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Weapons
Soldat Forums - Soldat Talk - Soldat Guide - Information Gathering
Ok
December 17, 2005, 2:24 am
Weapons

:: General Usage
- Some weapons have a factor called movementacc in the weapons configuration.
In english, this means that if you're pushing a direction button (up down left or right) or using jets, your aim will be altered and off target!
To bypass this so you can make sure your aim is correct, stand still while firing, or 'float' in the air to fire while not touching the controls. Most good players learn to move inbetween shots, and then float for the split second they're firing.
The weapons this affects are: Ruger, M79, Barret, and Minimi. (Credits: Ckakra)





:: AK-74
- The AK-74 is the most balanced automatic weapon in Soldat, making it a good choice at medium to long range and in team roles that may place one in a variety of situations. Its very straight bullet trajectory makes it directly as accurate as the wielder is--which the wielder should be, as the firing rate is somewhat slower than that of the MP5 and Steyr AUG. Fortunately, the AK-47 is still rather forgiving to less accustomed users, as the clip size is quite large. It's self-bink also requires the player to fire in bursts. (Credits: YoMammasMamma)
- The AK-47 is mainly meant for large fields. Quite effective for escaping enemy pursuers in multiple directions. It is not very effective with fast rushers, because it may take too long to kill them after they get a good range between you, and if its an M79, you're dead. (Credits: CrazyKid980)
- A way to avoid accuracy impairment: Tap the mouse-button, don't just hold it down. It makes you more accurate, and that's how I can overcome some of the more fast-firing weapons like the MP5 or the Steyr. (Credits: AngryEmoWithAShotgun)

:: Desert Eagles
- Desert Eagles are often used at short to medium range in uneven terrain, taking advantage of the curved trajectory of the bullets to fire at targets from angles and positions that are generally safe from straight-flying bullets. The curved bullet trajectory combined with the dual-firing nature of the weapon, however, requires a high degree of accuracy to be effective, and so this weapon choice tends to require a little practice; it's practice that does pay off, though. (Credits: YoMammasMamma)

:: H&K MP5
- The MP5 is the optimal choice for short range combat at a fast and furious pace--it is not difficult to mow down multiple opponents in a short time with this weapon. Despite this, it is important to keep in mind that while the gun's self-binking is of little problem at the short range intended, longer ranges will see increasingly reduced bullet speed and accuracy, meaning you'll have to find a way to get close to your opponent in order to work effectively. (Credits: YoMammasMamma)

:: Steyr AUG
- The Steyr AUG is a decent choice for medium range combat, especially in team efforts where supportive fire can be useful--not to say the weapon can't be deadly on its own, as well. It eats through its clip relatively fast, however, and when combined with its self-binking it makes for a weapon that can easily become inaccurate; as such, one often has to pick-and-choose their target in situations where it's every man for himself. (Credits: YoMammasMamma)
- The unique thing about the AUG is that the 1st shot is fired normally. It's pointed directly at the barrel, so it'll most likely fall short. However, the 2nd and 3rd shots are fired slightly above where you aim, so they will normally be much closer to the target. Self-Bink affects the weapon after that, but for this weapon, it's not that bad, so you can afford to continue spraying at close to medium ranges. (Credits: papasurf31)

:: Spas 12
- This shotgun is the only weapon to reload bullet by bullet. As such, it's a godawful wait when you're out of ammo. If there's a break in the action, hit the reload key. Hell, do this with ALL weapons. (Credits: SPARTAN_III)

:: XM214 Minigun
- One of the most disliked weapons, although I can't imagine why, this gun has sufficient force to push you. If you're trying to keep steady, press the A or D key depending on where you're looking. Remember, run forwards. (Credits: SPARTAN_III)
- Don't be stationary! You won't survive if you stand and spray. This isn't a stationary gun with high powered rounds! Move quickly and over obstacles to avoid their shots and you'll catch them when they're reloading. (Credits: TheRelinquished)
- Try not to sit on the fire button. Just fire when it's necessary, and when you start hitting an opponent, don't relent. Stop spraying while changing direction to follow an opponent, this saves both ammunition and lets you retain accuracy, but if your opponent stays in one place, then move around them and don't stop firing at them. (Credits: TheRelinquished)
- Move the barrel. The Minigun's aiming is erratic, and only 100% effect at very very short ranges (as in handshake range), but it can be improvesd by equally erratic movement of the barrel. This sounds strange, but by moving the barrel up and down quickly as you fire, you'll often find that you get a closer spread that kills with 15 rounds instead of 25. It doesn't seem very realistic, but take advantage of the fact that it's a video game folks =P. (Credits: TheRelinquished)
- Take advantage of bink. By hitting opponents in bursts or continuous streams, you take advantage of the Mini's very good ability to bink. Hitting someone with a dozen weak bullets will really throw off their aim, and this should help you evade their shots. Snipers are sitting ducks to a good Minigunner. (Credits: TheRelinquished)
- Use nades. The Mini is a very disruptive weapon that confuses your opponent and forces them to pay attention to you rather than the nades you've dropped. Even if you don't hit them, the nades are even more disruptive, and can wound a Soldat. It's easier to kill them this way. (Credits: TheRelinquished)
- Use the Minigun aggressively. You may only end up being a very strong support character who doesn't top the server rankings, but you'll be amazed at how effective you can be if you just don't back down. Just keep in mind that the Mini is an assault type weapon that deserves to see the middle of the map every spawn. Used effectively and aggressively, this weapon is a force to be reckoned with. (Credits: TheRelinquished)

:: Ruger77
- If you see a guy on your screen, run/jet/jump at him as fast as you can, as you're flying at him, fire 1 or 2 shots, at this point you should be somewhere above him, so fire another shot into his head. If he's still not dead after that, as you fly past him turn around and give'im a shot in the back. (Credits: wormdundee)
- Learn to use grenades very well, if you use up your clip of 4 rounds, you need to be able to take out the enemy with your grenades. (Credits: wormdundee)
- you dont need to shoot consecutively, take minimal time between each shot to re aim to get a good shot off because if you are reloading, you are good as dead to an auto (Credits: ugapa)
- lower your sensitivity so your shots will be more accurate. (Credits: ugapa)

:: M79
- The M79 is a one hit kill weapon which makes it a worthy weapon. It is very easy to learn once you get how it curves. It also has a handy explosion which can be used to boost yourselves or teammates or kill weak players if you dont hit perfectly. (Credits: ugapa)
- M79 is not good going on the main route because you want to have a weapon that compliments your partners weapon because your partner likes weaker opponents if he/she is using an auto or semi-auto. (Credits: ugapa)
- If you happen to kill someone with a m79 or just find it laying on the ground, it is usually a great idea to get it because it is useful. It is nice to have an auto along with your M79. (Credits: ugapa)
- Boosting in CTF games are extremely helpful for getting away with the flag or catching up to an enemy flagger. In 1.3.1, the damage you take from self explosion has gone up 30%, but it is still handy. I like to throw a grenade and shoot my M79 at it for a even more efficient boost. You can boost above your enemies sight or just to get the higher ground for a good shot with a different gun. While you are escaping with the flag, you can shoot your m79 backwards on the ground in front of your opponents to slow them down. (credits: ugapa)
- When using m79, you should consider strategies to cover yourself on the chance that your m79 shot misses. Be comfortable with your surroundings and try to be in a situation where you can quickly and easily get into cover. This is important when facing an auto user. If you miss your shot, they can rush you and severely damage you while you are defensless. If you can avoid the enemy fire, you can reload and find another chance to shot them without harm to yourself. (Credits: Spectral)
- Be on notice if the enemy has low health. Due to the splash damage of the m79, you don't always need to get the direct hit. This makes it easier to aim at times so you can get the kill more quickly. If the enemy is above you on a fairly thin platform (eg. The thin floor before the flag areas in Laos that you can throw nades through), you can inflict damage by shooting the area below their feet. This will also boost them in the direction fired. (Credits: Spectral)

:: Barret M82A1
- It has a scope which lets you see about one-thirds farther then normal if you are prone and about one-fourths farther if you are crouched. However you wont be able to see whats going on close to you while you scope. (Credits: ugapa)
- The barret shoots in basically a straight line unless shot of super far distances, such as across a whole map. Sniper line is a nice way to start learning to aim with a barret. The barret shot is super fast so theres really no dodging a shot. (Credits: ugapa)
- Another huge setback for the barret is your shots will not be accurate if you are taking fire and/or moving while you are shooting. Before you fire the barret, make sure to release your movement keys and then fire for good accuracy. (Credits: ugapa)





:: Chainsaw
- Do not forget to aim with the chainsaw. Most people assume that you simply kill anything on the same side as the chainsaw, but these people are wrong. Aiming straight at your oponnent maximizes your reach towards that oponnent. The reach of your chainsaw is how you win chainsaw battles, and how you suprise enemies that thought they were out of reach. (Credits: Augustus)
- A method most veteran chainsaw users impliment is the superman trick. This places the chainsaw as far in front of you as possible while keeping the majority of your body far away. This is extremely effective when facing another chainsaw user. Running forward, jumping, going prone, and jetting while turn you into a living missle, turning anyone in front of you into a bloody mess. Not only does this speed suprise most people, but can cause some amazing mid-air kills. The only downside to this technique is while you are a smaller target vertically, you are a much larger target horizontally. (Credits: Augustus)
- Keep moving! Chainsaws commonly fall victim to guns with longer range (or any range). Use obstacles to provide cover, and frequent any small, cramped tunnels or rooms. If there's no roomto manuever in, the enemy can't take advantage of their range, and it makes your hardest job, reaching them, much easier. (Credits: Augustus)

:: M72 LAW
- You need to crouch while using this. Remember that you can move while crouching and fire. (Credits: SPARTAN_III)
- Many players seem tempted to fire mortar-style blind shots at the start of a game, but this is bad for too reasons: you have to wait for the LAW to reload again, and you could've just just bumped off a teammate, if FF is on. (and you can kill yourself even if FF is off. It happens.) (Credits: headstone)
- When you first spawn, don't whip out the law and run into the middle of the combat. The LAW is not a close-range weapon. If you jump blind into a situation, you'll have to wait until you land, crouch and hold the trigger to fire at an enemy. And if you are too close, you can suicide. (Credits: headstone)
- In realistic mode it's best to use the law as more of a sniper weapon, and stay off to the side of a battle, and surprise your victim. In realsitic ctf , you can wait behind a bunker facing towards your base. When the enemy hops over the bunker, he won't see you, but you can nail him in the back. (Credits: headstone)
- Also, when the LAW is reloading, find somewhere to hide (you'll do this more in survival). In deathmatch, you should only be using the law for one shot anyways. (Credits: headstone)
- Beware of colliders. Before you fire, check to see the law is going to go farther than a foot before exploding. (Credits: headstone)
- When walking, prepared for a shot, crouch-walk by holding down and walk. (Credits: headstone)
- They're isn't much reason to prone when firing, as the LAW doesn't have a scope. That just stops you from having a quick escape incase you miss. (Credits: headstone)














Post your tips for each weapon seperatly by placing a title above it.
If you have general tips for weapons usage post it under a title of "General usage"

The best thing you can do is arrange it in a txt file on your comp, then copy paste a ready, well explained, orderly post.


- Updated on 26th of January 2006 ; DePhille

rabidhamster
December 17, 2005, 3:09 am
would a section on custom weapons.ini files be included here?

edit:
No. Far as i'm aware this section of the forum is towards learning more about 'vanilla' Soldat and how to play it well. The effects capable from editing the weapons.ini probably goes somewhere in the modding forum. -Chakra.

Chakra`
December 18, 2005, 7:43 pm

Some weapons have a factor called movementacc in the weapons configuration.

In english, this means that if you're pushing a direction button (up down left or right) or using jets, your aim will be altered and off target!


To bypass this so you can make sure your aim is correct, stand still while firing, or 'float' in the air to fire while not touching the controls. Most good players learn to move inbetween shots, and then float for the split second they're firing.

The weapons this affects are Ruger, M79, Barret, and Minimi.

CrazyKid980
January 3, 2006, 3:20 pm
AK-47
A fine choice for any soldat player, from beginner, to expert.

Advantages
*With its 40 bullet capacity, you got plenty of shots to hit.
*Pretty straighit shots
*Fairly strong (5-8 to kill)
*Fast bullets

Disadvantages
*long reload
*accuracy decreases pretty fast

Other Info
The AK-47 is mainly meant for large fields. Quite effective for escaping enemy pursuers in multiple directions. It is not very effective with fast rushers, because it may take too long to kill them after they get a good range between you, and if its an M79, good-bye.

AngryEmoWithAShotgun
January 4, 2006, 9:15 pm
I agree with Crazy. The AK's capabilities in combat has led me to believe that it is THE BEST auto in Soldat. It is also quite useful for persuiting flaggers and objective carriers because of it's long-range capability and it's clip size. A way to avoid accuracy impairment: Click, don't just hold it down. It makes you more accurate, and that's how I can overcome some of the more fast-firing weapons like the MP5 or the Steyr.

Deleted User
January 4, 2006, 11:40 pm
Determining the Best Weapon for You

Introduction

The common trend for many players of Soldat is choose a gun that they find themselves easily comfortable with, and to use it consistently. This habit is one that should generally be avoided, however!

The truth about the weapons in Soldat is that, due to the wide variety in terrain, number of players, and how the guns themselves work, using any one weapon exclusively will more often than not put you in a disadvantageous situation when dealing with anyone who knows what they're doing.

Since there is such a wide variety of so many different possible scenarios, it is impossible to create a handy chart or guide that says exactly what gun should be used when--this is especially true considering the fact that every player ultimately has their own unique set of personal strengths, weaknesses, and styles of play. However, some general information regarding how each weapon works can help guide one in experimenting with the plethora of weapons in Soldat, ultimately creating their own unique uses for each weapon that work best for them.

Primary Weapons

The Desert Eagles are often used at short to medium range in uneven terrain, taking advantage of the curved trajectory of the bullets to fire at targets from angles and positions that are generally safe from straight-flying bullets. The curved bullet trajectory combined with the dual-firing nature of the weapon, however, requires a high degree of accuracy to be effective, and so this weapon choice tends to require a little practice; it's practice that does pay off, though.

The MP5 is the optimal choice for short range combat at a fast and furious pace--it is not difficult to mow down multiple opponents in a short time with this weapon. Despite this, it is important to keep in mind that while the gun's self-binking is of little problem at the short range intended, longer ranges will see increasingly reduced bullet speed and accuracy, meaning you'll have to find a way to get close to your opponent in order to work effectively.

The AK-74 is the most balanced automatic weapon in Soldat, making it a good choice at medium to long range and in team roles that may place one in a variety of situations. Its very straight bullet trajectory makes it directly as accurate as the wielder is--which the wielder should be, as the firing rate is somewhat slower than that of the MP5 and Steyr AUG. Fortunately, the AK-47 is still rather forgiving to less accustomed users, as the clip size is quite large. It's self-bink also requires the player to fire in bursts.

The Steyr AUG is a decent choice for medium range combat, especially in team efforts where supportive fire can be useful--not to say the weapon can't be deadly on its own, as well. It eats through its clip relatively fast, however, and when combined with its self-binking it makes for a weapon that can easily become inaccurate; as such, one often has to pick-and-choose their target in situations where it's every man for himself.






Obviously, this guide is not yet finished. I'll be working on it more later.

Keron Cyst
January 5, 2006, 2:39 am
The SPAS-12. If you can understand its trajectory nicely (I mean NICELY so you can bombard that Bravo stat. gunner on the other side of the hill on ctf_Kampf and can kill a half-injured flag-carrier above you), if you can tap your "throw grenade" key during reloading if you have to fire, and if you can effectively use it as a kind of third jet boot to get up ctf_Voland's back from a respawn point, the shotgun is all j00, man B-) Head-on Rambo assault of 3+ enemies, supporting fire, hitting teammates to give 'em more forward boost (if FF is off, obviously)... it tackles all. I know it's for me.

SPARTAN_III
January 6, 2006, 7:03 am
another thing you need to learn are the unique points of some weapons.

Desert Eagles: These weapons shoot a pair of bullets. It goes without saying that for maximum killing efficiency, you should land both bullets on your target. However, it is possible to land each bullet on a seperate target - if you master the weapon.

Spas-12: This shotgun is the only weapon to reload bullet by bullet. As such, it's a godawful wait when you're out of ammo. If there's a break in the action, hit the reload key. Hell, do this with ALL weapons.

n00b t00b *Ahem* I mean, Barret: This weapon has a scope, which is there for a reason. Use it.

Minigun: One of the most disliked weapons, although I can't imagine why, this gun has sufficient force to push you. If you're trying to keep steady, press the A or D key depending on where you're looking. Remember, run forwards.

LAW: You need to crouch while using this. Remember that you can move while crouching and fire.

headstone
January 6, 2006, 3:34 pm
Tips on using the law:

? Many players seem tempted to fire mortar-style blind shots at the start of a game, but this is bad for too reasons: you have to wait for the LAW to reload again, and you could've just just bumped off a teammate, if FF is on. (and you can kill yourself even if FF is off. It happens.)
? When you first spawn, don't whip out the law and run into the middle of the combat. The LAW is not a close-range weapon. If you jump blind into a situation, you'll have to wait until you land, crouch and hold the trigger to fire at an enemy. You'll probably die doing that. And if you are much too close, you can suicide.
? It's best to use the law as more of a sniper weapon, and stay off to the side of a battle, and surprise you victim. In realsitic ctf , you can wait behind a bunker facing towards your base. When the enemy hops over the bunker, he won't see you, but you can nail him in the back.
? Also, when the LAW is reloading, find somewhere to hide (you'll do this more in survival). In deathmatch, you should only be using the law for one shot anyways.
? Beware of colliders. Before you fire, check to see the law is going to go farther than a foot before exploding.
? When walking, prepared for a shot, crouch-walk by holding down and walk.
? They're isn't much reason to prone when firing, as the LAW doesn't have a scope. That just stops you from having a quick escape incase you miss.

quote:to get up ctf_Voland's back from a respawn point

It is possible to get up there without it, by the way.

wormdundee
January 7, 2006, 12:10 am
Ruger 77

Some people may say that it's not a good idea to use only one weapon, however I have pretty much used only the ruger for my entire "career" and I seem to be doing okay. If it doesn't work for you don't do it.

Anyways, as for the actual weapon.
You'll want to start off just going into pubs and trying to get your accuracy up to the level of crazy good. If you cannot consistently hit 3 out of 4 shots on a moving target you will be screwed when playing against opponents who have mastered the autos.

One thing that I find works really well is what I like to call the suicide tactic. Basically what you do is, if you see a guy on your screen, run/jet/jump at him as fast as you can, as you're flying at him, fire 1 or 2 shots, at this point you should be somewhere above him, so fire another shot into his head. If he's still not dead after that, as you fly past him turn around and give'im a shot in the back.

Some other things you should know - Learn to use grenades very well, if you use up your clip of 4 rounds, you need to be able to take out the enemy with your grenades. Also, one of the most important things with the ruger is movement. I would put it on the same level as accuracy. Since most auto users will just run at you and spray like the [CENSORED]es they are, you need to be able to dodge as much of their fire as possible. It's also useful if your trying to reload while somebody is shooting at you.

So in summary:

-Be disgustingly accurate
-With grenades too
-Be able to move like a monkey (this includes jump skipping, jet management, kick jumps, etc. A good way to tell if you're using your jets right: you should be able to jump and then use your jets to get out of your base and around the top past the death polygons on the top of ctf_voland)
-If you're not firing, you're reloading
-If you're not firing or reloading, you are dead

A lot of learning the ruger is just through using it. After a while you'll find it necessary to be able to move like crazy to be competitive. So good luck to all you future and present ruger users out there.

I'll try to add to this as I think of more stuff.

TheRelinquished
January 7, 2006, 1:07 am
My old guide to the minigun:

The Minigun

-A 100 round clip is huge, no matter what the bullet power is. With that many shots in less than 10 seconds, you should be able to carve through at least 2 Soldats when used properly, with a max of about 4. 2-4 kills with one clip is an excellent ratio.

-Don't be stationary! You won't survive if you stand and spray. This isn't a stationary gun with high powered rounds! Move quickly and over obstacles to avoid their shots and you'll catch them when they're reloading.

-Try not to sit on the fire button. Just fire when it's necessary, and when you start hitting an opponent, don't relent. Stop spraying while changing direction to follow an opponent, this saves both ammunition and lets you retain accuracy, but if your opponent stays in one place, then move around them and don't stop firing at them.

-Move the barrel. The Minigun's aiming is erratic, and only 100% effect at very very short ranges (as in handshake range), but it can be improvesd by equally erratic movement of the barrel. This sounds strange, but by moving the barrel up and down quickly as you fire, you'll often find that you get a closer spread that kills with 15 rounds instead of 25. It doesn't seem very realistic, but take advantage of the fact that it's a video game folks =P.

-Take advantage of bink. By hitting opponents in bursts or continuous streams, you take advantage of the Mini's very good ability to bink. Hitting someone with a dozen weak bullets will really throw off their aim, and this should help you evade their shots. Snipers are sitting ducks to a good Minigunner.

-Use nades. The Mini is a very disruptive weapon that confuses your opponent and forces them to pay attention to you rather than the nades you've dropped. Even if you don't hit them, the nades are even more disruptive, and can wound a Soldat. It's easier to kill them this way.

-Use the Socom. The socom is by far the best secondary weapon available for a Minigunner due to it's quickness, potency, and fast reload (which the Mini doesn't have). It's easy to spray down three or four Soldats with a Mini and not kill them, so pull out that trusty Socom and finish them off with it. You'll find it even makes a good stand alone weapon when you're going for med packs or nade packs and reloading, because it's so quick to kill the wounded opponents all around you.

-Lastly, use the Minigun aggressively. You may only end up being a very strong support character who doesn't top the server rankings, but you'll be amazed at how effective you can be if you just don't back down. Just keep in mind that the Mini is an assault type weapon that deserves to see the middle of the map every spawn. Used effectively and aggressively, this weapon is a force to be reckoned with.

Deleted User
January 7, 2006, 7:41 am
Socom + Knife Combo:

A strange combination I find to be distinctly effective, even due to the knife delay in 1.3.1. With the knife, act like an assassin. Always be on the move, and keep a keen eye. Don't rush into a fire fight agressively, but rather pick out the ones who are creeping away from the skirmish. Then rush them, hopefully gaining the height advantage, and toss your knife. It is vital in 1.3.1 to start charging a bit early. If you have the knife at full speed, aim for the body, as it's a bigger target. If you can't manage to hold down throw for so long, try to fly over your opponent and rape his brains out. Also be weary of the arch, as it is rather radical. Also keep in mind that a knife at full charge has greater range than the 1.3 knife. When on RL on maps with tunnels and sharp turns (Shau, Abel, etc.), use the knife's main slash to hack away at opponents who appear around those bends. Also keep in mind that it is unwise to keep two knifes at bay (unless you're a great knifer like Alexoner =]), as it is healthy to keep a reliable, loaded weapon at bay (like Socom).

When using Socom as primary, take advantage of it's relatively high fire rate minus the self-bink. Click like mad. Socom bullets also travel slower than most weapons, so it's not quite for long range. However, the curved trajectory does allow for some annoying but effective spraying over hills and ditches. Like any other weapon, reload when safe, but the quick reload shouldn't make that a problem. Aside from being a great primary, Socom is a must (sidearm) for slow reload or low ROF weapons (Barret, minigun, M79, Minimi, etc.), like it was originally meant to be.

Ahh might add more, and if any legendary knifers would post more hints.

Deleted User
January 9, 2006, 6:47 am
Woah, a new forum? Man, was that regatta long!

Anyway, just something to add to the minigun part guide- The reloading isn't as long as you think. As long as there isn't anyone with a screen of you, you should be pretty safe when reloading. Oh yeah, and make full use of the over-the-top binking it gives snipers.

And be careful of the MP5- It's fast reload and (For an auto) accuracy make it possibly the deadliest weapon against the mini.

John O
January 10, 2006, 7:04 am
chainsaw!
jump or roll or aanyhthing until you are right next to the enemy. then tear him apart. try catching enemies that are aiming for flying guys, or when they run into a hall, be behind the corner... i dont really thing it takes a genius to use the chainsaw, but you have to know your stuff.


ugapa
January 12, 2006, 1:57 am
Umm... i guess I can do m79

The M79 is a one hit kill weapon which makes it a worthy weapon. It is very easy to learn once you get how it curves. It also has a handy explosion which can be used to boost yourselves or teammates or kill weak players if you dont hit perfectly.

M79 is not good going on the main route because you want to have a weapon that compliments your partners weapon because your partner likes weaker opponents if he/she is using an auto or semi-auto.

Socom will work well with M79 because in most situations, your M79 is not worth the wait to reload unless you back out for it to reload.

If you happen to kill someone with a m79 or just find it laying on the ground, it is usually a great idea to get it because it is useful. It is nice to have an auto along with your M79.

Boosting in CTF games are extremely helpful for getting away with the flag or catching up to an enemy flagger. In 1.3.1, the damage you take from self explosion has gone up 30%, but it is still handy. I like to throw a grenade and shoot my M79 at it for a even more efficient boost. You can boost above your enemies sight or just to get the higher ground for a good shot with a different gun. While you are escaping with the flag, you can shoot your m79 backwards on the ground in front of your opponents to slow them down.

Ok
January 12, 2006, 10:17 pm
Good work.
Just remember, the guide is not meant just for 1.3.1.
Try to generlize your tips as much as possible.

ugapa
January 13, 2006, 5:30 am
Barrent M82A1

The barret is a powerful one hit kill gun that is unique from other guns.

It has a scope which lets you see about one-thirds farther then normal if you are prone and about one-fourths farther if you are crouched. However you wont be able to see whats going on close to you while you scope.

The barret shoots in basically a straight line unless shot of super far distances, such as across a whole map. Sniper line is a nice way to start learning to aim with a barret. The barret shot is super fast so theres really no dodging a shot.

The cost for such a powerful weapon is the fact that the reload takes around 2.5 seconds, so it is recommended to pick a socom as a secondary.

Another huge setback for the barret is your shots will not be accurate if you are taking fire and/or moving while you are shooting. Before you fire the barret, make sure to release your movement keys and then fire for good accuracy.

As with the M79, you should not pick this weapon if you are going the main route in a clan war as it barely benefits your ally.

Spectral
January 14, 2006, 5:49 am
Adding to ugapa's post about the m79
quote:Originally posted by ugapaThe M79 is a one hit kill weapon which makes it a worthy weapon. It is very easy to learn once you get how it curves. It also has a handy explosion which can be used to boost yourselves or teammates or kill weak players if you dont hit perfectly.

M79 is not good going on the main route because you want to have a weapon that compliments your partners weapon because your partner likes weaker opponents if he/she is using an auto or semi-auto.

Socom will work well with M79 because in most situations, your M79 is not worth the wait to reload unless you back out for it to reload.

If you happen to kill someone with a m79 or just find it laying on the ground, it is usually a great idea to get it because it is useful. It is nice to have an auto along with your M79.

Boosting in CTF games are extremely helpful for getting away with the flag or catching up to an enemy flagger. In 1.3.1, the damage you take from self explosion has gone up 30%, but it is still handy. I like to throw a grenade and shoot my M79 at it for a even more efficient boost. You can boost above your enemies sight or just to get the higher ground for a good shot with a different gun. While you are escaping with the flag, you can shoot your m79 backwards on the ground in front of your opponents to slow them down.

When using m79, you should consider strategies to cover yourself on the chance that your m79 shot misses. Be comfortable with your surroundings and try to be in a situation where you can quickly and easily get into cover. This is important when facing an auto user. If you miss your shot, they can rush you and severely damage you while you are defensless. If you can avoid the enemy fire, you can reload and find another chance to shot them without harm to yourself. Having a soccom or auto secondary helps, but the enemy still has the advantage since it takes time to aim, fire, and switch to your secondary when using m79. It is good if you can get cover, and reload your m79.

I like to use LAW with the m79 (the explosive combo). This requires a conservative and patient style of play, having ample cover and knowing when you have a clear shot that will not simply waste your bullet and time. I like having the LAW as opposed to the soccom since it allows for the quick kill, necessary if the enemy has already damaged you while you had the m79 out.

m79 is also handy in boosting to get the enemy flag, flying over their normal field of vision or too quickly for them to kill you.

Be on notice if the enemy has low health. Due to the splash damage of the m79, you don't always need to get the direct hit. This makes it easier to aim at times so you can get the kill more quickly. If the enemy is above you on a fairly thin platform (eg. The thin floor before the flag areas in Laos that you can throw nades through), you can inflict damage by shooting the area below their feet. This will also boost them in the direction fired.

Augustus
January 21, 2006, 6:44 pm
Adding to John O's post regarding the chainsaw:
quote:Originally posted by John Ochainsaw!
jump or roll or aanyhthing until you are right next to the enemy. then tear him apart. try catching enemies that are aiming for flying guys, or when they run into a hall, be behind the corner... i dont really thing it takes a genius to use the chainsaw, but you have to know your stuff.


Do not forget to aim with the chainsaw. Most people assume that you simply kill anything on the same side as the chainsaw, but these people are wrong. Aiming straight at your oponnent maximizes your reach towards that oponnent. The reach of your chainsaw is how you win chainsaw battles, and how you suprise enemies that thought they were out of reach.
A method most veteran chainsaw users impliment is the superman trick. This places the chainsaw as far in front of you as possible while keeping the majority of your body far away. This is extremely effective when facing another chainsaw user. Running forward, jumping, going prone, and jetting while turn you into a living missle, turning anyone in front of you into a bloody mess. Not only does this speed suprise most people, but can cause some amazing mid-air kills. The only downside to this technique is while you are a smaller target vertically, you are a much larger target horizontally.
Keep moving! Chainsaws commonly fall victim to guns with longer range (or any range). Use obstacles to provide cover, and frequent any small, cramped tunnels or rooms. If there's no roomto manuever in, the enemy can't take advantage of their range, and it makes your hardest job, reaching them, much easier.

Darth Paine
January 22, 2006, 7:34 am
I would say that the most kick ass weapon I use effectively is the FN Minimi. With a 50 bullet clip, long range, good rate of fire, and good damage, I can beat the heck out of most of my opponents. The only draw back is the reload and when it is reloading, getting above your opponent and retreating is very important. I often get multi kills by utilizing a combination of either a chainsaw or LAW with the mini. The steyr-aug can be used in basically the same way, except for the shorter clip. What you want to do is to be able to get above your opponent so that their bullets are less likely to hit you as you fly (unless they are also using a mini and steyr) and you can fire down on them as you float down to the ground to achieve max accuracy. Once you get down, just wip out the law or chainsaw, wait for the enemy to appear on the screen and bam! They get blown to pieces by your LAW or get chopped up by your chainsaw. But be sure to avoid the grenades they throw.

117
January 22, 2006, 9:18 am
When going into enemy territory, never use a sniper rifle unless you have no targets in sight. Rugers and semi-autos have a half chance of surviving, and automatics are the best if you are close range. Rifles and snipers tend to be good at long ranges, for clearing the path for your assault squad when they go for the flag.

-Barret-
Contrary to popular belief, this is not an easy weapon to use, nor is it a n00by weapon. It is indeed an important skill to learn, and if done properly, can help accuracy with other weapons. The barret has a scope, but it is not compulsory to use it, and 90% of the time, you won't. It is an instakill weapon, and users should practice fall shots, leading, and timing. The fall shot is useful in a chase, since your pursuer and you will be moving at the same speed, you will also be falling at the same speed. When falling, you will have bink, but if timed right, you can pick off your target.

Always carry a knife or socom. This is due to the fact that most people run out of ammo in tight situations, and have absolutely no defense against the enemy. The knife is preferable if you are near a hiding place, or are very experience in aiming. The socom can be used to deter your pursuers, a they quickly avoid the bullets. In short, the socom is a spray and pray weapon while the knife is a 1-use, quick-fix item.

papasurf31
January 22, 2006, 12:57 pm
Steyr AUG:

This weapon isn't as popular fro some reason, but I think this is THE best auto in the game.

In short to medium range, this is absolutely deadly, and I can't think of a better weapon for those blind rushes with a group of your teammates.

The unique thing about the AUG is that the 1st shot is fired normally. It's pointed directly at the barrel, so it'll most likely fall short. However, the 2nd and 3rd shots are fired slightly above where you aim, so they will normally be much closer to the target. Self-Bink affects the weapon after that, but for this weapon, it's not that bad, so you can afford to continue spraying at close to medium ranges.

*note* the 2nd and 3rd shot feature doesn't work if you're crouched or prone. This can be dangerous, but the difference can also be used.

Supposedly, this weapon's shots are weaker than the Mp-5, but only at close ranges. The bullets from the AUG, because they go faster, retain their damage better, whereas mp-5 bullets lose some of their power after a certain distance. Also, it is inherently more accurate, so if you can aim well, this is for you.

My strategy is to stay in the air for as much of the fight as possible, and remain ABOVE the opponent. This helps immensely, as bullet arc isn't quite as noticable if you shoot downwards. Also, gravity helps accelerate the bullets just a fraction, but it can help. I fire in 4-5 shot bursts, and I can normally make a about 2-3 of those shots connect. Making your shots count is important for this gun because reload is longer than the mp5 and it holds less ammo than the Ak. I've often found myself dead because of how fast this gun spits out shots.

Reload any time you can, because you'll probably need a large portion of your clip to make a kill.

Use nades effectively, even a non-lethal nade can wear down your enemy enough to make the kill much easier.

I use a socom with the AUG. It's great for finishing kills, and can save your life if you run dry with the primary. Just spray behind you so you can retreat and find a place to reload.

A personal tactic I use is proning as close as I can to the enemy and unload. It works, and The socom is deadly at that range.


A papercut
January 24, 2006, 1:08 am
Quick TIP: The FN Minimi is a effective weapon if you rapidly clcik fire instead of holding the fire button down this increases aim/range/power/ and effectiness in killing

with quick kills(8shotish) and a large clip itis one of the best autos

cons

slow reload

single-shot weps can pick u off easy


ugapa
January 24, 2006, 10:29 pm
addition to ruger:

-you dont need to shoot consecutively, take minimal time between each shot to re aim to get a good shot off because if you are reloading, you are good as dead to an auto

-lower your sensitivity so your shots will be more accurate


DePhille
January 26, 2006, 3:01 pm
I've added some tips and filtered some out.
I've let these tips out:
- Tips that are tinted with the opinion of the writer. Everyone has their own taste so such tips won't be included.
- Tips for secondary weapons (except nades) these tips CAN also be the subject of diffrent tastes and all four secondaries are also described in the guide.

Phew. This took me over an hour lol x.x

Grtz , DePhille

ugapa
January 27, 2006, 2:11 am
DEAGLES

-Deagle shots are actually a little wider, but it doesnt make a lot of difference

-You can spray it to some extent, as it has a short reload compared to a ruger

-Its bullets are slower than other guns so aim ahead of your opponent if they are running away



Oh wait, something about STEYR

if you spray directly in front of an enemy moving towards you, they wont advance to you because the steyr pushs him back


quickslash
January 27, 2006, 10:23 pm
THE KNIFE

When knifing only use it as a last resort. (In 1.2.1 I could knife anyone in range at any time I was (MOK)???? to those who remember)
Aiming- When aiming of course always aim higher unless point blank to be good you need to learn how it falls.
When almost dead do a kamikaze attack with a mad prone rush. Works every time for me, but again you gotta practice.

Against autos- Either move like crazy or hide and wait for the reload time then mad rush (no prone)

Against semi-auto- Chase them because when Shooting the ruger they cant aim right when moving and against deagles go high and come from above.

Against other knives- See what he is doing if he is agressive dodge then throw after he throws his. If using the anti agressive plan do a wild rush high because He would most likely jump.

A papercut
January 31, 2006, 1:25 am
adding to the knife....

in this version u have to run a bit or jump up and than throw your knife to get enough speed for 1hit ko killing power

CrazyKid980
February 14, 2006, 2:37 pm
Desert Eagles
The Desert Eagles is an akimbo weapon of extreme power. It's a weapon to get used to. Experinced players.
Advantages
* Very Strong. (2-4 Hits to kill)
* Quite effective in angled areas cause of the bullet's angle.
* You get used to the angle of the bullet, then it's a deadly weapon.
* Shoots 2 bullets instead of one, cause of it's an akimbo.
* Reload is not too long.

Disadvantages
* You got to keep an eye on the bullet capacity. (7 bullets)
* Pretty slow bullets.
* The angle of the bullet might get you confused.

Other Info
The Desert Eagles are very powerful, and a rushers weapon of choice. The velocity of the bullet takes time to get used to, but it pays off at the end. It can kill many in one round of bullets, but remeber to keep an eye on the bullet capacity, it might catch you off guard.

Ok
February 22, 2006, 9:22 pm
Topic moved to the website. Locked