================ = The Violator = ======================= = Ammo: 6 = = Clips: 4 (24 Ammo) = = Max Ammo: 6+24 = 30 = =======================
As the Ohm bear down on their opponents they draw their Violators. A brutal close-range weapon, this oversized shotgun tears through their enemies like tissue paper. Unfortunately, its limited magazine and slow rate of fire greatly reduce its effectiveness in any kind of distance fighting. When upgraded, this weapon will embed fragments in the ground which will launch at the next opponent within range that is shot by the Violator.
============== = Level Zero = ============== Shoots the target. VERY devastating damage, VERY slow reload.
========================= = Level One: Quick Clip = ========================= Greatly reduces reload time. No other changes.
========================== = Level Two: Smart Shell = ========================== Embeds dormant fragments into inanimate objects which will launch at the next opponent within range that is shot by the Violator.
===================================== = Level Three: Smart Shell Repeater = ===================================== Embedded fragments will last longer and may be used against successive targets.
=============== = My Thoughts = =============== A very useful weapon and one of the two I use. Up close, few weapons are as devastating or satisfying as the Violator; a good Violator will devastate anything that gets close to him.
[Using] Get close and fire for devastating results. It's that simple. The FIRST thing you will want to do is put a CAM in this; if you don't it's going to take about 4-5 seconds to reload, and that's more than enough time to put you down. Level Two and Three are useful, but not hugely so; upgrade them if you've got no other high-priority upgrades worthy of saving up your CAMs for.
[Fighting] This should be obvious - DON'T GET CLOSE. Distance is the best counter against the Violator. Back the hell up and be wary for a long distance weapon - Violator/Tyrant is a popular combo, so is Violator/Javelin. Be wary of these as you pull back. If the opposing Vio user has it upgraded to Level Two or Three, he might purposely shoot the ground to land some Shrapnel to increase his damage if he hits - try to get out of line of sight to this shrapnel.
[Effectiveness] 4/5 - Nothing is better up close, but if they get away from you, the effectiveness drops to zero. Keep this in mind, and try to close the gap, but be wary of it - a few grenades, orbs, a sniper round or heat-seeking rocket will really ruin your day.
[Cheapness] 2/5 - Not too cheap at all. People might cry if you air-condition them up close, but you can avoid it easy if you fight smart.
================= = The Wolverine = ========================== = Ammo: 40 = = Clips: 4 (160 Ammo) = = Max Ammo: 40+160 = 200 = ==========================
The Wolverine embodies a simple Human credo: "If it ain't broke, don't fix it." A rugged high-caliber machinegun, capable of an increased rate of fire and utilizing armor piercing rounds when upgraded. It is effective at almost all ranges. This longtime veteran of the Coalition military brings old-school brawn onto a futuristic battlefield.
============== = Level Zero = ============== Shoots the target with a good rate of fire. Highly inaccurate in all but short bursts.
=============================== = Level One: Assault Override = =============================== Faster firing rate. No other changes.
=========================== = Level Two: Focused Fire = =========================== Greatly increased accuracy. No other changes.
=================================== = Level Three: Silk Jacket Rounds = =================================== Shots do more damage.
=============== = My Thoughts = =============== This is the other weapon I use, along with the Violator. This thing, if your aim is good, can hands down be the most deadly weapon out there. As the game says, it's good in all ranges, plus has a good-sized clip and a good amount of ammo to use it with. It doesn't have the single-shot punch of the Javelin, but it more than makes up for it in sheer rate of fire. I've had many opponents take a few bullets with it and quickly retreat to heal up, giving me a decisive defensive advantage. And unlike the Javelin, if you miss your shot, you're never left vulnerable due to the consistent stream of gunfire.
[Using] Well, point your crosshair and shoot. Definitely get this thing up to Level Two as soon as possible - it really makes it nasty. Tapping the trigger will keep accuracy good, and if you crouch it actually gets even tighter, making this one very nasty weapon to go up against on maps with long straightaways. Level Three is deadly as hell - a quick burst against an unarmored opponent could easily shave off half of his health, if not outright kill him. If you can keep your crosshair on them, this is probably one of the best guns for you.
[Fighting] Well, there's not much you can do against the Wolverine. Get out of Line of Sight and it can't hurt you, otherwise the damage you take is highly dependent on the competency of the player, your surroundings, and his upgrade level. Watch out for a Wolverine/Tyrant combo - they'll try to fling a grenade at you if you're behind cover or will bounce it off the corner, hoping you'll stick around. If his aim is good, however, you might be dead no matter what if you don't escape immediately. A good tactic to use would be to rush the user, but be wary of a player pulling out a Violator or Grenades - they will put you down quick and if it's a Violator, chances are his aim is hot enough to pick you off if you get close.
[Effectiveness] 5/5 - You can use it at any range and if your aim is good, this should be one of your two weapons.
[Cheapness] 3/5 - While it does do ridiculous amounts of damage and has high accuracy, the weapon can be avoided by simply getting out of line of sight.
============= = The Judge = =============== = Ammo: 4 = = Clips: N/A = = Max Ammo: 4 = ===============
The C.M.A. Rocket Launcher, dubbed "The Judge" by Coalition troops, is without equal in a fire fight for pure destructive force. A simple fire-and-forget rocket launcher, it becomes a relentless, heat-seeking, multi-warhead missile once fully upgraded.
============== = Level Zero = ============== A simple fire-and-forget rocket. It travels straight and will blow up when it hits something.
========================== = Level One: Target Lock = ========================== Rockets are capable of locking onto an enemy or enemy vehicle. Hold your crosshair over the target for about a second to attain a lock.
========================= = Level Two: Twin Snake = ========================= The rocket is able to attain two separate locks and split to attack both separately.
============================== = Level Three: Hydra Missile = ============================== This missile can acquire up to four separate targets and divide to attack each of them individually. Simply devastating.
=============== = My Thoughts = =============== In my opinion, this weapon is crap. It CAN be useful, but any good player will very rarely get smoked by rockets - the real good ones can actually outrun them with relative ease. It has more bark than bite, nine times out of ten.
[Using] If you choose to go with this clunker anyway, try to get it at least to Level One. Lockons make this weapon marginally better, but don't expect miracles with it. The other two upgrades are utterly worthless, for the most part - if you have to take out a cluster of enemies, grenades are a far better choice than this.
[Fighting] Umm... depends. If it's a dumb missile, simply sidestep about 10 feet away and you're good to go. If it's heat seeking, try to get some cover between you or shoot it down. If it's a multiwarhead, pray for cover or blow them up fast, because it's almost impossible to dodge those Hydra Missiles and live.
[Effectiveness] 1/5 - Hands down the weakest weapon in the game. Don't use it, because a player with nearly anything else will smoke you, Rocket Man.
[Cheapness] 0/5 - If it's possible for a weapon this shitty to be cheap at all, let me know.
================ = The Vanguard = ========================== = Ammo: 40/10 = = Clips: 3 3/4 (150) = = Max Ammo: 150+40 = 190 = ==========================
Capable of laying down a blaze of suppression fire or charging and releasing a deadly energy sphere that will attack any who come near its position, the Kovos have used the Vanguard to corner and then eliminate countless enemies in battle.
============== = Level Zero = ============== Basically a projectile-based version of the Wolverine. Shoots small blue shots.
======================== = Level One: Fast Fire = ======================== Faster firing rate. No other changes.
========================= = Level Two: Sentry Orb = ========================= This changes the use of the weapon dramatically. Holding down fire (and using four "shots") will let you charge up a slow moving energy orb. This orb will damage any enemies that come near it about once a second. When it hits a wall, it will stick for a few seconds before disappearing. Direct contact with the orb will seriously damage the player.
============================= = Level Three: Vanguard Orb = ============================= Like above, but the orb travels much faster, hurts much more frequently, and sticks around longer.
=============== = My Thoughts = ===============
| |
|