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Evil Superstar
August 4th, 2005, 06:18 PM
With the sudden loss of the Firearms forum and website, we not only lost a part of the FA community, we also lost a lot of valuable information. I've decided to write a huge Firearms F.A.Q. to keep all the FA related info in one place, so it's easily accessible by everyone. This would be a starting place for all the possible questions people might have (Remember, we will probably attract people unfamiliar with Firearms too!) and be a handy reference for people who are unsure about certain aspects of the game.

Since it’s impossible for me to know everything, I’m asking for your help! So if you want to help the FA community and the game now’s your chance.

You can submit your questions and / or answers, your comments and suggestions in this thread. People who contribute will be given credit and will receive eternal FA fame.

There are a few pointers though before submitting:

• Keep things as civil and objective as possible – posting “OMGZ FAMAS IS 4 F4GS” isn’t helpful at all, and might even get you in trouble
• Do not go copy pasting other people’s work without their permission
• Do your best to keep your posts free from spelling and grammar errors. Make them easy to read and to understand. A nice layout is always appreciated. (don’t overdo it though)

I hope this project will succeed!

ville
August 4th, 2005, 06:48 PM
Firearms was originally implemented on quake1 engine by Caspar Milan and Christian Øelund. It consisted of new guns and possibility to play multiplayer maps on single player (if I remember correctly). Here is a clip of their still functioning homepage (http://www.planetquake.com/firearms/).

FireArms for Quake is about guns, because that's what we love. It will feature so many guns that, you'll think it's impossible and if that's not enough, you are able to combine them with a simple menu. You can choose different ammunition types, suppressors, laser sights, reddot sights, scopes and much more. It's the most realistic weapon modification ever made.

PS. Can I get cookies now?

Evil Superstar
August 4th, 2005, 06:54 PM
Added to the F.A.Q.

ville
August 5th, 2005, 06:17 PM
Okay here it comes. I've taken the the questions from your FAQ:

3. What are all the skills and what do they do?

Marksmanship (Marksmanship I, Marksmanship II)
Marksmanship will increase your accuracy with any weapon in the game. The first level skill, Marks I, only gives you a +1 boost, but Marks II gives you a +2 boost for a total of +3. Long-range firing with standard assault rifles can be greatly augmented by using the marksmanship skills. Marksmanship will also allow the use of a scope on the .44 Anaconda and the M14.

Nomenclature
Nomenclature is your proficiency with guns. Using this skill, you can reduce your reload time by 25%. This is a helpful skill to use if you're only wielding one weapon (with no backups).

Battlefield Agility
Battlefield Agility allows you to fall from any height and not break your leg. It also cuts your fall damage by about 50% and allows going to and getting up from prone much faster than normal.

Stealth
Soldiers who have the stealth skill can equip silencers to certain weapons (Beretta 92, Uzi, MP5 and M4) using the alt-fire key. Their footstep sounds are also greatly reduced, almost to the point where you cannot hear them at all. Also, laying claymore mines makes no sound at all, and your damage with the knife is doubled. And lastly, if you capture a push point when you have the stealth skill, no trumpet sound will be broadcast to the players.

Artillery (Artillery I, Artillery II)
Artillery I allows the firing of any mortar built by your team, and allows you to plant and call artillery flags. Artillery II allows you to build and dismantle mortars. In addition to mortars, any Arty I user will automatically have a grenade launcher attached to their M-16 or AK-74. These attached grenade launchers are free, and thus do not cost any extra credits.

First Aid (First Aid, Field Medicine)
Soldiers who go this route are medics and have special medic symbols painted on their helmets. They receive several free bandages on spawn.

Level 1 First Aid skill allows the player to heal up to 15 health to themselves and teammates (can only be done once per life on each player), give bandages to teammates, plant a medic flag to mark their location, treat cuncussion effects on teammates hit with a cuncussion grenade and heal wounded soldiers on the ground. Healing wounded soldiers on the ground gives the medic 1 frag when they are level 1 First Aid. Healing a teamate gives the medic 0.5 frags, and bandaging a teamate gives the medic 1 frag.

Level 2 First Aid (Field Medicine) allows the player to heal up to 30 health to themselves and teammates (can only be done once per life on each player) and mend broken legs on themselves and teammates. Field Medicine players can also do all the skills from level 1 First Aid, and they receive the same bonus frags for doing each (except for the exception below).

An important note here: Medics with First Aid who treat wounded soldiers lying on the ground will receive 1 frag. Medics with Field Medicine who treat wounded soldiers lying in the open will MEDEVAC their patient, receiving 1 frag and giving their team 1 reinforcement. If they do this indoors, they will only receive the frag. MEDEVACING a wounded player will actually bring a helicopter to lower a stretcher and pick up the wounded player, giving a nice visual effect.

Medics heal others by walking up to them and using the skill. If no one is in front of the medic, the medic himself is the default target of his skills. All treatment options require the use of 1 bandage. If a player needs health and a broken leg fixed, the first use of the medic skill on them will heal them, and the second use will mend their broken leg. You can bring up the medic skill options by setting a button in the CONTROL menu to bring up the skills menu. Advanced users can also bind 1 key which acts as the medic skill button.

Leadership
New to FA leadership skill since FA 2.8 is the battlefield information. Bind a key to this feature in your CONTROLS menu. When you press and HOLD this key, you can see an overlay of all the map objectives, their current status and distance, as well as the current location and distance of all your teammates. This really gives a leadership user a firm grasp of what the battle is like, and allows them to plan out stradegies for their team.

Leadership also gives you a special skin that ID's you as the team's commander. In addition, you have an increased set of voice/radio commands.

Source: the Firearms manual By Hitman & Graham Davis. Little modifications by me.

ville
August 5th, 2005, 06:24 PM
7. How do I parachute?

This is simple. Hit your "use" key in midair if you have a parachute equipped. After you have succesfully landed with the parachute press "use" key again to ditch the used chute so it won't slow you down.

The use key is usually "e", but you can change this inside of the Firearms options. Go to Options and then go to Controls, and then find where the use key is listed and set it to whatever key you want.

ville
August 5th, 2005, 06:33 PM
Customizing >

2. How do I install custom models?

Usually custom models are packed inside of either a rar or zip archive. You need a program like Winrar (http://rarlabs.com/) or Winzip (http://winzip.com/) to extract the content of the archive.

Inside the archive there will be at least one *.mdl file. It can also contain a readme for credits (*.txt,*.doc), custom sounds (*.wav) and alternative skins (*.bmp) for the model for the people who know how to insert them into a precompiled model.

*.mdl files goes into ../Steamapps/your@email/half-life/firearms/models folder
*.mdl files goes into../Steamapps/your@email/half-life/firearms/models/player/red1(or blue1) folder in case it is a player model.
*.wav files goes into ../Steamapps/your@email/half-life/firearms/sound/weapons folder

It is recommended that you make back-ups of the files you are going to replace.

ville
August 5th, 2005, 06:39 PM
3. How can I alter the skins of the models?

Easiest way is to download program called Jed's Half-Life Model Viewer (http://www.wunderboy.org/3d_games/utils/hlmv.php), install it, open a model file in it and go to the textures tab. There you will find a drop-down menu which will contain all the texturemaps the model is using. Select the map you want to edit, press the extract texture button and save the texturemap onto your hard drive.

Then open your image editing software and alter the skin they way you want. After the editing save your new texturemap as 256-bit .bmp file. It is also important that you do not play with width and height of the texturemap, otherwise the model viewer will not accept the new texturemap.

Open up Jed's Half-Life Model Viewer, go to the textures tab and select the same texture map from the drop-down menu you exported earlier but this time press the Import texture button and select the texturemap you altered. After that is done, you should see your new texture applied onto the model. Now you should save the model by going to File > Save Model As...

Evil Superstar
August 5th, 2005, 07:12 PM
Added!

thank you very much :D

Degree:N
August 7th, 2005, 07:06 AM
See post #12 in:
http://forums.worldatwarmod.com/showthread.php?t=236

-------
Edit: Could someone fill me in on what happened to the thread I linked to in this post, and what happened to my other posts? (MG I'm looking in your direction).

oldschool
August 15th, 2005, 06:44 AM
THIS
http://temp.fragfilms.com/img/claymore.jpg
IS NOT CANDY.

Modest Genius
August 16th, 2005, 01:46 PM
1. What bots are there for firearms?

That depends which version you are running.

If you are running FA 2.1-2.4 you can use the old Firebot 0.2d, which I found still for download at http://www.playground.ru/download/?mirror=2649. This bot also has about 90% compatibility with FA 2.5.

Alternatively, if you are running FA 2.4-3.0, you should use Marine Bot (www.marinebot.net).

If you are running MB 0.9 in any FA version other than 3.0, you should check this thread (http://hybridchill.com/mb_snitz/topic.asp?TOPIC_ID=606) and this database (http://marinebot.yis.us/pafiledb.php?action=category&id=3) to see if there are better waypoints for your FA version.

If you are, for some reason, using FA in a version earlier than 2.1, there are no bots for it (and somehow youve managed to find an old version of HL, since these versions of FA dont work on the latest versions of WON or Steam)


2. How do I install Marine bot?

Visit the Marine Bot download page (http://jameshiddle.com/marinebot/?page=downloads), and read the information on it carefully. Most people will want to download the Windows .exe installer. Run this installer, and read the information page carefully.

Taken from the MB documentation (this section also written by me):
There are two methods depending on which version you downloaded, the self contained .exe installer or the stand-alone .zip or .rar archive. Make sure you have a working copy of Firearms before you install MB!


Using the .exe Installer Program:

1) Run the installation utility and follow the instructions. Be sure to read the information on the second page. If you are not running Adminmod / Metamod, then installation is complete!

2) If you are using Adminmod / Metamod, open the file liblist.gam in your firearms folder using notepad. Comment out the line under 'MarineBot LAN' using '//' at the start of the line, and uncomment the line under 'MarineBot AdminMod' by deleting the '//'. Then use the following command line to start your game or server (add this in the properties of the shortcut you use) '+localinfo mm_gamedll marine_bot/marine_bot.dll'


Using the .zip or .rar Archive:

1) Extract the archive using a relevant extraction program (we recommend WinRAR by RarLabs, available from http://www.rarlab.com/ ) to your 'firearms' folder. Ensure you allow the directory structure when you extract. Then open your firearms folder and locate the program 'liblist_install_mb.exe'. Run this program. If you are not running Adminmod / Metamod, then installation is complete!

2) If you are using Adminmod / Metamod, open the file liblist.gam in your firearms folder using notepad. Comment out the line under 'MarineBot LAN' using '//' at the start of the line, and uncomment the line under 'MarineBot AdminMod' by deleting the '//'. Then use the following command line to start your game or server (add this in the properties of the shortcut you use) '+localinfo mm_gamedll marine_bot/marine_bot.dll'
Although this all looks quite complicated, 90% of users will simply need to run the .exe and thats it.

Modest Genius
August 16th, 2005, 02:20 PM
3. How does Marine bot work?

Thats actually quite a strange question, and not one I think I've been asked before. However, I'll do my best.

If you're a programmer and want to see how things really work, you can download the source codes for MB from this page (http://jameshiddle.com/marinebot/?page=downloads) (near the bottom). For the rest of you, here is the non-technical description.

The operation of all bots can be basically split into two parts. The first is getting the bot into the game in the first place, and the second is its behaviour once actually in the game.

The first part is surprisingly technical and somewhat complex. Firstly, MB intercepts the running of FA by inserting its own DLL into the launching of Half-Life, which then launches FA from within itself. This allows MB to position itself between the netcode of Half-Life and the server of Firearms, and to provide information to both. Incidentally, this is the way many cheats and Admin / Metamod work.

When the server is run and a bot added, MB creates a 'fake client' by feeding FA information as if another client had connected over the network. However, everything FA tries to send back to that client is intercepted by MB and used to govern the behaviour of the bot. In this way, MB is able to fill one of the player slots, and since FA thinks that it is a real person, gets spawned as normal.

MB knows about its surroundings because FA keeps sending information to the fake client about what it can see, in the same way as a human client. For example, FA might send a message saying 'theres an ammobox in the lower left of the screen'. A real client would then take this information and render it onto the screen using the computers graphics card. The fake client doesnt do this, but just uses the information directly.

At this point, we discover the other facet of MBs operation, the ingame behaviour. MB is what is known as a 'waypoint based' bot, which uses specifically created waypoints to guide it around the map. As such, ingame behaviour has two modes of its own: combat and navigation.

Combat mode is used whenever there is an enemy on screen and the bot has decided to engage it. This is governed by a number of factors, for example bots wont engage someone who is too far away (for their weapon), hasnt been on screen long enough etc.

Firing is, basically, accomplished by telling FA that the client is looking exactly at the enemy and pressing the fire button. Obviously its more complex than that, because we code in reloading, fire modes, deflections for grenades, aiming skill, slew rates (so bots dont turn on the spot immediately) and so on to make it more human. FA also applies the inherent inaccuracy of the gun etc. Unfortunately, this system is extremely good at compensating for recoil, since it corrects perfectly after every shot. This is always a problem for HL bot coders.

The other ingame mode is navigation mode. Whenever the bot hasnt decided to enter combat, it pays attention to 'waypoints' created for the map. You can see these waypoints ingame by typing 'pathwpt on' in the console (assuming you are playing with bots! and turn them off with 'wpt off'). Waypointing is complicated, but in essence the bot decides which waypoint it should move to next, looks towards it, and tells FA it is pressing forward.

MB has the most advanced waypointing system I have ever seen, which is why it is so good at moving around and capturing objectives. Rather than simply spotting a waypoint and moving towards it, MB uses 'paths' to link waypoints together and 'ranges' to apply their effect over an area. This means the bot will walk somewhere near the waypoint (within the range) rather than exact same point every time.

Paths are linked together with 'cross' waypoints, which are decision areas. Each path out of a cross will have a certain priority for each team, and probability techniques are used to decide which way the bot will go.

On top of this, there are a load of different types of waypoint which provide specific actions, such as crouching, going prone and waiting, using an ammobox and so on. All of the waypoints have to be created by hand, in game. If you would like to know more about waypointing, consult the waypoint_system.txt file in your marine_bot folder, or have a look at the stickies in the waypointing forum (http://hybridchill.com/mb_snitz/forum.asp?FORUM_ID=7).

Modest Genius
August 16th, 2005, 02:27 PM
as an additional comment to Swiftys command menu post:

Adding '// SKILL#' to a button will only make it appear if you have the specified skill. For example, '// SKILL4' will only appear if you have leadership (the numbers are the same as those listed on next to the skill when you choose it ingame)

Evil Superstar
August 16th, 2005, 04:33 PM
The how does MB work question was more intended to be an all in one "how do I add bots, how do I change their skills" etc question, sorry for the confusion, I'll try to add all that ASAP

Lord Kelvin
August 30th, 2005, 12:58 PM
To use a mortar, you must first have the Artillery I skill. In order for you to fire a mortar, there must be an active target for you to fire at. These may be set up by you or by other players who have the Artillery I skill. Once an active target is set up, simply press "use" on a mortar to fire it at that target.

Mortars do not have infinite ammo, however. Every now and then you must "reload" a mortar. To reload a mortar, you must first have the Artillery I skill. Simply go up to an ammobox and hold "use" to stock up on mortar shells. Once you have enough (the maximum each person can hold is ten), go to the mortar and press "use" on it. If it is empty, you will load it with all the mortar rounds you are carrying. Each mortar can hold a maximum of ten rounds before it must be reloaded.

In order to actually build a mortar, you must have the Artillery II skill. Once you have it, select an open area in which to build it, press your "use skills" key, and select "Build Mortar" from the menu that appears. If done correctly, an empty mortar will appear in front of you. You will have to reload it in order to use it.

Lord Kelvin
August 30th, 2005, 01:00 PM
The players on different teams are wearing different uniforms. Those on the Red Team will be wearing lighter tan uniforms, while those on Blue will be wearing green and grey.

--end

Srry, don't have any pictures :(

Klif
August 30th, 2005, 03:48 PM
Once you have enough (the maximum each person can hold is ten), ...You can hold five and the mortar can hold five. So technically, yes, you can have ten shells out at a time. But really, you can only -hold- five!

Lord Kelvin
August 30th, 2005, 04:54 PM
Oh yeah... my memory's a bit fuzzy, it's been ages since I last played FA. :D

Kak
August 30th, 2005, 05:41 PM
I can go and get screen shots of the different teams soldiers if you want :)

Evil Superstar
August 30th, 2005, 07:51 PM
if you do default models only (obviously)

thanks for the input so far.

Kuken
September 1st, 2005, 09:35 PM
To fire your weapon.

To fire your weapon you need one finger and some ammo.
When you have your finger and ammo, press the trigger and POFF a round will come out in a very high speed, WARNING VERY HIGH SPEED.

rkelly
September 6th, 2005, 03:58 AM
umm needs info on how to create a FA server.

Evil Superstar
September 6th, 2005, 06:45 PM
yeah, but I know nothing about that at all with steam and all, so any input there.

Poi_Medic
September 9th, 2005, 12:10 PM
It would be nice if you can get my guide from the old FA forums. I had a G3A3, AK47, MP5 and so on guides on how to use them. :)

oldschool
September 15th, 2005, 07:21 AM
To fire your weapon.

To fire your weapon you need one finger and some ammo.
When you have your finger and ammo, press the trigger and POFF a round will come out in a very high speed, WARNING VERY HIGH SPEED.

that's an oversarcastic and useless statement, unlike my detailed image of a claymore.

SOCOM-DELTA
September 29th, 2005, 01:27 AM
Question: Why couldn't the Firearms team add more weapons to the game?

Answer: The half-life engine's maximum weapon limit was 30. Count all of the pistols, smgs, assault rifles, mgs, shotguns, m79, items, and the different classes of armor, and helmet chest and arm body armor pieces, that will amount to 30.

For those of you who do not recall, the stiehlhandgranate disappeared in RC-2.7. Later, NVGs were added and these pretty much replaced it in the items menu. The PKM also vanished in this version, but reappeared in 2.9 (I believe).

As for specific lines of code that determine why this cannot be done? I do not know; I have no programming expertise. All I know is that a past FA mod team coder, Mazor, and other team members have told me that this limit is hard-coded into the engine and does not allow for a new limit to be set.

SOCOM-DELTA
September 29th, 2005, 01:28 AM
Question: Who all has worked on the Firearms mod?

Answer: Too many to list. If anyone can actuall make a *complete* list, go ahead and post it here.

To the best of my knowledge:

Christian Oelund
AlejandroDaJ
Ben
Mazor
Ganj

Col. Psycho
September 29th, 2005, 03:56 PM
actually the limit is 32 weapons. or so i was told by cale.

and afaik armor doesnt count as weapon slots, but i could be wrong. and apparently some mod team broke the code and had a weapon limit of 34 or 36 or 40 or something.

Problem: it was so unstable that the game couldnt run for more than a few minutes without crashing. :/

SOCOM-DELTA
October 3rd, 2005, 04:29 AM
so i would imagine that past fa coders encountered this problem and decided that it was in their best limits to adhere to the default limit.

Kuken
October 10th, 2005, 04:17 PM
that's an oversarcastic and useless statement, unlike my detailed image of a claymore.



yupp ;)

Heruhyarmen
October 14th, 2005, 10:09 PM
Which weapons are there, which ones are the best, do the most damage, etc..

In Firearms there are a lot of different types of weapons. In version 2.9 (and 3.0 if im not wrong) those are:


Machineguns:

-M60: A heavy 7.62x51mm gun, it holds up to 100 rounds per magazine. M60 is a heavy machinegun with a big recoll, that means that it's very hard to shoot standing up; while you are moving you cannot shoot (this applies to all machine guns). To a better proeficiency with this weapon is recommendable that you are at least proned (default: "Z" button)
or with the bipod deployed* (default: "V" button). It's also good to have the 'Markanship' skill so your aim is better. In resume M60 is a good gun when you are not moving and is very good holding up some strategic point.

*Note: Deploying the gund bipod will limit your mobility; you'll be able to move the weapon something about 100 to 150 degrees from where you deployed the bipod, but you would not be able to move forward, backward, left or right until you put the bipod away. So be careful and calculate well when deploying the bipod. The bipod can be deployed anywhere on the map: ammo box, floor, barricades, boxes, etc. you just need to be same high the object to deploy it (you'll reach that croaching or proning)

-M249: A light machine gun using 5.56X49mm NATO rounds and holding up to 200 rounds per magazine. The M249 is a light machine gun with not much of fire power, but the 200 rounds substitutes its lack of firing power. This machine gun has a recoll much lower than other machine guns and it's not going to be a big problem to fire it stand up or croach, however it's good that you prone with not needing to deploy the bipod because it limits your mobility, anyways if you want to do so it's your choice. The M249 can be used more in the frontline than holding up positions because of it's large amount of rounds, weight and mobility. It is also excellent in supressing fire again because of the round amount; giving more time for you team to move while you "scare" the opposing team.:D

-PKM: An another heavy maching gun with 7.62X54mm NATO rounds holding up to 100 rounds per magazine. This is a great machine when it comes to fire power, it will easilly make your enemy bleed no matter where you hit him. Just as the M60, it has a great recoll (even bigger than the M60) and you'll need to prone and/or deploy the bipod to effectivly shoot at your enemies (also get Markanship). The bad thing about PKM is that it easilly waste the whole 100 rounds without you even notice it. Among the 3 machine guns availlable in game i prefer this one, however it's up to you!


Shotguns:

-Remington M870: a 12 gauge shotgun with 3 inch buckshot holding up to 7 rounds. This is one of the oll' pump-action shotguns with an icredible firepower at close range combats, but very sad when shooting from long ranges. The M870 is a great weapon to use indoors and in close combat but never shoot from far at a enemy: it's just impossible to hit him and make any considerable damage. It's very recommendable that you have a support weapon (like a pistol or maybe a submachinegun) to help you out when shooting from long range. Thought this weapon is a pump-action shotgun it'll take a little bit for you to shoot at your enemy again once you already shoot; so try to kill him with one shoot and that is, if you couldn't do it just try to quickly hide beyond something or take avantage of the enemy confusion (yes it will make them confuse, it's firepower make the whole screen shake);).

-Saiga 12K: also a 12 gauge shotgun but with 2.75 buckshots and also holding up to 7 rounds (really it will be 8 if you reloaded twice because of the round that stays on the weapon). This shotgun is not a pump-action, nope: it's a semi-automatic one (like a pistol). Just as the M870 it's excellent at close ranges but poor at long range. The good and the bad of this weapon is on it's rate of fire: good because you can shoot 7/8 rounds in 3-4 seconds (that's up to you) and destroy your enemy, bad because it takes all your rounds very quickly and you don't notice it, and when you try to shoot again you see all your rounds are gone. It also takes more time to reload than the M870. The 12K, different to the M870, would not kill your enemy with one shot (only in very few cases) but it's good to shoot at multiple enemies.


Explosives:

-Concussion Grenade: Also know as Flashbang, this grenade is a stunnig explosive with no damage purposes. What this grenade does is to make your opponent blind for a few seconds, make then dizzy and theft (don't ever try to trow a flasbang in your face with a high volume, i'm serious). In Firearms this is not what we can call as an effective "weapon", especially when playing with bots. It doesn't affect the enemy on a way that allow you to kill him easilly or to just run away from him if you're being shot. However you may want to use it in some places especially if you using the 'Stealth' skill (for example: I like to use it on ps_river when in Blue Team). It's up to you to use it or not, it is a little bit more effective against human players than bots. To use this bomb just press the fire button and hold it for the time you think is apropriate (longer you hold the further you'll throw it), just be careful that i doesn't explodes in your hand (really in Firearms I never saw that occurring, but who knows).

-Frag Grenade: The frag grenade is an explosive that's used to make several damage to many enemies in a close range. The frag grenade just throw in every directions fragments of steel (that's why Frag[ment] Grenade).
The frag grenade is very effective to killing or inflicting damage to a great number of opponents close together (like in a room or something like that); the frag grenade will, most of times, make your enemies bleed giving you time to just run away or to kill them with your weapon depending on your situation. Closer the bomb explodes to a enemy the greater the damage inflicted and in few cases you may kill a enemy with only one grenade. Use it just as the flashbang.

-Claymore Mine: The claymore is a like a field mine but that's not placed underground. The claymore explosion works just as the frag grenade do, but is a lot more powerful than the frag. When you use your claymore (default: "Left Mouse" button) you place it on the ground, just where you are standing; then a kind of a interruptor would appear at your hand, you need to press the fire button again to make it explode, but be careful because you cannot go to far from the claymore or you'll lose it (that happens because the cable connected to it is limited), so stay close to it but not into it's range of explosion. Claymores usually are placed in closed places rather than outdoors and where numerous enemies pass (like a main hall), when you see your enemy coming just press the fire button and it will explode (it takes about 1-2 seconds to explode after you press the button so you need to calculate correctly. Usually the claymore explosion (if well done) will easilly kill up to 3-4 enemies at a time that were together or as many as there are if you have a little of luck.

-M79: The M79 is a very famous grenade launcher that launches 40mm HE (explosives) and holds a single shot. The M79 is quite better than a frag grenade because of its range, however the damage inflicted by the explosive is less than the inflicte by the frag grenade, the time to fire it it's also less than the time to launch the frag. It can be used with the same purposes that the frag grenade.


Snipers:

-SSG300: A light sniper with 7.62X51mm NATO rounds holds up to 5 rounds, this sniper it's manual, this means each time you fire it you have to reload it pulling the bullet out. This sniper is very precise even at very very long distances but it would not kill your enemy with one shot if you don't hit the head. As all the snipers it's not a close range weapon so you'll need a support weapon (a pistol or submachinegun) to close combats. It's good that you're prone when shooting this sniper if not be at least croach because is very hard to hit with it standing and impossible when jumping. Try to locate yourself in high places so you can have a better vision of your enemies and easily headshot them.

-M82: A very-heavy sniper with .50 BANG rounds with 10 rounds per magazine. M82 it's a semiautomatic sniper originally build to to go through heavy armors, light tanks and destroy machinegunners. It's very easy to kill an opponent with only one shot but it has a very big recoll (the bigger of all Firearms) that makes necessary you to be proned and with the bipod deployed to fire it with the most accuracy possible. Use the same tactics of SSG3000.

-Dragunov: A medium caliber sniper with 7.62X56MM Rimmed rounds and holding 10 rounds per magazine. The Dragunov sniper it's also semiautomatic but it's recoll it's not as big as the M82. This is the correct sniper to those that don't want the SSG3000 big time to reload and M82 big recoll and low mobility. It's not as accurate as the SSG3000 but you can shoot it easilly than the SSG3000 or the M82. Also use the sniper tactis.



I'll continue later people. ;):cool:

Evil Superstar
October 15th, 2005, 07:31 AM
Cool, thanks.

pk!
May 6th, 2006, 01:07 PM
Maybe a section on exploits e.g. the ladder parascend bug? Or was that fixed by 3.0?