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Weapons


Thanks to the official Firearms site.



COMBAT KNIFE

Weapon Type: Knife
Ammo Type: razor-sharp blade
Ammo Capacity: n/a
Secondary Fire: Slower, more damaging Swing
Role: Melee
Rating:
Credits: 0 (Default Weapon)

DESCRIPTION: This gets a five-star rating because it costs 0 credits and you always have it, no matter what the config. It may come in useful, so you might want some practice with it. Generally, rushing up against players from the front will get you killed, unless they're in the midst of reloading (or plain just not playing attention). Use it on snipers if you get from behind them, stab prone enemies in the back, and in general, use it stealthily. Note, if you want to become a serious knifer, you must get the Stealth skill, because it doubles knifing damage!







COLT 1911 (.45 ACP-SA)
Weapon Type: Pistol
Ammo Type: .45 ACP
Ammo Capacity: 7 rnds, 4 extra clips
Secondary Fire: n/a
Role: Backup
Rating:
Credits: 3

DESCRIPTION: Ugh. A 3-pt pistol that is almost worthless. It's much more advantageous to get stielhand grenades over this crummy pistol. It has bad accuracy, does little damage, and with only seven rounds, you'll spend a lot of time reloading and little time shooting if you do decide to use this. I say, just skip it completely.







BERETTA 92F (9mm SA-SIL)
Weapon Type: Pistol
Ammo Type: 9mm
Ammo Capacity: 15 rnds, 5 extra clips
Secondary Fire: n/a
Role: Backup
Rating:
Credits: 4

DESCRIPTION: This is a stealthed weapon, which doesn't really mean anything, because weapon noise or not, the other enemy troops will know when one of their own is killed, by virtue of the scrolling weapons kills in the upper-right corner. So then you're left with a pistol with 15 rounds. Admittedly, that's a lot of rounds, so conceivably this could be used as a back-up weapon. The only problem is that rounds are not damaging, and when you go up against the armor in Firearms, which can withstand bursts from automatic weapons, this weapon really has little impact. It has little "punching power," and against someone with full heavy armor, it's almost useless. Aim for the head, and use it on already damaged enemies so that their armor is already weaker.







BERETTA 93R (9mm SA-3RB)
Weapon Type: Pistol
Ammo Type: 9mm
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: n/a
Role: Backup
Rating:
Credits: 4

DESCRIPTION: This is a surprisingly good "pistol." It gets a lot of rounds, and does more damage than the BERETTA 92F. Also, it can be turned to 3 round burst mode, which you should always be in unless you're playing on a server that has it disabled (A surprisingly large number of servers, unfortunately). Use it like you would an automatic weapon, except you'll be pressing the fire button a lot more, and aim for the head. It's pretty good if you have four credits left and you only have a main assault rifle and no backup weapons.







COLT ANACONDA (.44 RV SA-SCP)
Weapon Type: Pistol
Ammo Type: .44 Magnum
Ammo Capacity: 6 rnds
Secondary Fire: scope
Role: Long-Range Combat/Backup
Rating:
Credits: 6

DESCRIPTION: This is your cheapest "sniper rifle," or should I say, "sniper pistol." I'd never even heard of such a thing until I played Firearms and I've never heard of one since. Basically, for 4 credits, you get zoomed, long-ranged capabilities. The accuracy is the same for all of the sniper rifles, in that, when you depress the trigger, the round goes flying into the middle of the crosshairs. My earlier configs used the Anaconda a lot, and I got a large amount of kills from it. It's even a good backup weapon for when you finish off your main assault rifle's clip, because it is quite damaging and it has 6 rounds. It can easily be used at close range, unzoomed, as a backup pistol like the DESERT EAGLE.







DESERT EAGLE (.50 AE-SA)
Weapon Type: Pistol
Ammo Type: .50 AE (Action Express)
Ammo Capacity: 7 rnds, 4 extra clips
Secondary Fire: n/a
Role: Backup
Rating:
Credits: 5

DESCRIPTION: This is one very powerful pistol. I simply never have reason to use it. Why? For two more credits, which you can easily jigger about in a config, you get either the Benelli shotgun, or the cheapest of the backup sub-machine guns. It only has seven rounds, and it's semi-auto only, so some of them may easily miss if your enemy is jumping about. You just won't see this being used a lot because it's too expensive for what it is: a better version of the 3-pt Colt 1911. I actually prefer the Colt Anaconda or Beretta 93R over this weapon. But, it is a must for "pistol-only" games, which are the most fun in the world, but I've had precious little experience with. They're hard to enforce, unless you have a couple of admins around. But with pistol-only games, you can get one of these, an Anaconda, a Colt 1911, other stuff ... etc.







BENELLI M1 (TAC 12-Gauge)
Weapon Type: Shotgun
Ammo Type: 12 gauge
Ammo Capacity: 7 rnds, 48 extras
Secondary Fire: flashlight
Role: Close Quarters Battle (CQB)
Rating:
Credits: 7

DESCRIPTION: I love the Benelli! I use it in many of my configs. It's simply that good. First of all, you've got seven rounds of powerful shotgun blasts. At long range, the Benelli is quite useless, but at short range, 2-3 blasts should take someone down. Aim for the head and you'll always get a kill in one shot. A problem, though is that it cannot be fired underwater. Oh well. It has a barrel-mounted flashlight that you can turn on with the right mouse button. It's somewhat useful for seeing enemies in dark places, but it also makes you easy to see as well. Enemies hiding in dark corners that you haven't swept the light over yet will easily track you by the position of the light and kill you. I only use the light in about half of my dark encounters. As for reloading, the Benelli reloads one shell at a time, and it reloads each of them remarkably fast. Plus, you need not reload all of them. If you get down to zero shells, and start reloading, and see an enemy, you can press the left mouse button immediately to start shooting and cease reloading. In battles, you'll often see take down one guy using up all of my shells, then reload two, and quickly finish off the next guy. When using the Benelli, you can jump around a lot (called bunny-hopping, but be careful, some people don't like it for some reason), and aim at the upper torso, so some of the fire will take the enemy in the face. It's my backup weapon of choice, and I use it a lot with the FA-MAS and AK-47: simply be ready to quick-switch as soon as your primary assault rifle's clip is empty and start shooting!







SAIGA 12K (Automatic Shotgun)
Weapon Type: Shotgun
Ammo Type: 12 gauge (?)
Ammo Capacity: 7 rnds, 3 extra clips
Secondary Fire: n/a
Role: Close Quarters Battle (CQB)
Rating:
Credits: 9

DESCRIPTION: My impression of this weapon remains the same: "Ugh, what the hell is this?!?!" It's sort of like the Benelli, in that it has seven shells, but it has no alt-fire (i.e. not flashlight). It's stored in clips of seven, not individually by round, which I see as a disadvantage. And you only get three clips and you go through fast as hell because you can depress the trigger on this "automatic shotgun" almost seven times in 1.5 seconds. You see, it's really just semi-automatic, but it has virtually no reload time. So why do I hate it? The fast rate of fire, for one, means that a lot of the shells go wasted, and you'll see yourself reloading far too often, if you don't outright waste all of your clips. It costs two more credits than the Benelli, which is an altogether superior weapon. This weapon is too expensive to be a backup weapon, not to mention too ineffectual, so it'd have to be your primary weapon, but then it sucks, because it has pretty much no range. Whereas with the FA-MAS or any other assault rifle as your primary weapon, they're as accurate as a sniper rifle, but you don't get to scope and hence must see fine detail in the screen. But the main reason I hate the Saiga 12K is its spread. Fire one shell and the shot quickly dissipates to almost all over the screen. Unlike the Benelli, which at least maintains shot-spread-pattern somewhat coherently. The Benelli can be used up to about mid-range combat, but the Saiga shows diminishing returns at even short-range combat, and really only hits most of the time in extremely close quarters combat. Final verdict, just don't use it, it's not good.







H&K MP5A5 (9mm TAC SMG)
Weapon Type: Submachinegun
Ammo Type: 9mm
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: laser
Role: CQB / Short Range Combat
Rating:
Credits: 7

DESCRIPTION: This is a pretty fun weapon. For only seven credits, you get the game's first "real" automatic weapon. It has 30 rounds, but unlike the real assault rifles, it goes through them a lot quicker, and is less damaging (Not surprising, since it's about half the cost). The secondary fire - the laser pointer - is a nice visual effect but completely useless. As least the Benelli's alt-fire flashlight may actually have some use. In the end, it comes down to this - for the same cost, would you rather have a Benelli or the mp5 as your backup weapon? For me, the answer is always the Benelli. They have about the same effective range, but the Benelli shoots for a lot longer and does more damage. As a backup weapon, the mp5's clip gets used up pretty quick, and if you don't make your hits count, that reloading enemy you're gunning for will turn you into a corpse. But the Benelli's seven rounds means it will keep on pounding away at a retreating, reloading enemy, even after they've finished reloading and are coming for you again, you'll still have a few shells left to shoot at them. Use the Benelli unless you really want YAAW (Yet Another Automatic Weapon). Your general strategy with this should be: be accurate, switch to 3 round burst to make every round count, and for God's sake don't try it beyond medium range, it just won't work.







Sterling SMG (9mm LC)
Weapon Type: Submachinegun
Ammo Type: 9mm Parabellum
Ammo Capacity: 35 rnds, 5 extra clips
Secondary Fire: n/a
Role: CQB / Short Range Combat
Rating:
Credits: 8

DESCRIPTION: This is one of those, "what's the point of this," kind of weapons. There's way too many submachine guns, if you ask me, with not enough to differentiate between them. There's simply nothing unique nor remarkable about this gun. Because it's an smg, rather than a real assault rifle, its smaller rounds do less damage. It's also somewhat inaccurate from the little experience I've had using it. Bottom-line, not many people use this, so neither should you, because there's a lot of better things you can get for 8 credits: jigger around your config to be able to afford a FAMAS, or get a claymore and an Anaconda, or get bandages and a Benelli, etc. I've been informed that this is a lot like the mp5, except that it costs a credit more, and gets 5 more rounds, so I'm upgrading the rating to three stars from a previous two stars.







MC51B VOLLMER CONVERSION (7.62 BF-SMG)
Weapon Type: Submachinegun
Ammo Type: 7.62mm NATO
Ammo Capacity: 50 rnds, 2 extra boxes
Secondary Fire: n/a
Role: CQB / Short to Medium Range Combat
Rating:
Credits: 12

DESCRIPTION: The Vollmer is the one smg that can actually somewhat compete against the real assault rifles. Not surprising, because it costs just as much. The Vollmer has been compared to the AK-47, except with a larger clip. This is somewhat true. If I have 12 credits to spend on my main gun, I'll sometimes go for the Vollmer, or sometimes for the AK-47. The Vollmer has more rounds so it fires for a lot longer, which means it can go up against multiple enemies more effectively than the AK-47. It has a little bit less accuracy, until you get Marks II anyway. But all in all, it's a valid alternative to the AK-47, so play around with both and see which you like better. Don't get too attached though, because it's being removed in 2.6, which is just around the corner. A good strategy is to use this weapon as sort of a miniature M60 (Not a fair comparison, since its shots are actually accurate and fire faster). Use it at long distances, because you will get some hits, and its 50 round box 'o ammo will last through three enemies if you conserve it well.







AKIMBO INGRAM M11s (Akimbo .45 SMG)
Weapon Type: Submachinegun
Ammo Type: .45 ACP
Ammo Capacity: 32 rnds per gun, 200 extra rounds
Secondary Fire: fires both guns at same time
Role: CQB
Rating:
Credits: 11

DESCRIPTION: I used to use these weapons when I was a total newbie to Firearms, but since then I've had a complete reversal, so I only rate it one star. The main reason is this: accuracy. Even at point blank range the akimbos have a mad-crazy spread, comparable to using the M60 while running and jumping. At range, they're totally useless, whereas the good assault rifles should be as accurate as a sniper rifle, except you can't see the target quite as closely. If you use this, you'll find yourself holding onto the trigger until the last possible second when you actually come into range with an enemy, the whole while he's been gunning you down. There are a few maps where it may become somewhat useful, like in trenches, but in out-and-out brawls the FA-MAS and others will still beat it in outright damage. It has a novelty aspect, but ultimately is simply not good. You should always use alt-fire with it, to spit out your rounds from both guns at once. But then, reload time is longer, because you have to reload TWICE, which is pretty annoying. This is like the Benelli in its ammo usage: rather than clips, you have individual bullets, so if you don't shoot out your entire clip, you'll only reload what bullets you did use, thus saving ammunition from your 200-round stockpile. And it's really a 400-round stockpile: 200 per gun. But the bottom line is, don't use this weapon, the accuracy is simply way too horrible. And don't get too used to it either, because 2.6 is taking it out.







BIZON SMG (9mm HCM-SMG)
Weapon Type: Submachinegun
Ammo Type: 9mm
Ammo Capacity: 66 rnds, 2 extra clips
Secondary Fire: n/a
Role: CQB
Rating:
Credits: 10

DESCRIPTION: A lot of people like what is affectionately called "The Bison". I've tried using it but I was overall unsatisfied, but I do see its uses. At 10 credits, you'll be using it as your primary weapon, like the FA-MAS. It has a lot more ammunition, which is its cheap advantage, more than two times as many bullets. But its less accurate over range, and the bullets themselves are less damaging. You won't see many using it, but it's quite effective, about as effective as any other main gun you might have, since it keeps on firing for a longer duration. The muzzle flash is annoying, obscuring your view, but you can download your own gun model to fix that (somewhere on the official Firearms site). Your strategy needs to take this key fact into account: this weapons keeps on firing longer than the standard assault rifles you'll come up against. Spend most effort on evasion, rather than hitting, and when the enemy needs to reload charge in and use what's left of your clip to finish him off.







AK-47 (7.62mm AR-BT)
Weapon Type: Assault Rifle
Ammo Type: 7.62x39mm
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: bayonet stab
Role: Medium-Range Automatic Weapon
Rating:
Credits: 12

DESCRIPTION: Ohhh yeah, gotta love the AK-47. Good range, good power, and good accuracy. It even has a bayonet which is useful against prone enemies or really close quarters tunnel/corridor combat. It's also quite adept at breaking legs and getting headshots, due to its unique advantageous spread pattern of fire. As with all weapons, crouch and it becomes more accurate. It remains accurate up to really long ranges, though since it doesn't zoom, you may be squinting a bit. If you're using the AK-47 and you just don't seem to be doing well in a server, you have only your skill to blame, because it is truly a topnotch weapon.







FA-MAS (5.56 AR-TAC)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm
Ammo Capacity: 25 rnds, 5 extra clips
Secondary Fire: n/a
Role: Medium-Range Automatic Weapon
Rating:
Credits: 10

DESCRIPTION: Only one weapon gets the honor of being called My Favorite Weapon, and this is it. Judging by its popularity on most servers, it's a lot of other people's favorite weapons too. It's sometimes called "the laser rifle" by people who get killed by it, because it's simply that accurate. The FA-MAS simply kills others fast. Going head-to-head against someone, the FA-MAS wins out always, because it spits out so many bullets so rapidly. The downside being that a whole clip goes by in a little over a second. Typically you'd be lucky to get two kills in a single clip; I've seen three kills and I've even gotten it a few times, but it's rare. You could fire rounds off in short bursts to get more out of your weapon, but typically I just hold the trigger down until the clip is empty, then slap in another one. Or if I'm being immediately pursued, I switch to my secondary weapon and blast away the enemy. Its accuracy is uncanny, and its rate of fire is so much greater than any of the sniper rifles. Use it at long range and you'll beat most snipers. I know it sounds crazy, but this is why I truly love the FA-MAS. Total accuracy. Although it might seem crazy to snipe people all the way on the other side of the map, like from sniper-nest to sniper-next in ps_wood, I do it a lot and it works a lot. Truly a great weapon, and I use it in pretty much all of my configs.







H&K G3 (7.62 TAC AR-LCM)
Weapon Type: Assault Rifle
Ammo Type: 7.62mm NATO
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: flashlight
Role: Medium to Long Range Automatic Weapon
Rating:
Credits: 13

DESCRIPTION: This weapon is sort of an oddball. It would be better if there weren't a bug in 2.5, which decreases its firepower from the intentioned 50 to 35. Other than that, you'll notice it has the smallest clip of any of the assault rifles. But its shots are still very damaging. It has a low rate of fire, so the clip lasts about as long as any other assault rifle. This is basically a classic long rifle with an adapted mechanism to give it continuous fire. As such, it has incredibly accuracy. Alt-fire brings up a flashlight; see the notes for the Benelli on when to use it. Basically, just use this weapon as you would any other assault rifle; it does a lot of damage, period.







STEYR AUG (5.56 BPAR-SCP)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 42 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Medium to Long Range Automatic Weapon
Rating:
Credits: 11

DESCRIPTION: The aug gets zero stars from me because it's cheap, everyone hates it, most places ban it, and it's certainly gone in 2.6. It's too good - 42 rounds, reasonably powerful, WITH zoom capability. I don't need to offer strategies, because if you were to use it, you'd get a lot of lamer kills regardless. Don't use it.







G36E (5.56 NATO AR-SCP)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Medium to Long Range Automatic Weapon
Rating:
Credits: 11

DESCRIPTION: A REAL man's aug: basically like the aug, but with a smaller clip, and a three round burst mode. Up-close-and-personal, it's not as good as the traditional assault rifles, but at range, its scope allows it to be highly effective. It's no more accurate than the FA-MAS or g3a3, but when looking through the scope, it's a lot easier to hit stuff. One question: how in the heck does an automatic sniper rifle work?! Wouldn't that give you a black eye? The big advantage of this weapon is that you get a close quarters assault rifle and a sniper rifle in one cheap 11 point package. A lot of people will use automatic while sniping, but I see that as kind of dumb. Treat it as a psg1 with a larger clip - switch to semi-auto or 3 round burst - and your bullets will go a lot farther. That's how I play it, automatic when not zoomed, single when zoomed. You'll have to think as a sniper when using this weapon - find places to crouch or go prone, stay hidden behind foliage, etc. Never stay out in the open or standing up when trying to snipe, that's just asking for it.







M-16A2 (5.56 AR-GL)
Weapon Type: Assault Rifle w/mounted 40mmGL
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips, 3 40mm contact grenades
Secondary Fire: 40mm M203 Grenade Launcher
Role: Medium Range Automatic Weapon / Fire Support
Rating:
Credits: 13

DESCRIPTION: I love the M-16A2. It's a bargain: for only 13 points, you get a 30 round automatic rifle, and a three-shot m203 grenade launcher! One quick note: you can hold three m203 rounds, two in reserve, one in the chamber, but you only spawn with one in reserve; try to hit an ammobox after spawning if you plan to use the M-16. There's a variety of strats for the M-16A2, but one thing's clear: use the automatic rifle part of it as you would an AK-47 or g3a3. It's accurate, the rounds are powerful, and there's a lot of 'em. A single clip can easily get two people. Then there's the grenade launcher. Be careful! If you shoot the grenade too close, an auto-protection mechanism kicks in and the grenade refuses to detonate. Shoot it just a bit further, and it will detonate, but it may also harm you! Be careful with it: never shoot it too close to you. Also, aim at an enemy's feet, because if you aim central mass, you'll likely miss, and it'll go off behind the enemy and not do as much damage. If you know an enemy is hiding around corners, shoot a grenade at him. Try to get groups of enemies in a single shot. There's often controversy over the order of using the rifle and grenade launcher: which do you fire first before reloading both? There's no steadfast answer. It depends. If you're going up against a group of enemies, shoot the grenade, and take out the survivors with short bursts of your rifle. If you're only going up against one enemy, take him down with the rifle, but if you fail to do so, the grenade is a good back-up to make sure he's dead. The grenades are really useful for blowing up bunkers and enemy camp spots. I've seen up to five people fall to one m203! Be sure to use both parts of the weapon. I've heard people say, "You know, there IS an underslung automatic rifle on that grenade launcher you're using!" They're referring to, of course, some people's propensity to firing the m203's.







M-4 CARBINE (Carbine 5.56 AR)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: n/a
Role: Medium Range Automatic Weapon
Rating:
Credits: 12

DESCRIPTION: Bottom line: one less credit than the M-16A2, no grenade capabilities, and slightly less accuracy. And it has a lot of muzzle flash that makes it hard to hit enemies. Why would you use it? I don't know. I do see some people using it though, so whatever. But I'm not in favor of it.







PSG-1
Weapon Type: Sniper Rifle
Ammo Type: 7.62mm NATO
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Long Range Combat
Rating:
Credits: 15

DESCRIPTION: Ahhh, good old PSG1, the "real" sniper rifle of Firearms. 20 rounds, semi-automatic, good scope, and very powerful, damaging rounds. What more could you want in a sniper rifle? It can also be used in close combat in emergencies: point at the enemy and click the mouse button frantically. Generally, if you're going up against an automatic weapon, this isn't going to work, but you might at least wound the enemy, so it's worth a try. There are many important aspects of sniping you should know by now, so here they are. Never be out in the open when you aren't scoped and loaded and ready to take out an enemy. If you need to reload, hide behind cover, and scope before coming out. You need to be able to take down an enemy the second you emerge, or you're already dead. Also, the PSG1 can fire quite fast, so as soon as an enemy is in your sights, keep on pressing that trigger button until the end is dead. A clip of 20 rounds should be easily enough to take out one measly guy. Remember, you can shoot through a certain depth of wall in Firearms, and the PSG1 is more powerful than most, so it goes through more material than other weapons. If you're tracking an enemy and you see him go behind something, like a small box or a thin wall or a door, keep on shooting. You can still hit them. I've been accused of "wallhacking" before, despite the fact that I use C-D and I've never touched a Half-Life cheat before in my life, so I take it as a compliment on my battlefield awareness.







BARRET M82A1 (.50 A-T SR-SCP)
Weapon Type: Sniper Rifle
Ammo Type: .50 caliber BMG (Browning Machine Gun)
Ammo Capacity: 10 rnds, 3 extra clips
Secondary Fire: Cycles through different zooms
Role: Long Range Combat
Rating:
Credits: 17

DESCRIPTION: Imagine a weapon so huge that it fires .50 caliber bullets intended for heavy tank-mounted machine guns. Imagine the bullet is twice as big as your hand (I know, I went to the gunstore and saw one of these, GEEZ! I never thought a single round could weigh a pound). Imagine you're carrying three clips of ten of those bullets per magazine. And imagine the bullet will travel several miles and punch through inches of strong steel. Well, you're not imagining. We're talking about the BARRET M82A1 here, a weapon so devastating it's questioned whether it's even ethical to use against other people. In Firearms, there's no Geneva Convention to prevent you from using it on enemy soldiers. Thus, what we have is a hand-held cannon, which weighs so much, and whose recoil is so huge, it cannot be used except when remaining still. One shot on heavy armor will bring the health down to 47. One shot on light armor brings the health down to 23. And one shot in the head or upper torso of any armor level is fatal. One clip can easily kill 10 people, and you can carry three clips. Hell, one round can even go through more than one person. The BARRET has two different zoom levels, medium and long. Remember, just because the higher zoom is there, doesn't mean you shouldn't use the lower zoom level. I typically mostly use the lower zoom level, unless I'm going up against enemy snipers who're making themselves almost invisible by only showing a teensy bit of themselves from behind some cover. Basically, your strat is to get in a safe sniping place, and just start shooting and killing people. It can be used close range in an extreme emergency: hold still and try to place a bullet in your enemy at point blank. I like to do this a lot because it's so much fun: someone's rushing me, I crouch, take a few shots, and next thing the enemy notices, their torso is separated from the rest of their body. Generally, I only reload when a clip gets down to three shots left or less, because even one shot can be very fatal. Now, an important thing you must know about the BARRET. You cannot shoot it while moving. That includes while in any sort of water you cannot stand in, or in any moving water, like the tops of the waterfalls in ps_wood. Also, getting shot with automatic weapons will move you and make you unable to fire! Up close, when getting hit by automatic fire, you're likely dead anyway, but there are two sniper rifles which can be fired in automatic, scoped, and at a distance. You'll have the biggest trouble against these foes, because they'll keep shooting you, which will move you around, making you unable to shoot, and they'll keep on doing this until you die. In these situations, it's best to just switch to a PSG1, which easily beats any of the scoped assault rifles.







M-60 (7.62 HCM-MG)
Weapon Type: Machinegun
Ammo Type: 7.62mm NATO
Ammo Capacity: 100 rnds, 2 extra boxes
Secondary Fire: n/a
Role: Fire Support
Rating:
Credits: 19

DESCRIPTION: The M-60 is somewhat disputed. Some people say that firing it while running or moving is unfair. I disagree, but accuracy goes to hell, and any halfway decent assault rifle can take you down. Accuracy goes up while crouched, and up even more while prone. Note that you can hold three boxes of 100 rounds, but you only start with one box, so be sure to visit your neighborhood ammobox upon spawning. Take advantage of the fact that the M-60 has more ammo than anything else in the game. Use it for suppressing fire or to provide covering fire. It's especially good in covering choke points seen in the more linear push maps. Personally, I only use it on ps_iwojima, where I go Rambo with it and full light armor. I just run around in the tunnels, shooting people, and then shooting more people in the enemy's base. A good tactic is to crouch a lot while shooting - the enemy will be surprised for a second and some of the rounds will go over your head. Also, accuracy goes way up, which is important. I believe my record with the M-16 was something like a 15-kill streak using up two whole boxes of ammo - it was a full 20 player server and they just kept on dying to my M-60. It was crazy. I do believe that most were newbies, though.







M-79 (40mm GL)
Weapon Type: Grenade Launcher
Ammo Type: 40mm Contact Grenades
Ammo Capacity: 6 grenades
Secondary Fire: n/a
Role: Fire Support
Rating:
Credits: 9

DESCRIPTION: Much like the m203 grenade launcher on the M-16A2, except it holds three more grenades. This is a specialty weapon - only use it when you know your primary function is going to be firing round after round, reloading, firing round after round, etc. A good example is in ps_desertcrisis: on the red team, get up inside that standing concrete tower bunker, and lob grenade after grenade into the tunnel, stopping to reload after each five rounds shot. Other than in situations like this, you won't be using the M-79. It simply isn't practical as any part of a normal config - 9 is pretty expensive, and its utility is limited, being only able to shoot one shot at a time. And in a normal primary/secondary weapon situation, you'd be dead anyway long before you could shoot all the M-60 rounds.







CLAYMORE
Weapon Type: Mine
Ammo Type: High Explosive
Ammo Capacity: 1 mine
Secondary Fire: Trip Mode
Role: Perimeter Defense
Rating:
Credits: 4

DESCRIPTION: I love claymores. I play with them a lot, but only on certain maps with excellent claymore spots. One such example is playing sd_durandal as blue team: place it in front of the door leading into the room under red's sniper deck and you'll get a kill or more every time, barring some stupid teammate who decides to run it over. And 4 credits is pretty cheap for a guaranteed kill. In ps_wood, you'll need claymores to gain points for yourself and your team by blowing up the objective boxes. Generally, I use tripmode because I don't have time to sit around and baby it. But in linear push maps, when there isn't much else to do anyway, manual mode is much fun: wait until an enemy comes near, and BOOM! Or wait until multiple enemies come near if you're feeling lucky. Caution: manual mode has a limited distance that you can travel away from the claymore until the end of the ignition wire is reached. It's long enough to allow most anything you'd need to do, though.







M61 FRAGMENTATION GRENADE
Weapon Type: Grenade
Ammo Type: High Explosive
Ammo Capacity: 3 grenades
Secondary Fire: n/a
Role: Room Clearing
Rating:
Credits: 2

DESCRIPTION: Simple explosive grenades. You get three. Throw them at enemies or into groups of enemies or into enemy bunkers or into the choke points on linear push maps. You should get kills. The only problem I have with them is that you can't prime them, so the enemy almost always has a few seconds to run before they explode. Otherwise, I'd rate them five stars, because 3 grenades, each of which can potentially kill a few people, is a bargain for only 2 credits!







STIELHANDGRANATE
Weapon Type: Grenade
Ammo Type: High Explosive
Ammo Capacity: 2 grenades
Secondary Fire: n/a
Role: Room Clearing
Rating:
Credits: 3

DESCRIPTION: The king of grenades. They're primable, meaning the longer you hold the mouse button for, the sooner they'll blow up after thrown. Just don't hold it down too long, or they'll blow up in your face. They also have a nice throw to them, twirling end over end and vanquishing enemies in a satisfying fiery explosion. The range of damage is better than with frag grenades, and you'll typically get more kills per stielhand than per frag. In linear push maps, stielhands are the best. Run through the chokepoint to the other side where you know a large group of enemies is camping, and having the priming timed so that there's just a second left as you throw it. Obviously, you'll die quickly, but that one stielhand, since the enemies have no time to run away, can kill many of them. Then your other teammates can charge through and capture the push point. Unlike in TFC, though, grenades are not "active" until thrown, so no matter how long you hold onto any grenades in your hand, if it hasn't exploded when you die, it'll never explode. Grenades already on the ground or flying through the air are an altogether different matter.







FLASHBANG GRENADE
Weapon Type: Grenade
Ammo Type: none
Ammo Capacity: 2 grenades
Secondary Fire: n/a
Role: Room Clearing
Rating:
Credits: 2

DESCRIPTION: Flashbangs aren't very good. They have a fair number of cons: they only blind the enemy, and the radius of blinding isn't too good. They do have some pros, though: they do one point of damage if they hit an enemy in the head while in flight or if they go off while an enemy is standing on them. It is possible to get flashbang kills, just exceedingly rare. Throw the flashbangs in like they were frags, then go charging in with your weapon and hope to kill the blinded people. Going in and knifing the blind is a lot of fun too, but riskier than using a weapon, since it's quite possible the enemy has not been blinded. One thing to watch for is that flashbangs will blind teammates, just like explosives can strip armor off of and break the legs of teammates. Don't throw flashbangs near teammates because you could blind them!








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