improved accuracy. The penetrator is very accurate; if you're standing still, it essentially has perfect aim with no weapon inaccuracy. Plus, the penetrator has NO recoil whatsoever. This allows you to rapidly put spike after spike into the exact same spot. The penetrator also has the cool effect of nailing your enemies to the wall when it kills them.
The penetrator's high accuracy and absence of recoil makes it an excellent long-range sniping weapon. The only downside is that it does not include a scope, but you can still use the standard zoom to target opponents at long range. Unfortunately, the penetrator does not work well as a run-and-gun weapon, as the bolts will spray inaccurately if you're moving around while firing (this occurs with the SMG and assault rifle too, of course, but those weapons compensate with a higher rate of fire that allows them to spray an area with bullets).
While the penetrator isn't significantly more powerful than a standard firearm, it has a very high armor penetration rate. Each hit will deal significant direct damage to an enemy's health rather than being absorbed by their armor, allowing you to take down heavily armored opponents (such as Replica Elite or Power Armor) more quickly than you would with the assault rifle.
Ammo for the penetrator is uncommon, since enemy soldiers rarely carry it. Spare penetrators are lying around each level, however, and you'll usually be able to find at least one or two penetrators per level. Penetrator ammo is thus still somewhat more common than ammo for other heavy weapons, such as the ASP rifle or Type-7 particle weapon. However, you can burn through ammo pretty quickly with the penetrator's high rate of fire.
The HV penetrator makes a decent secondary weapon, but the rarity of its ammo means that you won't be able to rely on it as your primary firearm. Still, it's good for long-range combat and for sniping enemies, particularly if you use SloMo and lean around corners. Just don't use it to run-and-gun.
ASP Rifle: Full Name: Baksha ASP Rifle Ammo Type: 7.62mm Clip Size: 30 Max Ammo: 200 Damage: SP: 50 x 3 AI: 25 x 3 MP: 37 x 3 Armor Penetration: SP: 60% AI: 60% MP: 50%
A high-powered, semi-automatic rifle, the ASP rifle is equipped with a sniper scope, and fires in fixed 3-shot bursts with a slight delay between bursts (it's quite similar to the Halo 2 battle rifle). The ASP has great accuracy, but it also recoils somewhat, causing the rifle to climb upward with each shot in a 3-shot burst. At medium range this isn't too much of a problem, but at long range it can often result in the 2nd and 3rd bullet passing completely over your target. As a result, the ASP is more awkward as a sniper rifle than it should be. When sniping at longer range, try to aim at the lower portion of the enemy to compensate for the fact that your aim will climb as each bullet is fired.
The ASP's power is decent, but by no means exceptional. It takes 2 bursts to the chest to kill most Replica soldiers (1 burst to kill ATC security guards), or 2 consecutive bullets to the head. Also, since Replicas are pretty quick and constantly on the move, it's actually quite difficult to hit them with an ASP burst unless you use SloMo to assist your aim.
The ASP works poorly as a run-and-gun weapon, or for close-range combat. The gun's burst-fire and delay between bursts gives it an overall low rate of fire, which is not something you want when a Replica is in your face just a few feet in front of you. Ammo for the ASP is also pretty scarce, so you want to use it wisely with precision long-range shots instead of wasting it with close-range spray-and- pray tactics.
ASP ammo is fairly scarce, even more so than HV penetrator ammo. Enemies rarely carry it, and although you will find spare ASP rifles laying around, you'll only find them infrequently. Still, there's enough ASP ammo in the middle of the game for you to stock up if you don't use it too often.
The ASP isn't the ideal sniper weapon, but since it is one of only two weapons in the game with a sniper scope, you really don't have that much choice when it comes to long-range combat. Overall, the HV penetrator is superior to the ASP at long range, but the ASP's scope will allow you to target particularly distant enemies. The choice is yours.
MOD-3 Rocket Launcher: Full Name: Andra MOD-3 Multi-Rocket Launcher Ammo Type: rockets Clip Size: 15 Max Ammo: 30 Damage: SP: [70 (projectile) + 100 (splash damage)] x 3 AI: [50 (projectile) + 80 (splash damage)] x 3 MP: [70 (projectile) + 80 (splash damage)] x 3 Armor Penetration: 0% (projectile) + 80% (splash damage)
This large rocket launcher fires 3 consecutive rockets for ever press of the trigger. The 3 rockets fly in a slight spiral pattern, but are still highly accurate even at long range. The rockets do lots of damage and have a good splash damage radius, although not quite as large as that from a frag grenade.
Arguably the most poweful overall weapon in the game, the rocket launcher is best reserved for the toughest opponents, such as Heavy Armor soldiers or Power Armor. It takes about 8 rockets to bring down a Heavy Armor, or 13 Rockets to destroy a Power Armor. The rocket launcher is also good for clearing roomfuls of Replica soldiers; 3 rockets launched into an enclosed space have a good chance of killing everything inside. Unfortunately, since you can only hold a maximum of 30 rockets at any one time, you can use up your rockets pretty damn quickly.
Ammo for the rocket launcher is extremely rare, making it the rarest weapon in the game. Also, you can't carry much ammo for it either; you can only hold a total of 30 rockets, and since each shot uses up 3 rockets that means even at max ammo you've only got a total of 10 rocket launcher shots.
Due to the weapon's extreme scarcity, you really shouldn't carry it around, as it will just take up space that could be used by a more useful weapon. When you find a rocket launcher, pick it up and use it for as long as you can, then discard it for another weapon once you run out of ammo. The rocket launcher is overkill against most foes, and is only really useful against power armor, who aren't common enough for you to justify hauling it around with you. Also, the Type-7 does pretty much the same amount of damage per shot as the rocket launcher (although the rocket launcher fires 3 shots at once), but the Type-7 is more useful since you can carry a lot more ammo for it.
Type-7 Particle Weapon: Full Name: Armacham Type-7 Particle Weapon Ammo Type: particle beam Clip Size: 10 Max Ammo: 100 Damage: SP: 170 AI: 100 MP: 150 Armor Penetration: SP: 80% AI: 70% MP: 0%
The Type-7 particle weapon is the ultimate sniper weapon, as well as one of the most powerful firearms in the game. It fires an energy beam that travels instantaneously and is powerful enough to sear the flesh off anyone it hits, leaving only a charred skeleton. The Type-7 also has perfect accuracy as long as you're standing still, and is equipped with a sniper scope to allow you to target and pick off distant foes. One shot from the Type-7 is enough to kill all but the toughest enemy soldiers, and it is one of the most effective weapons you can use against heavier opponents such as ceiling turrets, Heavy Armor soldiers, or Power Armor. With it's high damage and excellent armor penetration rate, the Type-7 inflicts the most health damage against armored opponents out of all the game's weapons.
There are only a few drawbacks to the Type-7. First, there is a couple seconds' delay between each shot, giving the Type-7 the slowest rate of fire in the game. Second, the Type-7 has a rather large recoil kick after each shot, forcing you to reposition your aim back to its original position after every shot. Third, the Type-7 significantly reduces your movement speed when you're holding it in your hand. Finally, the Type-7 should not be used as a run-and-gun weapon, as moving will reduce it's accuracy (which is quite wasteful considering the weapon's slow rate of fire and the scarcity of its ammo).
Unfortunately, ammo for the Type-7 is quite rare. Enemies seldom carry it, and at least for the middle of the game you won't find ammo pickups for it often. However, there's a lot of Type-7 ammo stockpiled towards the end of the game, enough to completely max out your ammo supply for it if you don't overuse the weapon early on.
Due to its power and accuracy, the Type-7 is a must-have weapon. You'll especially want it to deal with some of the high-powered enemies you'll be facing towards the end of the game, such as Power Armor units or ceiling turrets.
MP-50 Repeating Cannon: Full Name: Obregon MP-50 Repeating Cannon Ammo Type: 20mm cannon rounds Clip Size: 50 Max Ammo: 100 Damage: SP: 80 (projectile) + 70 (splash damage) AI: 40 (projectile) + 40 (splash damage) MP: 30 (projectile) + 70 (splash damage) Armor Penetration: SP: 30% (projectile) + 50% (splash damage) AI: 30% (projectile) + 50% (splash damage) MP: 30% (projectile) + 40% (splash damage)
The largest weapon in the game (with the possible exception of the rocket launcher), the MP-50 repeating cannon fires a very damaging high-velocity round that detonates and produces a small shockwave on impact. To top it off, the cannon has a large clip size and a relatively high fully automatic rate of fire comparable to that of the pistol. Think of it as a very large machine gun that shoots high-explosive bullets.
Very powerful, the MP-50 will slag any human opponent in 1 or 2 shots. It's also effective against more powerful enemies, such as ceiling turrets, UAVs, and even Heavy Armor soldiers. The MP-50 doesn't do quite as much raw damage as the Type-7 particle weapon, but makes up for this with a much faster rate of fire. The cannon does have some recoil though, so try to avoid full-auto fire as your aim will be pulled upward by the recoil.
The shockwave from a cannon round impact will also stun any nearby soldiers for a few seconds, so even if the first shot doesn't kill them, it will leave them vulnerable to attack from the second shot. Although powerful, an MP-50 round is sufficiently weaker than a frag grenade (it usually takes 2 direct hits to kill most standard Replica soldiers).
One drawback to the repeating cannon is that the splash damage radius is actually rather small, only a few feet or so. To affect an enemy your shot will have to land really close to them, and to do maximum damage to a target you'll need to score a direct hit. Fortunately, this shouldn't be too difficulty, as the repeating cannon is quite accurate and hits instantly. Just don't rely on the splash damage too much if you're trying to hit an enemy behind cover by firing at the ground near them.
The repeating cannon also significantly reduces your movement speed when held, so you'll want to keep it in reserve in your inventory until you actually need it in a firefight.
The Repeating Cannon doesn't show up until the last 6 levels of the game, and even then ammo for it is fairly uncommon. I only found a total of 75 shots for the cannon between the point where you first pick one up, and the point at the end where you enter the Vault and lose all your weapons.
The repeating cannon packs a punch, and is one of the coolest weapons in the game to fire. I highly recommend you pick it up, just for the fun factor involved. It works well against all enemies, just be sure to watch your ammo for it.
Frag Grenades: Full Name: N6A3 Fragmentation Grenade Max Ammo: 5 Damage: SP: 200 AI: 100 MP: 150
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