[ INVENTORY ] |
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[ INVENTORY ] |
Professions : Bomber |Commando |Heavy Gunner | Marksman | Medic
Equipment : DepthRadar |LifesignScanner |MedPack |Replicator |Shieldbelt | Shroud | ThrustBoots | TorsoBomb | WarBanner
Professions: Every Profession equips the user with a weapon or tool for special purposes. Professions cost about three times more Skillpoints than normal weapons (Armamament) and can be freely combined with each other. Some of the Professions are extraordinarily effective against structures or infantry.
[ Bomber ] | [ Weaponslot: 8 ][ Price: 200 SPs ] |
Being equipped with a pair of thruster-boots and a pack of high-explosive
bombs the Bomber offers high firepower and unmatched mobility. The
thruster-boots (primary firemode) push the Bomber up and slightly forward
giving a slow acceleration but a high maximum speed. The recharging amount
of fuel (recharged within 7 secs) keeps the Bomber airborn for several
seconds and very long distances. The carried bomb-rack (secondary firemode)
can deploy its full load (8 bombs max.) within a few seconds and does not
need the interruption of the thrusters. When deployed, the bomb starts its
fall with the Bombers velocity, so the Bomber has to dive at its target to
hit it. This can be dangerous and sometimes this leads to a crater in the
ground or death by own bombs. But when mastered, the Bomber is able to
obliterate even big groups of targets during fast hit-and-run-attacks.
Tip 1: Use lift-jumps and jump-pads to speed up the liftoff. This saves fuel and time. Tip 2: Secondary ammo is short: Attack accurate or have an Armory nearby for a fast reload. |
[ Commando ] | [ Weaponslot: 4 ][ Price: 200 SPs ][ Anti-Infantry ] |
Equipped with a high-precision assaultrifle the Commando
is suited for both attack and defense. Firing
shield-neutralizing bullets at a moderate to high firerate (240 rpm)
the CommandoRifle is capable to deal serious damage even to heavily
armored soldiers. The secondary firemode lobs out senseshock-grenades which
are triggered by target-contact or after an one second delay. These
senseshock-grenades emit a bright flash of light and a harsh sound which
paralizes nearby soldiers for some precious seconds. When crouching, the
secondary firemode is used to toggle the zoom and the targeting computer.
The targeting computer projects the approximate ideal aiming spot (a green
dot) of moving targets to compensate the aimerror produced by your targets
and your projectiles velocities.
Tip 1: The primary fire will produce some kickback when shot in long bursts. This wont be a problem over short distances but makes sniping very awkward. Shorter bursts and crouching will reasonably dampen the kickback. Tip 2: The ability to neutralize the standard bodyshield makes the CommandoRifle very effective in the later game. |
[ Heavy Gunner ] | [ Weaponslot: 6 ][ Price: 150 SPs ][ Anti-Infantry ] |
Firing the normal primary firemode the Heavy Gatlinggun seems to be a
bulky and rather useless copy of the Minigun. A powerful kickback and a
low accuracy make the Heavy Gatlinggun uncontrollable even in
close-combat-situations. The warmup-times are much worse than the ones of
the Minigun. But when the Heavy Gunner activates the siegemode (secondary
firemode) the Heavy Gatlinggun becomes the big brutal brother of the
Minigun: The accuracy gets much higher, the kickback is reduced to a
slight upward push and the rate-of-fire is raised to incredible levels.
The only downside of the siegemode is the dampening-effect which renders
the Heavy Gunner immobile. A wise usage of the siegemode decides between
dumb sprayfire and perfect manstopping. Tip 1: The projectiles are relatively slow: When shooting at a moving target over longer distances, you have to fire at a spot in front of the target. Tip 2: When in siegemode, the Heavy Gunner becomes a immobile target: Equip yourself with defensive inventory or get some backup from your teammates. |
[ Marksman ] | [ Weaponslot: 9 ][ Price: 150 SPs ][ Anti-Material ] |
Equipped with the GaussCannon the Marksman carries one of the most
powerful precision-weapons.
Originally designed as an long-range anti-material weapon the GaussCannon
shoots out approximately head-sized iron-balls capable of inflicting
enormous amounts of damage without producing any kickback. Holding down the primary firebutton charges the
GaussCannon up and multiplies the projectiles speed and damage up to
3.5 times. The projectile of the GaussCannon was designed
for use against vehicles and structures (30% more damage) but proved very
deadly when used against infantry, too. Due to its high velocity the
projectile will be blast to pieces when hitting a wall, spitting out
deadly amounts of shrapnel. The secondary fire activates a standard zoom-vision. Tip 1: A fully charged (auto-released) shot is much stronger than a 99%-charged one. Tip 2: Targets with low health don't need to be taken out with a direct hit: Simply shoot a fully charged shot at the wall near to the target and let the splash-damage do the rest. Tip 3: The trail of the projectile reveals the Marksmans position and makes the first shot the most surprising and important one. |
[ Medic ] | [ Weaponslot: 3 ][ Price: 150 SPs ] |
The Medic is the backbone of every squad and the only way to replenish lost health. He can quickly heal (primary firemode) wounded soldiers and even raise the health to a maximum of 199 healthpoints. He can apply a mixture of strong amphetamines (secondary firemode), too. This "Berzerk-Drugs" need 100 ammopoints, raise the healthpoints to 199 and turn a soldier into a wild and very tough killermachine. But the drugs eat up the health until the healthpoints reach 10 (this takes about 19 secs). The maximum amount of ammo (300) is enough to fully heal 18 soldiers and allows the Medic to operate in the field and at the frontline. Pushing a soldiers health over 100 healthpoints slows down the speed of healing 3 times. To affect somebody the Medic must stand near to him and aim at his direction. If there is nobody to heal or drug, the effects are applied to the Medic himself. Healing oneself is 2 times slower than normal. |
[ DepthRadar ] | [ Price: 100 SPs ] |
|
The DepthRadar will scan all sourrounding dense materials
within a radius of up to 80 meters. The display of the radar is
located on the right side of your HUD and displays the detailed location
of varíous objects within a 40m-radius. Objects bexond this 40m-threshold
will be displayed at the rim of the radar, indicating their direction only.
Every object is displayed as a colored dot. Orange dots indicate
structures of the red team, bright blue dots the structures of the blue
team, purple dots indicate minerals and yellow dots indicate projectiles.
All further, white dots display various level-objects and will improve
orientation in the map. Tip 1: Combine the DepthRadar with the LifesignScanner to improve your range of scanning. |
[ LifesignScanner ] | [ Price: 100 SPs ] |
|
The LifesignScanner works similar to the DepthRadar (and
shares the same display on the HUD). But different to the DepthRadar the
LifesignScanner just scans for players which are indicated by blue and red
dots. Additionally the LifesignScanner can improve its scanning range (and
the one of the DepthRadar, when combined) by three times. This can be done
by simply crouching. Tip 1: Combine the LifesignScanner with the DepthRadar get an optimal coverage of scanning. |
[ MedPack ] | [ Price: 30 SPs ] |
|
The MedPack is a simple alternative to the Medic. When applied, the MedPack restores up to 40 hitpoints. If you want to push your health beyond 100 hitpoints, the MedPack will add only 20 hitpoints up to a maximum of 199. |
[ Replicator ] [ Price: 150 SPs ]
The Replicator replicates ammo and reloads your weapons just like the Armory. The rate of reloading is slower than the one of an Armory on Level 1 and it fully reloads a weapons ammo within 80 seconds.
[ Shieldbelt ] [ Price: 150 SPs ]
The Shieldbelt gives its user a regenerating shield with up to 100 shieldpoints. It will be start fully charged but wont stack with the standard shield given by the Armory. When the shield drops below 100 shieldpoints the Shieldbelt will start regenerating 5 shieldpoints every 2 seconds.
[ Shroud ] [ Price: 200 SPs ]
The Shroud very effectively cloaks its user. Quick movements decrease the cloaking-effect, but the user still wont be a very good target. Furthermore the Shroud slightly jams the target aquisition of protectors, raising your chances of survival. The Shroud makes some subtle and eerie sounds when moving. Tip 1: The more frequent and loud your Shroud emits sounds, the more visible you are.
Tip 2: Standing in front of clouds or fire can reveal your position.
[ ThrustBoots ] [ Price: 150 SPs ] The ThrustBoots are a modified version of the old JumpBoots. Different to its predecessor the ThrustBoots dont just have a limited amount of charges and wont wear off over use. Furthermore the ThrustBoots only allow multiple small jumps rather than single but high jumps. This makes the ThrustBoots more difficult to use but allow its user to reach higher altitudes than the JumpBoots. Like the JumpBoots, the ThrustBoots dampen the damaging effects of a long fall.
[ TorsoBomb ] [ Price: 50 SPs ] The Torso-Bomb is a small but high-explosive fragmentation-charge which is planted within the users chest. If the users heartbeat stops or the user sends a specific neural suicide-signal to the bomb (press the crouch-button 5 times within 2 secs), the bomb detonates and kills everyone within its radius. If the users health gets critical and drops below 20 healthpoints the bomb starts to beep. Tip 1: Use this cheap and effective baby together with a melee-weapon and some "berzerk-drugs" (Medic) and start spreading terror and fear among the enemy lines!
Tip 2: If the Torso-Bomb is triggered by yourself, you commit suicide (and lose skillpoints and score), so just use it when you are surrounded by several enemies.
Tip 2: A suicide-bomber 'works' alone, so be careful when friendlies are nearby.
[ WarBanner ] [ Price: 100 SPs ] The carrier of the WarBanner emits a special aura which raises nearby teammates power and durability by 50% and the agility by 10%. This makes the WarBanner a vital item for the team and can turn the tide in battles. But keep in mind that the WarBanner will attract sniper-fire (intelligent enemies will try to take out its carrier, first). When used effectively the WarBanner is really worth its rather cheap price.
Tip 1: Combining the WarBanner with the Shroud will hide the aura (for your enemies and your teammates).