Game Overview, Tips & Analysis
Weapons



If you wish to view damage inflicted by weapons to equipment, armour classes, turrets,
vehicles etc then visit the Health & Shield Damage Analysis section.

weapon_Blaster.jpg (16161 bytes) Blaster
Standard for all armour classes, has unlimited ammunition as it draws from your armour energy. Projectile range is around 269 meters with a reload delay of 300ms. Projectiles travel at around 90 meters per second. Can be used underwater and has the advantage of bypassing any enemy shields. Projectiles bounce of walls and floors so can be used to hit enemy turrets or players around corners.

weapon_Chaingun.jpg (15639 bytes) Chaingun
Can be used by all armour classes, has a very high rate of fire at 150ms but due to the projectiles spread it is only really of use at close range. Projectile range is around 1250 meters with projectiles traveling at around 425 meters per second unless used underwater. Slow to spin up and down this should be used in tight corridors or rooms where maximum damage can be inflicted. Useful for finishing off an enemy player if they are already low on health and armour. One of the few weapons you can use to track enemy players in the air at close range.

weapon_Elfprojector.jpg (15285 bytes) Electron Flux Projector
Can be used by all armour classes, has the ability to completely drain it's target of energy. Beam range is around 37 meters. Useful in defence to slow down or immobilise enemy flag runners as they will be unable to jet, another player can then easily finish them off. In attack it can be used to drain enemy players, vehicles or enemy turrets etc. of energy before switching to a more destructive weapon.

weapon_Fusionmortar.jpg (14807 bytes) Fusion Mortar
Can only be carried by juggernaut class armours, has an unmatched destructive capability with a wide splash damage radius of 25 meters and reload delay of 2750ms. Projectile range varies depending on angle and player motion when firing, however projectiles travel at around 63.5 meters per second. Very inaccurate unless you have another player painting a target with the targeting laser or a beacon. Can be useful in attacking enemy base from the air if you are a tailgunner on a vehicle and no friendly players are in view.

weapon_Grenadelauncher.jpg (16685 bytes) Grenade Launcher
Can be used by all armour classes, has a much longer range than the basic handheld grenades with a small splash radius of 15 meters and reload delay of 900ms. Projectile range varies depending on angle and player motion when firing, however projectiles travel at around 47 meters per second unless used underwater. Useful for clearing rooms, corridors or anywhere the enemy has limited mobility.   Grenades can be bounced off walls and floors so are of some use for clearing enemy turrets etc.

weapon_Laserrifle.jpg (13681 bytes) Laser Rifle
Can only be used by scout class armour, has a virtually unlimited range of 1000 meters but draws energy from your armour. Reload delay is 475ms for a full power shot with projectiles instantly hitting their target. Note that head shots to a player cause more damage than body or leg shots.

weapon_Missilelauncher.jpg (15271 bytes) Missile Launcher
Can only be carried by the assault or juggernaut armour classes, has very long range but is slow to lockon to target. Projectile range is around 480 meters with a reload delay of 2800ms. Projectiles travel at around 80 meters per second with a splash damage radius of 8 meters. Fired missiles can be evaded if the target drops flare grenades. Useful for firing on all vehicles or any air targets that give off enough heat. Can be useful in attacking enemy base structures if another player is painting a target with the targeting laser.

weapon_Plasmarifle.jpg (15730 bytes) Plasma Rifle
Can be used by all armour classes, has a high rate of fire with a splash damage radius of 4 meters. Projectile range is around 165 meters with a reload delay of 695ms. Projectiles travel at around 50 meters per second. Very high damage to equipment shields make this useful for taking out deployable turrets, generators, sensors, inventory stations etc at close range. Cannot be used in the water, only land or air.

weapon_Repair.jpg (2538 bytes) Repair
Can be used by all armour classes, not a weapon but is included here for reference. If you have a repair pack you can repair yourself, teammates or equipment once in close enough range.

weapon_Shocklance.jpg (15041 bytes) Shocklance
Can be used by all armour classes, has extremely short range of 15 meters but very high damage if used from behind. Reload delay is around 2500ms for full power. Has unlimited 'ammunition' as it draws from your armour energy. Usually used by cloaked scouts it is the stealth assassin's weapon of choice at close range. A fully charged single blow from behind can kill a player no matter what their armour class. Cannot be used in the water.

weapon_Spinfusor.jpg (16302 bytes) SpinFusor
Can be used by all armour classes, has high splash damage radius of around 7.5 meters, but slow reload rate of 1750ms. Projectile range is around 450 meters with projectiles traveling at around 90 meters per second on land and 50 meters per second in fluids. This weapon is usually the weapon of choice for air to ground battles, master using the Spinfusor in the air and you will be a formidable opponent. The discs, with practice, can also be 'bounced' off water.

weapon_Targetlaser.jpg (2742 bytes) Targeting Laser
Can be used by all armour classes and is supplied as default, it does not take up a weapon slot. Range is around 1000 meters. Used to paint a target for a teammate so that they can track, lockon and accurately fire on the painted target with missile or mortar.


Contact Us | SavageUK | UpsetChaps
All Rights Reserved. Copyright © 2000-2007 Requ!em