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Marine Weapons

Suit up soldier! These are the tools at your disposal to rid the Kharra from the earth.

Slot 1 Weapons

Light Machine Gun (LMG)________________________________________________________

Damage      : 10
Clip Size   : 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 clip.  You tend to chew through that pretty often.

Shotgun________________________________________________________________________

Damage      : 170 (17 damage per pellet, 10 pellets fired)
Clip Size   : 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_______________________________________________________________

Damage      : 125 (Double Damage to Buildings)
Clip Size   : 4 grenades
Maximum Ammo: 4 | 40
Armory Hump : 2 grenades
Fire Rate   : Slow
Accuracy    : N/A
Cost        : 20 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)________________________________________________________

Damage      : 20 (Half Damage to Buildings)
Clip Size   : 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 gonna 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 effecient 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.


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Slot 2 Weapons
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Pistol_________________________________________________________________________

Damage      : 20
Clip Size   : 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_________________________________________________________________________

Damage      : 4
Clip Size   : 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__________________________________________________________________________

Damage      : 125
Clip Size   : 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!


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Slot 3 Weapons
-------------------------------------------------------------------------------

Knife__________________________________________________________________________

Damage      : 30
Clip Size   : 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. ^_^