, every player has his own playing style and may have a different plan in mind for them.
- Just because someone killed you last round doesn't mean you get to kill them this round.
- Listen to the suggestions other players give you.
- If you don't understand something, say so.
- If someone shoots you, you probably shouldn't shoot back.
- If someone is intentionally trying to kill you, shoot back.
- Just because it doesn't say that you killed someone doesn't mean it wasn't your fault.
- Don't spam the VoIP. Also, don't be angry if there is someone saying 'Don't spam the VoIP.'
- Leader can only start or restart/proceed the game, if you dont know when to start or restart/proceed a game and you find yourself with leadership, give it to a more experienced player by voting for it, this would save time and most likely progress of the campaign.
[edit] Gen. Gameplay Hints
- Take weapons and items that will benefit the team; there's no need for 4 ammo bags and 6 flamers.
- Take weapons you're comfortable/qualified with. Shotguns, flamers, grenade launchers, mustards, and explosives can be very dangerous to your teammates when misused.
- If you don't know where you're going, follow your teammates.
- If you dont know where and when to hack leave the tech marines for other players that do know.
- Always keep a fair distance from your teammates so they can move around without bouncing eachother.
- Getting the most kills is NOT the point of the game, surviving IS.
[edit] Weapon Specific Tips
[edit] Rifle
- Usable by every marine.
- Gains aim assist when used with flashlight, flares, or headlamp.
- Damage increases based on the accuracy skill.
- Comes with 4 explosive grenades
- Grenades will fly towards the cursor and explode on contact.
[edit] P-Rifle
- Usable only by tech marines.
- Has moderate aim assist; flashlight, flares, or headlamp won't improve it.
- Damage is based on the Tech special skill.
- Comes with 4 stun grenades.
- Stun grenades will fly towards the cursor and explode on contact stunning all bugs and marines in the area.
- The effect of the stun grenades on teammates can be minimized or avoided by aiming them near the top of walls.
[edit] Shotgun
- Usable by all marines.
- Flashlight, flares, and headlamp won't give aim assist to shotguns.
- Damage is based on the accuracy skill
- The high power of the pellets and spread makes it a good close quarters weapon.
- Has a small clip size; only 3 shots. Makes a better backup gun than a primary weapon.
- The pellets have a maximum range of about one screen.
- Like the pistol, the shotgun will not slow you down, not even while reloading. This makes it a good backup gun to switch to and run out of the thickest.
[edit] Assault Shotgun
- Usable only by demolitions marines.
- Won't receive aim assist from flashlight, flares, or headlamp.
- Damage is based on the accuracy skill.
- Comes with 6 incendiary grenades.
- Unlike the grenades from the rifles, the incendiary grenades are affected by gravity.
- The distance of the cursor from the marine determines how fast the grenade will fly and how far it will go.
- Grenades will explode if they come in contact with a barrel, marine, bug, or other destroyable actor or if their timer runs out.
- Not advisable for picking bugs off of teammates.
[edit] Autogun
- Usable only by special weapon marines (Wolfe and Wildcat).
- Damage is based on special weapons skill, not on accuracy!
- The autogun has the widest autoaim angle of all the weapons. This makes it easier to hit bugs, but you will need to watch out very much to where your weapon aims. It aims at the nearest bug in its range, even if there is a marine inbetween.
- Thus it is a good weapon for beginners. But really try to minimise your friendly fire. Considering the wide auto aim angle, you will sometimes find yourself aiming AWAY from the bugs, into walls. The auto aim will make the bullets hit the bug until it is dead, and go into the wall safely afterwards.
- The auto aim will make it possible to pick bugs dropping from the walls, and kill them before they even touch the ground.
- If a marine crouches, AG fire will go over his head. This enables your team to play with fancy formations, given you got the discipline.
- Having the autogun equipped will slow you down considerably. When firing, you are slowed even more. Reload will take quite some time, too. Thus, movement skill is very important for autogunners. You might also consider taking a backup weapon, to be able to run and to jump properly.
- Large weapon class, marines can only carry one large weapon, so don't try to enter the core in Ao-Te-Daylight with it to pick up the Teslagun.
[edit] Flamer
- Maybe the most dangerous weapon in the game. With a full Flamer you can kill hundreads of bugs. But using it it is also very easy to completely wipe out your team in no time at all. As a thumb rule: if you are not completely sure, DON'T use it.
- It is a good idea to make a flameproof demo man carry the ammo bag. Exploding ammobags have eradicated quite a lot of teams. It really is a pain if you blow up the team friendly ammo bag carrier. Saying 'Oops.' afterwards will not make it less of a pain. You, sir, have been warned.
[edit] Pistol
- Gains aim assist from flares or headlamp.
- Like the shotgun, the pistol will not slow you down, not even while reloading.
- Has about the same range as the shotgun.
- As an extra slot weapon, this gun enables you to carry, say, two satchels (the classic pistol medic loadout) or sentries or ammo bags, and still have a backup weapon.
- Aiming is easiest if you move only in compass directions and "lead" bugs into following you.
- Packs a sizable punch for an extra weapon; it can kill bugs in just one shot on easier difficulties and can do the same to marines on higher difficulties.
- If you get 20 kills with the pistol (eggs won't count) you get the gunfighter medal and akimbo pistols instead of just a single pistol.
[edit] Magnum
- Usable only by Bastille.
- Basically an instant-hit pistol with a bit of aim assist.
- There is no extra magnum ammo in the ammo bag; when you're out; you're out.
- You can only get akimbo magnums in either the Telic or Escape From Rhea campaigns. In other custom campaigns the dual magnums will only have 5 clips and a 6 shot clip but double the firing rate.
- Aim assist is based on accuracy and increases when crouched.
-
→I think that's right, if anyone wants to prove me wrong, be my guest.
- Its the only weapon in game that can safely used to kill a bug that has jumped between you and a teammate, cause its bullet doesnt penetrates the target
[edit] Morita
- Usable by Tech marines only.
- Does damage based on the tech skill.
- Eats normal Rifle ammo, but is more ammo-efficient than rifles.
- Gains aim assist by flashlight, flares, headlamp, or its built in lock-on ability.
- When using the grenade six-pack with the morita as your primary gun the grenades will become explosive rifle grenades.
- When using the built-in lock-on ability you have to lock on to each bug individually.
- The "morita hack"[1] can be used to give the morita aim-assist more like that of other aim-assisted weapons.
[edit] Mustard
- Usable only by special weapons marines.
- Delivers quite some damage, and has a good pushback.
- Needs a time to warm up, making this gun difficult to use. Another drawback is the narrow angle of auto-aim. Definitively not a beginner's weapon.
[edit] Grenade Launcher
[edit] Hunter
- Usable by any class.
- Kills most bugs with one hit, but needs a good aim.
- Will benefit from headlamp light.
- Properly used, it is one of the more ammo-conserving weapons.
- Will benefit from headlamp light.
[edit] Shenks
- Only good for spotting noobs. An experienced player will hardly ever use this. The only pro to this weapon is the pushback it delivers. Which helps nothing if the gun is reloading, i.e. most of the time.
- Should you happen to find the shenks, and have nothing else, you probably are fu**ed. Don't ever trust your life to the shenks, you WILL lose it. 'The only good shenk is an empty shenk', for you can thoughtlessly throw it away then.
- The only reason the shenks didn't become a single shenk and take up an extra slot instead was that they were too weak that way. Seriously.
- Shenks can make a halfway decent backup weapon, but there are better options.
[edit] Tesla
[edit] BeggarsPoint Strats
- Ammo is going to be important.
- Turrets can be useful for blocking.
- Akira can probably cover one door all by itself.
- Is it better to defend outside or inside?
- P-Rifle has stuns; Morita doesn't. Morita is more ammo efficient though.
- Can refill Connelly's shenks.
-
→Does this ruin her extra ammo? Perhaps only reload when she starts to lose the last ten ammo icons from her portrait.
- Grenade launcher probably isn't going to be very useful.
- There are items in the crates around and inside the central building.
- Site-ex is probably not going to be worth it, same with pmks.
- Med satchels will be important.
- Shotgun will run out of ammo quickly, so will shenks. Might not be worth taking them.
- Taking lots of rifles will mean they'll all be competing for ammo, not to mention wasting extra slots on flashlights/flares/headlamp for aim assist.
- Hunter rifle will have similar problems as rifle, though not so much with the ammo.
- If there's enough ammo, the autogunners should be able to do fine. Mustard might be more ammo efficient than autogun.
- Turret kits would be essential for reloading turrets, should there be more than one of them.
- Medics could take sentry - satchel - pistol if satchels aren't too much of a problem.
- It takes about three sentries to block one doorway and they can shoot through the other one, effectively blocking it.
- Landmines will be a waste.