TimeSplitters: Future Perfect Walkthrough :
This walkthrough for TimeSplitters: Future Perfect [X-BOX] has been posted at 14 Jul 2010 by meta_osma and is called "Weapon Guide". If walkthrough is usable don't forgot thumbs up meta_osma and share this with your freinds. And most important we have 4 other walkthroughs for TimeSplitters: Future Perfect, read them all!
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meta_osma |
Walkthrough - Weapon Guide
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TSFP Complete Weapon Guide
A guide to every single carryable weapon in the Xbox, PS2 and GC game
"TIMESPLITTERS FUTURE PERFECT"
=============================================================================
VCL (VERSION, CONTACT & LEGAL)
-----------------------------------------------------------------------------
--2.1.....June 30, 2006 -- Changed email address
--2.0.....March 29, 2006 -- Updated format, added legal sites and ASCII art
--1.0.....July 19, 2005
See anything wrong? Have a question or comment? See it listed at a site other
than the approved sites (listed below)? Hit me at:
shinobigarth@gmail.com
Approved game sites:
http://www.gamefaqs.com
http://www.neoseeker.com
http://www.1up.com
TimeSplitters Future Perfect Complete Weapon Guide (c) shinobigarth,
2005-2006.
"TimeSplitters", "TimeSplitters: Future Perfect", "EA Games" and all related
elements are (c) and/or registered trademarks of Electronic Arts, Inc.
=============================================================================
CONTENTS
-----------------------------------------------------------------------------
[CWG0].....Intro & Understanding the Terms
[CWG1].....Handguns
[CWG2].....Full Autos
[CWG3].....Shotguns
[CWG4].....Sniper Rifles
[CWG5].....Fire-Based Guns
[CWG6].....Explosives
[CWG7].....Others
[CWG8].....Hidden Weapons
[CWG9].....Multiplayer Weapon Sets To Try Out
=============================================================================
INTRO & UNDERSTANDING THE TERMS [CWG0]
-----------------------------------------------------------------------------
This is a guide/FAQ thingy I decided to do. Its a guide to all the weapons
available in the video game "TimeSplitters Future Perfect," the third game in
the "TimeSplitters" franchise, and one that I feel surpasses the likes of
Halo 2 as far as multiplayer goes, for a few reasons. I suppose this guide’s
also applicable to the PS2 and GC versions of the game, but I used the Xbox
version. There should be no weapon difference between the different versions.
Note: All damage tests for the weapons were done using straight-up normal
Cortez as the target. Straight up meaning Cortez in his normal costume used
in the larger portion of the story. Any of the Cortez alternate costumes
could have been used but I didn’t feel like it. In fact, any character with
average stats like him could have been used also, but I didn’t feel like
doing that either. He was chosen because he is totally average (5 points) in
all stats that affect the amount of damage taken (Stamina, Shock Proof and
Fire Proof), and noticeably, the majority of the other characters are the
same, so this guide should apply for roughly 70 percent of your enemies.
This next section is a description of each bit of info and what they mean.
Most should know what is meant by things like Clip size, Dual-wield, etc.,
but unbelievably, there are those who are new to FPS games, and know not
those terms. So, this part would be for you. Ok? Ok.
CLIP SIZE:
(AMOUNT OF AMMO YOU CAN FIRE BEFORE RELOADING. IF THIS IS NON-APPLICABLE FOR
A SAID WEAPON, IT WILL BE OMITTED)
MAX RESERVE AMMO:
(MAXIMUM AMOUNT OF AMMO YOU CAN CARRY FOR THE EQUIPPED WEAPON. IF THIS IS
NON-APPLICABLE FOR A SAID WEAPON, IT WILL BE OMITTED)
CLIP SIZE/MAX AMMO:
(THIS IS FOR ONLY A FEW WEAPONS, IN WHICH THE ENTIRE AMOUNT OF AVAILABLE AMMO
IS ALREADY LOADED INTO THE GUN, SUCH AS THE MINIGUN OR PLASMA AUTORIFLE, OR
THE WEAPON IS A SINGLE-SHOT, SUCH AS IN THE CASE OF THE FLARE GUN OR THE
HEATSEEKER. IN THE FORMER CASE, THE GUN NEVER NEEDS TO BE RELOADED, BUT
INCURS HEAT INSTEAD. FOR THE FEW WEAPONS THIS APPLYS TO, THIS CATEGORY WILL
REPLACE BOTH "CLIP SIZE" AND "MAX RESERVE AMMO")
SECONDARY FIRE/MODE:
(SOME GUNS HAVE A DIFFERENT AND SEPARATE FUNCTION WHICH, WHEN PRESSING UP ON
THE D-PAD, CHANGES TO THAT MODE. THIS IS WHAT IT IS, AND HOW IT WORKS, IN
CASE IT'S OTHERWISE UNCLEAR. IF THE GUN DOESN’T HAVE A SECONDARY MODE, THIS
WILL BE OMITTED)
DUAL-WIELD:
(WHETHER OR NOT IT’S POSSIBLE TO HOLD ONE IN EACH HAND, A LA HALO 2)
FATAL HITS [BODY]:
(JUST WHAT IT SAYS. THE NUMBER OF TIMES YOU HAVE TO SHOOT YOUR TARGET IN THE
BODY WITH SAID WEAPON BEFORE KILLING THEM. AS I STATED BEFORE, THIS IS WITH
CORTEZ, WHO IS AVERAGE AT TAKING DAMAGE. FOR SOME OTHER CHARACTERS, IT *MAY*
REQUIRE MORE OR LESS HITS DEPENDING ON WHO IT IS)
FATAL HITS [HEAD]:
(SAME AS WITH THE BODY, EXCEPT IN THE HEAD. FOR SOME REASON, ONLY SOME
WEAPONS SEEM TO KILL FASTER TO THE HEAD. EITHER THAT, OR CORTEZ HAS A STEEL
PLATE IN HIS HEAD {UNLIKELY})
FATAL HITS WITH [SECONDARY FIRE]:
(THIS IS ONLY FOR WEAPONS WHICH HAVE ANOTHER WEAPON AS THE SECONDARY MODE.
WHICH, AS IT TURNS OUT, IS ONLY LIKE 2 OR 3 {SAD})
MY TAKE:
(THIS IS WHERE I GET TO TELL YOU HOW I THINK ABOUT SAID WEAPON, OR IN THE
CASE OF ONES LIKE THE FLAME THROWER, HOW MUCH IT SUCKS ASS {UNLESS THE TARGET
HAS A LOW TOLERANCE TO FIRE, THEN THE FLAME THROWER‘S OK})
RATING:
(FINAL SCORE ON SAID WEAPON, ACCORDING TO ME MAINLY, BUT ALSO FACTORING IN
THE STATS ABOVE. SCORE IS OUT OF 10)
=============================================================================
HANDGUNS [CWG1]
Average Handgun rating = 5.5
-----------------------------------------------------------------------------
----------------------------------
Kruger 9mm
----------------------------------
CLIP SIZE: 8
MAX RESERVE AMMO: 52
SECONDARY MODE: Silencer (if you don’t know what that is, you have no
business playing an FPS!)
DUAL-WIELD: Yes
FATAL HITS [BODY]: 6
FATAL HITS [HEAD]: 5
MY TAKE: I don’t use this pistol much, as really the only good thing is that
it has a silencer, but that doesn’t help much in multiplayer. It is the most
powerful of the three semi-auto handguns (including the Pistol 9mm and LX-18),
and the same power-wise as the Sci-fi. Again, I don’t use this much because I
like the capability of being able to snipe with my sidearm if I choose.
RATING: 3.5
----------------------------------
LX-18
----------------------------------
CLIP SIZE: 18
MAX RESERVE AMMO: 42
SECONDARY MODE: Scope and Silencer
DUAL-WIELD: Yes (except when Secondary Mode is engaged)
FATAL HITS [BODY]: 10
FATAL HITS [HEAD]: 7
MY TAKE: Honestly, I don’t use this one much either, and I’m not sure why. I
most often use the Pistol 9mm in multi, but this one has a much bigger clip
and about the same attack power, and the same secondary mode also. So without
really using this one much, I’m going to recommend it above the Pistol 9mm.
RATING: 6.5
----------------------------------
Pistol 9mm
----------------------------------
CLIP SIZE: 8
MAX RESERVE AMMO: 52
SECONDARY MODE: Scope and Silencer
DUAL-WIELD: Yes (except when Secondary Mode is engaged)
FATAL HITS [BODY]: 9
FATAL HITS [HEAD]: 7
MY TAKE: This is your basic, run-of-the-mill, 9mm sidearm. Doesn’t see much
use in the real world anymore; almost all cops, military personnel and
special ops guys use .40 or .45 caliber, for their superior stopping power,
which is understandable. Strangely, the in-game graphic resembles a Desert
Eagle, which is not made in 9mm. Although I could be wrong as it's somewhat
hard to tell. It sort of looks like a Beretta, perhaps, but whatever. Anyways,
it’s a decent weapon, and either it or the LX-18 usually ends up being picked
for the starting weapon, but most often dual-wielded in multiplayer, which
makes it much more worth while. The scope is also really nice, even for multi,
because you immediately have access to a snipe-capable weapon, albeit a low
power scope. The silencer is really only useful for the Story mode.
RATING: 5.5
----------------------------------
Revolver
----------------------------------
CLIP SIZE: 6
MAX RESERVE AMMO: 74
DUAL-WIELD: No
FATAL HITS [BODY]: 4
FATAL HITS [HEAD]: 3
MY TAKE: I don’t care much for this cause it can’t be dual-wielded, no cool
secondary modes, reloading is annoyingly long, and can only hold 6 rounds,
due to the fact that it’s a revolver. But it’s great power-wise; the best of
the handguns. And good if you want to go with a cowboy-western type weapon
loadout.
RATING: 5.5
----------------------------------
Sci-fi Handgun
----------------------------------
CLIP SIZE: 16
MAX RESERVE AMMO: 184
SECONDARY MODE: Reflective shots (shots that strike walls ricochet and keep
going for a while longer. honestly not very useful.)
DUAL-WIELD: Yes
FATAL HITS [BODY]: 6
FATAL HITS [HEAD]: 5
MY TAKE: Once again, not much use from me. Logically, this is the most
efficient pistol of all, since you can dual it unlike the Revolver, it has
almost as much power, and way more clip capacity. But that’s if you dual it.
If not, its slightly less efficient than the Revolver. It’s just too
futuristic looking for my tastes, and I know aesthetics is a silly reason to
not like something, but oh well.
RATING: 6.5
=============================================================================
FULL AUTOS [CWG2]
Average Full Auto rating = 7.9
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----------------------------------
K-SMG
----------------------------------
CLIP SIZE: 32
MAX RESERVE AMMO: 168
SECONDARY FIRE: Rocket Propelled Grenade, 6 rounds max
DUAL-WIELD: Yes (except when Secondary Mode is engaged)
FATAL HITS: 15 (no matter in the body or head)
FATAL HITS USING ROCKET PROPELLED GRENADE: 1
MY TAKE: This is like the German answer to the Machine Gun which seems to be
like an MP-5 or something. Anyway, its close to the same thing; the only
differences are it takes a few more bullets to kill, and has less maximum
ammo, but it more than makes up for it with the RPG secondary fire mode. I
like it over the Machine Gun.
RATING: 7.5
----------------------------------
Machine Gun
----------------------------------
CLIP SIZE: 32
MAX RESERVE AMMO: 224
DUAL-WIELD: Yes
FATAL HITS: 12
MY TAKE: Should be the one called an SMG, its still a pretty decent weapon.
Better known as bullet hoses in FPS circles, these lay down a beautiful line
of fire, especially when you have two. It kills a little faster than the
K-SMG, but doesn’t have the very useful RPG attachment.
RATING: 6
----------------------------------
Minigun
----------------------------------
CLIP SIZE/MAX AMMO: 400
SECONDARY MODE: Spin-up (keeps the barrel spinning which allows you to fire
instantly; however it produces about 25% of the max amount of tolerable heat
before you must let the gun cool down)
DUAL-WIELD: You wish!!
FATAL HITS: roughly 10
MY TAKE: Liek, OMG!! I am in love with this gun sooo much, tehehehe!!! I want
to marry it! Seriously though, this is undoubtedly the most kickass weapon in
the entire game. It’s the one gun that simultaneously instills both fear and
covetousness in the hearts of those on the business end. You can easily take
on a whole group of enemies at close to medium-long range with no problem.
Just wave it back and forth in the general direction of the group and they‘re
done! No kidding, this gun RULZ ALL!! Plus you just flat out look like the
man when you’re carrying it around on the battlefield. On the down side, it
ends up heating up quite fast, due to the large volume of bullets that fly
out of the barrel in such a short amount of time.
RATING: 12 (that’s right, 12 out of 10!)
----------------------------------
Plasma Autorifle
----------------------------------
CLIP SIZE/MAX AMMO: 400
DUAL-WIELD: No
FATAL HITS: 8
MY TAKE: This is an excellent gun. It kills really fast and you never have to
reload it either! The rate of fire also increases the longer you continually
fire it. The only problem is that this makes the heat skyrocket, and you can
only fire about 50 to 60 shots in succession before having to let it cool.
But if you stagger the fire, instead of holding down the trigger, you can
deal a nice amount of damage to, or usually even kill your target in no more
than about 15 shots depending on how well they can dodge and how well you can
aim. To this end, you can give the gun enough time to cool down in-between
fights so you can take on several enemies so long as you don’t have to face
more than 2 or 3 at the same time.
RATING: 8.5
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SBP500
----------------------------------
CLIP SIZE: 64
MAX RESERVE AMMO: 192
DUAL-WIELD: No
FATAL HITS: 12
MY TAKE: The SBP500 is a high tech full auto weapon not unlike the modern
M-16’s or other assault rifles used by military and law enforcement. The
difference is that it packs a huge clip more than twice the size of an M-16’s,
and fires slightly faster. It’s a really nice choice, and one of my favorite
autos, next to the Minigun and PAR.
RATING: 7.5
----------------------------------
Soviet Rifle
----------------------------------
CLIP SIZE: 30
MAX RESERVE AMMO: 170
DUAL-WIELD: No
FATAL HITS: 7
MY TAKE: Supposed to be like an SKS or AK-47 type rifle. Its ok, it’s the
most powerful of the full autos, but not the quickest killing, because it
fires slower than all other autos. Plus, it has the smallest clip and almost
the smallest max ammo reserves. I don’t care for it much, but that’s just my
opinion.
RATING: 6
=============================================================================
SHOTGUNS [CWG3]
Average Shotgun rating = 5.7
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----------------------------------
Dispersion Gun
----------------------------------
CLIP SIZE/MAX AMMO: 40
DUAL-WIELD: No
FATAL HITS: 2 (close); 3 (medium); 6 (long); 1 charged-up (close);
2 charged-up (medium and long)
MY TAKE: This is a pretty lame gun if you ask me. Its like they wanted to
make a cool futuristic shotgun, but failed miserably at it. It takes two
normal shots at close range to kill, and that may not seem so bad, but it has
only an average firing rate, so you could very well be dead before you can
get off two solid hits on your attacker. Sure you can kill in one shot if you
charge it up first, but unless you go around with a shot charged up all the
time, you can’t exactly expect your opponent to wait for you to do so. Its ok
if it’s the only good gun around, but don’t use it if you have access to a
full auto and especially if there’s another type of shottie lying around.
RATING: 4
----------------------------------
Shotgun
----------------------------------
CLIP SIZE: 2
MAX RESERVE AMMO: 38
DUAL-WIELD: No
FATAL HITS: 1 (close range); 2 (medium); 6 (long)
MY TAKE: A double-barreled shotgun, it should have been called a Hunting Gun,
as this is the type of shotgun used most often in hunting ducks and other
game birds. As far as in the game, this is only valuable if it’s the only
shotgun on the map. Otherwise, it totally sucks compared to the other
shotguns. If you want a good shottie, definitely go with the next one down,
the Tactical 12 Gauge. The biggest con about this gun is it takes like 2 years
to reload. Seriously, I could almost take a shower in the amount of time it
takes to eject empty shells and put in two fresh ones. The only thing it has
over the Tactical is that it has a slightly tighter choke, so it has a little
bit smaller shot pattern, which of course translates to more efficient
killing.
RATING: 5
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Tactical 12 Gauge
----------------------------------
CLIP SIZE: 8
MAX RESERVE AMMO: 32
DUAL-WIELD: Awww, that would be so sweet!
FATAL HITS: 1 (close); 4-5 (medium); 8 (long)
MY TAKE: The better of the two modern shotguns, the Tactical 12 can carry 8
shells in the feed tube, and loads much faster than its outdated cousin, but
it has a looser shot pattern, meaning the birdshot spreads out too fast and
thus makes it harder to hit at longer distances. But its all good at close
ranges, being a boomstick. Its still much better than the Shotgun in my
opinion, and your best friend in small to medium sized maps.
RATING: 8
=============================================================================
SNIPER RIFLES [CWG4]
Average Sniper Rifle rating = 5.2
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----------------------------------
Sci-fi Sniper
----------------------------------
CLIP SIZE: 8
MAX RESERVE AMMO: 32
SECONDARY MODE: Energy shield
DUAL-WIELD: No
FATAL HITS [BODY]: 3
FATAL HITS [HEAD]: 1
MY TAKE: I’m not big on sniping. At all. But this is a fairly good rifle.
Since all three snipers are nearly identical in functionality, the advantage
of this one is that it has a renewable shield that protects you from incoming
fire until the energy runs out or it takes enough damage and shuts off. So,
this one is probably the best.
RATING: 6.5
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Sniper Rifle
----------------------------------
CLIP SIZE: 5
MAX RESERVE AMMO: 35
DUAL-WIELD: No
FATAL HITS [BODY]: 3
FATAL HITS [HEAD]: 1
MY TAKE: Only a little less effective than the other 2, because of its clip
which holds 3 less rounds. Other than that it’s a clone. Not very exciting
when there are 3 nearly identical sniper rifles.
RATING: 4
----------------------------------
Vintage Rifle
----------------------------------
CLIP SIZE: 8
MAX RESERVE AMMO: 32
DUAL-WIELD: No
FATAL HITS [BODY]: 3
FATAL HITS [HEAD]: 1
MY TAKE: The nearly exact copy of the Sci-fi Sniper, minus the shield, the
Vintage Rifle is nothing special apart from the other two. I don’t use it
much, as I said, I’m not a sniper, but a friend of mine who loves sniping
prefers this one over the other two because he likes the sound mostly.
RATING: 5
=============================================================================
FIRE-BASED GUNS [CWG5]
Average Fire-Based Gun rating = 6.3
-----------------------------------------------------------------------------
----------------------------------
Flamethrower
----------------------------------
CLIP SIZE/MAX AMMO: 1500 fuel units
DUAL-WIELD: No
FATAL HITS: roughly 500 fuel units
MY TAKE: Ok, flamethrowers are cool when you’re fighting a swarm of, say,
scarab beetles, or bats, or undead zombies that are already falling to pieces,
but it just doesn’t really fit well in a game where your main opponents are
robots and soldiers with body armor. Sure in real life, you could easily kill
someone by flaming their head, or chest, or any other vital areas, but you
must remember that in video games, everyone is always much more resistant to
super-heated fire than you might think. In this game, unfortunately, you have
to continually burn your opponent for nearly 10 seconds before they give in,
and by that time, you are almost always already dead yourself. Plus,
obviously, its only effective in the area of the flame, which is more or less
about 5 feet. In other words, stay away from this one unless you have a fire
fetish.
RATING: 3.5
----------------------------------
Flare Gun
----------------------------------
CLIP SIZE/MAX AMMO: 8
DUAL-WIELD: Yes!
FATAL HITS: 1
MY TAKE: This is my personal pick for the fire weapons category. Whether I
have 1 or 2, I enjoy walking around with this unassuming little handgun that
packs a whammy. I've actually gotten pretty good with them, and I can often
either hit my opponent dead on, or fire in front of them so they get taken
out by the splash damage. Its HELLA fun to use!
RATING: 7.5; 9 when dualed
----------------------------------
Heat Seeker
----------------------------------
CLIP SIZE/MAX AMMO: 6
DUAL-WIELD: Lemme think, could you carry a bazooka on each shoulder and still
get around easily?
FATAL HITS: Again, 1 (its still a friggin’ rocket launcher!)
MY TAKE: More on the positive side of the cheap-o-meter than the Rocket
Launcher, the Heat Seeker, as its name suggests, seeks heat. Specifically,
the heat emanating from your opponent’s body. Now while this is not generally
realistic to be able to lock onto the scant amount of heat that a human emits,
its still fun to use in a fictional environment. Surprisingly, I’ve still
managed to miss a target or two even after locking on first, which, I think,
makes it much more evenly balanced against some of the other weapons than the
Rocket Launcher is.
RATING: 6.5
----------------------------------
Rocket Launcher
----------------------------------
CLIP SIZE: 6
MAX RESERVE AMMO: 6
SECONDARY FIRE: Multi shot (fires the remaining rockets you have loaded in
the current clip, to a maximum of 6, which gives you several chances to hit
your opponent, or to fire laterally at a group of enemies)
DUAL-WIELD: Yes! You sure can!
FATAL HITS: 1
FATAL HITS USING MULTI SHOT: 1
MY TAKE: It’s a buff weapon, that’s for sure. I’m really not into it a whole
lot, but its fun to use now and again. It’s usually not hard to hit people
with it, and even if you don’t actually hit them, all you have to do is hit a
wall or the ground next to them and they can kiss their ass bye-bye. So this
fact makes it very unchallenging to use, and thus, boring. It’s also good for
long range, as the rocket flies straight and steady, unlike the Flare Gun, in
which the flare flies erratically (this is partly why I prefer the Flare Gun,
because it takes more skill to kill with). It’s just such a powerful, easy
killing weapon that whenever its on a map, its basically the only weapon
sought after, causing uprisings and even team kills just to acquire it.
RATING: 7 (docked some points, just cause its so ridiculously cheap)
=============================================================================
EXPLOSIVES [CWG6]
Average Explosive rating = 6.8
-----------------------------------------------------------------------------
----------------------------------
Frag/Plasma/TD Grenades
----------------------------------
MAX AMOUNT: 5 (of each; press down on the d-pad to cycle between)
DUAL-WIELD: No
FATAL HITS: 1
MY TAKE: Ok, we all know how grenades work. They are the one weapon that’s in
every single FPS ever made, and several games from other genres. But, why not?
They are excellent and efficient killing devices if you can master throwing
them, and a good balance to firearms. I’ve heard of some super good gamers
who are so good, they can nail you with a Frag no matter where you are on the
map. Now, while this is undoubtedly an exaggeration, knowing exactly how far
they can be thrown, how to bounce them off walls and the secret of sticking
someone 100 feet away with the almighty Plasma Grenades (which somehow, EA
hasn’t yet been sued by Bungie for directly ripping off their idea) is a sign
of a skilled ‘Nader, and someone you definitely want on your team. There are
also Time Disruptor grenades, but they are only used in single player, and
are only good for freezing enemies in place.
RATINGS: 8/8.5/7
----------------------------------
Proximity/Remote/Timed Mines
----------------------------------
MAX AMOUNT: 10 (of each type, not total)
SECONDARY MODE: Detonator (Remote Mines only)
DUAL-WIELD: No
FATAL HITS: 1 (with decent splash damage for the Remote and Timed Mines;
Prox Mines are a guaranteed kill, cause the enemy has to be right next to
them to set them off.)
MY TAKE: In order of usefulness, in my opinion anyway, it goes Timed (least
useful), Remote and Prox (most useful). The latter is the most useful,
because of how they are a virtually guaranteed kill, unless the enemy sees it
before hand and shoots it, of course. They’re great for putting in your base,
or next to the "flag" (really a Bag, but I always call it a flag anyway) in
CTF matches (or CTB, d’oh!), to take care of would-be flag snatchers. At the
very least, this forces the attacking CTB team to either shoot or blow up the
Prox mines you've stuck in your base/next to the bag before retrieving it,
which usually ends up wasting a lot of their time and gives you a chance to
take them out. Its also extremely frightening even in normal Deathmatch games,
if you know your enemy has laid them around somewhere but you don’t know
where!
RATINGS: 7.5/6/4
=============================================================================
OTHER WEAPONS [CWG7]
Average Other Weapon rating = 5.7
-----------------------------------------------------------------------------
----------------------------------
Baseball Bat
----------------------------------
DUAL-WIELD: No
FATAL HITS: 2
MY TAKE: Yahoo. It’s a bat. You hit people with it. And they die. And then
you are happy. Yay, yay for Mr. Bat. I don’t know why they have to specify
that it’s a bat used in baseball. I mean, there aren’t many other kinds of
bats. Sure, there are vampire bats, and fruit bats, and brown bats, but it
would be obviously completely silly to attack someone with one of those, now
wouldn’t it?
RATING: 5
----------------------------------
Electro Tool
----------------------------------
CLIP SIZE/MAX AMMO: 1800 energy
SECONDARY FIRE: Energy bolts
DUAL-WIELD: No
FATAL HITS: roughly 80 energy
FATAL HITS USING ENERGY BOLTS: 4 (close); 5 (long)
MY TAKE: This is similar to the Flame Thrower, only it fires electricity
instead of fire, natch. So its good against characters who are weak to shock.
And you can fire bolts of energy, which have a longer range than the chain
lightning. Yeah, its not really that exciting of a weapon.
RATING: 6.5
----------------------------------
Ghost Gun
----------------------------------
CLIP SIZE/MAX AMMO: 960 uh, ghost energy stuff
DUAL-WIELD: No
FATAL HITS: roughly 350 of that ghost stuff
MY TAKE: By almost all accounts, this gun completely and utterly blows. The
only thing it has going for it is that you can heal yourself by stealing
health from your victim. So its good in place of a medic pack. That’s
basically it.
RATING: 4.5
----------------------------------
Harpoon Gun
----------------------------------
CLIP SIZE: 12
MAX RESERVE AMMO: 36
DUAL-WIELD: No
FATAL HITS [BODY]: 3; 4 (long)
FATAL HITS [HEAD]: 2
MY TAKE: There’s really nothing special about this. I mean, yes this is an
essential tool if you plan on going scuba diving in shark infested water, but
that’s about it. It seems to drop quite a lot for medium to long distance
shots. One plus is that you can recollect some of the harpoons on the ground
and out of your opponent’s corpse. It’s just ok.
RATING: 6
----------------------------------
Injector
----------------------------------
CLIP SIZE: 8
MAX RESERVE AMMO: 40
DUAL-WIELD: No
FATAL HITS: 2-8 (depending on how many times you shoot someone, determines
how fast they inflate and explode, but you have to hit your target within a
few seconds of each other or they will wear off)
MY TAKE: This is definitely the strangest gun in this game, and maybe any
game I think I’ve ever played. But its astonishingly satisfying to make your
enemy pop like a bubble. Beyond that, there’s not much else to this goofy
weapon.
RATING: 5.5
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Mag Charger
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CLIP SIZE: 12
MAX RESERVE AMMO: 28
SECONDARY MODE: Thermal scope (allows you to spot other players by finding
their heat signatures, even across the map. Think Splinter Cell.)
DUAL-WIELD: No
FATAL HITS: 3
MY TAKE: It’s ok. I never use it, but the thermal vision ability is worth
using it for dark areas in maps, and the like. It only takes about 3 shots
to kill someone with it, which is pretty good, but it's somewhat slow firing,
so I don't recommend using it for a weapon so much as using the Thermal scope
to find enemies with. But fight with it if you want.
RATING: 6.5
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HIDDEN WEAPONS [CWG8]
Average Hidden Weapon rating = 6.5
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Brick
(Complete the 3 events in the category "Super Smashing Great" of the
Challenges mode to unlock)
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MAX AMOUNT: 40
DUAL-WIELD: No
FATAL HITS [BODY]: 1
FATAL HITS [HEAD]: 2 (I’m not sure if this is really true, and I tested it
several times, but I came to the conclusion that it takes 1 more brick to the
head to kill someone. Go figure)
MY TAKE: Its amusing. Makes for good laughs between you and friends. Goes
good with the Injector, Bat, Ghost Gun and Harpoon Gun if you want to just
have a fun fight. Just watch out if you throw it at a wall you are close to
because it tends to bounce off and nail you in the face. No joke.
RATING: 6
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Monkey Gun
(Complete the Challenge called "Electro Chimp Discomatic" to unlock)
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CLIP SIZE: 64
MAX RESERVE AMMO: 192
DUAL-WIELD: No
FATAL HITS: 1 or 2 (hard to tell because you fire an entire clip at once)
MY TAKE: This gun looks just like the Mag Charger except its red. Unless the
Mag Charger is also red, which I can't remember. Nonetheless, it still looks
like the Mag Charger. And basically its an insanely powerful machine gun.
Heavy on the insane. It literally only takes like 2 shots to kill, but its
difficult to know because every time you hit the fire button, it fires the
entire clip, very quickly too, and you can’t stop it. I don’t know why or
what the advantage to that is, because you end up wasting 99% of the ammo,
especially if there are only a couple baddies nearby. What I can’t figure out
is what exactly makes it a "monkey" gun.
RATING: 7
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MULTIPLAYER WEAPON SETS TO TRY OUT [CWG9]
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