like the particle weapon or repeating cannon, one exploit you can do is to drop your current weapon before picking up another, then go back and pick up your dropped weapon.
Melee Attacks: Damage: Punch: 100 Rifle Butt: 150 Kick: 1000 AI Damage: Melee Attack: 35 Armor Penetration: 0%
Your character, the F.E.A.R. point man, has a wide variety of powerful martial arts moves at his disposal. Following the Halo trend, your melee attack button is separate from your weapon fire button, so you can perform both moves at the same time. Melee attacks are perfectly silent, and can be used to take out an enemy without alerting other nearby enemies.
The standard melee attack is a basic uppercut if you're unarmed, or a hit with the butt of your weapon if you're armed. These attacks are quite powerful; two punches or one rifle butt to the face will kill a Replica soldier (a rifle butt to the face is an instant kill against Replicas, regardless of how much health they have). Unfortunately, Replica soldiers have rather strong melee attacks of their own, and can hit you back while you're busy hitting them. For this reason, it's best not to go toe-to-toe with them. If a Replica does get too close to you, it's better just to back away and unload on him with your firearm.
If you're camping a corner, and a Replica runs around it and ends up running into your face, a swift rifle butt to his face is probably the best way to take him down. The Replica's melee attacks will knock your vision around, making it tough to shoot him accurately.
You can also use button combinations to perform 3 different types of kicks. These kicks are extremely powerful, and will kill almost any enemy with just one hit. These 3 special moves are:
Slide Kick: Press forward, then duck, then melee to slide forward along the floor and knock the knees out from under an enemy.
Jump Kick: Press forward, then jump, then melee in mid-air to leap forward and strike twice with a scissor kick. This attack has a slight homing effect, and will instantly kill any enemy it hits.
Sweep Kick: Jump straight up into the air and press melee to perform a mid-air sweep kick, killing any enemy standing in front of you.
Out of all these attacks, the jump kick is probably the most useful and the easiest to perform. When you perform the jump kick you'll zoom forward several feet, allowing you to hit enemies outside of arm's length as long as you're reasonably close to them. Kicks are best used to ambush unaware opponents, but you can also use them in the heat of combat if the opportunity presents itself. At the same time, you want to avoid just charging straight at enemies, because they're smart enough to back away from you while shooting you with their firearm.
Kicks are also very effective against Assassins, since they are also unarmed and forced to get close to you to attack you.
Unfortunately, melee attacks have no effect on Heavy Armor or Power Armor enemies, who are simply too heavily armored to be harmed by them.
Pistol: Full Name: Rakow HP-14 Pistol Ammo Type: .40 cal Clip Size: 18 (single) / 36 (double) Max Ammo: 100 (single) / 200 (double) Damage: SP: 40 MP: 25 Armor Penetration: SP 30% MP 27%
You begin the game armed with nothing except this standard sidearm. The pistol has decent accuracy and surprisingly high stopping power, and with its light weight you can move pretty quickly while carrying it. The pistol is semi-automatic; you need to press the fire button to fire each shot. The rate of fire is reasonable (comparable to that of the HV penetrator), but having to press the fire button for each shot can be annoying. The downside of the pistol is that its relatively low clip size means you'll have to reload quite often in an extended firefight. On the plus side, you can dual-wield a pistol in each hand to double your firepower.
Because the rate of fire is less than that of the submachine gun or assault rifle, the pistol is less useful as a run-and-gun weapon (although it's stability and accuracy means you can use it to run-and- gun if you really want to). Instead, the pistol is best used to snipe at enemies from medium range, leaning around a corner and using aim mode to maximize accuracy. The pistol's stopping power is actually quite high; it only takes 4-5 bullets to kill a Replica soldier, or 2-3 headshots.
One downside to the pistol is that is has quite a kick, so that your aim will drift upwards after a few shots. This can cause problems if you're trying to snipe at a distant target with multiple shots.
Ammo for the pistol is uncommon, since your enemies don't carry pistols and won't drop ammo for it when killed. However, spare pistols can be found lying around various desks and shelves in each level, and are relatively common. This allows you to have a decent supply of pistol ammo to work with, although pistol ammo does become significantly rarer in the game's later levels.
The pistol is a decent starting weapon, and with its high stability and accuracy it is useful for ambushing unaware Replicas or picking them off from behind cover. At the same time, there are better weapons out there, and you may consider upgrading to an HV penetrator for your sniping needs once you manage to find one.
Submachine Gun: Full Name: Sumak RPL Submachine Gun Ammo Type: 9mm Clip Size: 50 Max Ammo: 500 Damage: SP: 15 AI: 15 MP: 13 Armor Penetration: 30%
You automatically acquire a submachine gun just before your first combat mission, and it's a decent primary weapon for the game's first few levels. Good for medium-range room-clearing, the SMG has a VERY high rate of fire and decent accuracy, allowing you to hose down enemies with a hail of bullets. The weapon also has a very generous clip size and a very quick reload time. It's also very stable, so running around or firing it won't reduce your accuracy by much. The big drawback to the SMG is that it has quite a bit of recoil, so you won't be able to use it as effectively at longer range due to the gun's "kick" constantly throwing your aim upwards.
The SMG's light weight means you can move quite quickly while carrying it, and its stability allows you to run-and-gun with it without too much loss of accuracy.
Ammo for the SMG is very common in the game's earlier levels, as practically every enemy you encounter will be carrying one. Even in the game's later levels the SMG is dropped quite often by downed enemies. However, the SMG's high rate of fire also means you can burn through your ammo quite quickly.
Overall, the SMG is a good, reliable primary weapon, but after the first few missions you may want to discard it for some of the game's heavier weaponry, and rely on the more accurate and powerful assault rifle as your primary weapon instead.
Combat Shotgun: Full Name: Vollmer VK-12 Combat Shotgun Ammo Type: 12-gauge Clip Size: 12 Max Ammo: 180 Damage: SP: 30 x 6 AI: 15 x 6 MP: 20 x 6 Armor Penetration: 30%
One of the best weapons in the game, the shotgun is highly recommended no matter what your play style is. Very powerful, especially at close range, the shotgun can cut all but the most heavily armored foes in half with a single blast. Because of the tight clustering of the shotgun blast, it's effective even at medium range, as long as you use aim mode to maximize your accuracy. The shotgun also has a decent rate of fire and very little recoil. Also, if all 6 pellets hit, the shotgun does the most raw damage out of all the game's weapons, although the Type-7 particle weapon and MOD-3 rocket launcher have much better armor penetration and thus do more health damage to armored foes.
The shotgun is quite simple to use, really. When an enemy gets close, just point and shoot to blow them away. Even if the first shot doesn't kill them outright, it should stagger them, leaving them vulnerable to a fatal second shot. You can even use it to pick off foes at medium range with aim mode, although since fewer pellets will hit, you may need to use 3 or 4 shots to get the job done. A good hit from the shotgun can dismember an enemy's limbs or even cut their torso in half in a spray of fine red mist.
Ammo for the shotgun is quite plentiful. For every Relica squad you encounter, at least one soldier will usually be carrying a shotgun. Additionally, shotgun ammo fills up more quickly and drains more slowly than the ammo for most of your other weapons (since it takes fewer shots to kill an enemy). As a result, you'll probably max out on shotgun ammo quickly, and won't ever run low on it unless you use no other weapon and are completely wasteful with your shots.
On the whole, the shotgun is an excellent close-quarter combat weapon. Since much of the game takes place indoors in cramp hallways and office spaces, the shotgun is useful for most firefights. You can also use the shotgun as a "relief" weapon when you feel that you're running low on ammo for your assault rifle or submachine gun. Due to it's versatility and the high availability of its ammo, you should always carry a shotgun with you.
Assault Rifle: Full Name: Rakow G2A2 Assault Rifle Ammo Type: 5.56mm Clip Size: 45 Max Ammo: 450 Damage: SP: 22 AI: 20 MP: 20 Armor Penetration: SP: 40% AI: 30% MP: 40%
The assault rifle has a high rate of fire, good accuracy, and the bullets do decent damage. The rate of fire is slightly slower than that of the submachine gun (but still very fast), but the assault rifle compensates with much reduced recoil, allowing you to fire bursts at long range without the weapon's kick interfering with your aim. Overall, the assault rifle's accuracy and high rate of fire makes it a great weapon for close, medium, or long range combat.
Enemies won't drop assault rifles very often near the beginning of the game, but after the first few levels most enemies begin carrying assault rifles instead of submachine guns, so ammo for it will be quite common.
The assault rifle should be your primary weapon for most of the game. It works as both a run-and-gun weapon, as well as a precision weapon for picking off enemies at long range using aim mode. It's a great and versatile firearm that will see you through the majority of firefights you'll be facing.
HV Penetrator: Full Name: Armacham HV Penetrator Ammo Type: 10mm spikes Clip Size: 25 Max Ammo: 250 Damage: SP: 35 AI: 25 MP: 34 Armor Penetration: 80%
The HV penetrator functions like a full-auto rifle, except instead of bullets it fires 10mm metal spikes at high velocity. Essentially, it's a rapid-fire nailgun. The penetrator's rate of fire is slightly less than that of the submachine gun or assault rifle, but it compensates with much
|