Suit up soldier! These are the tools at your disposal to rid the Kharra from the earth.
Slot 1 Weapons[edit]
Light Machine Gun (LMG)[edit]
Damage | 10 |
Magazine Capacity | 50 bullets |
Maximum Ammo | 50 | 250 |
Armory Hump | 25 bullets |
Fire Rate | High |
Accuracy | Medium |
Cost | Free |
Requires | Can't drop |
Get used to this weapon. 90% of the time, you'll be using it. It's a pretty good weapon as well, especially with weapon upgrades. The only bad thing about it is the 50 round magazine. You tend to chew through that pretty often.
Shotgun[edit]
Damage | 170 (17 damage per pellet, 10 pellets fired) |
Magazine Capacity | 10 shells |
Maximum Ammo | 8 | 40 |
Armory Hump | 4 shells |
Fire Rate | Medium-Slow |
Accuracy | Very Low |
Cost | 10 Resources |
Requires | Armory |
Mmmm... Shotgun. My favorite weapon in 1.04, and by far my favorite weapon in 2.0. Skulks rarely, if ever, survive more than 1 shot from this beast. It is also the ultimate anti-redemption weapon. If your being pestered by redeeming aliens, outfit your marines with these - they wont be redeeming for long.
Grenade Launcher[edit]
Damage | 125 (Double Damage to Buildings) |
Magazine Capacity | 4 grenades |
Maximum Ammo | 4 | 40 |
Armory Hump | 2 grenades |
Fire Rate | Slow |
Accuracy | N/A |
Cost | 15 Resources |
Requires | Advanced Armory |
Tha-tonk... Boom! The grenades have a slight arc to them, so this gun may need a bit of practice to use. It is extremely effective for destroying alien buildings, however - especially those turrets. Just bank the nades around the corner and stay out of trouble.
Heavy Machine Gun (HMG)[edit]
Damage | 20 (Half Damage to Buildings) |
Magazine Capacity | 125 bullets |
Maximum Ammo | 125 | 250 |
Armory Hump | 62 bullets |
Fire Rate | Very Fast |
Accuracy | Low |
Cost | 15 Resources |
Requires | Advanced Armory |
A gun that has really lost its effectiveness in 2.0. Though still very potent, the HMG has some faults. The first being its quite innacurate. Though you could still hit an Onos on the other side of the map with no problem, a Skulk down that hallway is going to give you some problems. It makes up for this in damage per bullet, but thats ammunition thats lost. It also takes a PAINFULLY long time to reload, which kinda sucks. And finally, it now only does half damage to buildings, making this just as efficient as killing them as the LMG. Bummer. Still, these gun can dish out the hurt, and id recommend it against Aliens without Redemption. If they are Redeeming however, it should be Shottys and GLs all around, with maybe 1 or 2 of these as support.
Slot 2 Weapons[edit]
Pistol[edit]
Damage | 20 |
Magazine Capacity | 10 bullets |
Maximum Ammo | 10 | 30 |
Armory Hump | 5 bullets |
Fire Rate | Medium (Its semi-automatic - click fast) |
Accuracy | High |
Cost | Free |
Requires | Can't drop |
A pretty damn good weapon that you'll use every once in a while. It does more damage shot per shot than the LMG, and is much much more accurate. Its mostly used as a finishing weapon, if your LMG ran out of ammo. However, it is also very accurate, so it may be a better choice if something is very far away.
Welder[edit]
Damage | 4 |
Magazine Capacity | N/A |
Maximum Ammo | N/A |
Armory Hump | N/A |
Fire Rate | Constant |
Accuracy | N/A |
Cost | 5 Resources |
Requires | Armory |
Not really a weapon, although it can be used as such. Its main use is fixing armor, structures, and welding specific points on the map shut (indicated by the weld icon). Its damage is burn type damage - it will do virtually nothing if you just tap somebody with it, as the burn will wear off quite fast. But if you hold it to someone for an extended period, the burn damage will build up, and it will hurt... a lot. Thus, the Welder is a great building killer. Welders also have the ability to burn through webs, clearing the way for the team.
Mines[edit]
Damage | 125 |
Magazine Capacity | 1 mine |
Maximum Ammo | 5 mines |
Armory Hump | N/A |
Fire Rate | Very Slow |
Accuracy | N/A |
Cost | 10 Resources |
Requires | Armory |
Essentially a grenade you plop on the ground. Mines are proximity based now. They also can do damage to any friendly in the area, including structures. So be careful with them! They're a great way to defend areas before you have time to put up turrets. A great, very very rarely used tactic is to set up mine "traps". The Redeeming Onos pissing you off? Lay down a bunch of mines in 1 spot. Lets see him try to redeem from that!
Slot 3 Weapons[edit]
Knife[edit]
Damage | 30 |
Magazine Capacity | N/A |
Maximum Ammo | N/A |
Armory Hump | N/A |
Fire Rate | Slow |
Accuracy | N/A |
Cost | Free |
Requires | Can't drop |
Well, it's a... a Knife. You stab and slash things with it. It hurts. When fighting a Skulk, if you run out of both LMG ammo and pistol ammo, you may want to pull out your knife, as most likely the Skulk will die in 1 slash. Those cases are rare though - learn to be a better shot! Its main use is for knifing alien structures, save offensive chambers. It takes a lot of ammo to take down something like a resource tower, much more than you can dish out practically. Even though a gun might do damage a little faster, when you factor in reloading, and the fact your vulnerable, its much better to knife the structure. Its also fun to knife aliens who are gestating. HUMILIATION. ^_^