Forum Index > Coș cu teme șterse > Jocuri > Cry-Guide Weapon Information

#0 by Vitalii89 DownloadTorrentsBan Drivers Club () (3 mesaje) at 2008-07-07 12:05:44 (894 săptămâni în urmă) - [Link]Top
Projectile Weapons


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Cost: $50 | Ammo: $5 (40)

Maximum ammo capacity: 21 loaded / 160 reserve
Accessories: Silencer, Laser sight/Torch.
Alternate fire: Semi/Burst.

Damage
Chest: 18 Armour
Head: 35 Armour

Tips: Burst fire can compensate for lack of accuracy, but you chew through ammo and the recoil is big for a pistol. I'd suggest using Semi if you're accurate.


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Cost: $75 | Ammo: $5 (40)

Maximum ammo capacity: 51 loaded /160 reserve
Accessories: Silencer, Laser sight/Torch, Reflex/Assault/Sniper scope.
Alternate fire: Semi/Full auto.

Damage
Chest: 18 Armour
Head: 35 Armour

Tips: Great rate of fire, with an extra 10 rounds in a clip (plus extra 40 reserve) over the SCAR. Very cheap.


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Cost: $150 | Ammo: $5 (30)

Maximum ammo capacity: 41 loaded / 120 reserve
Accessories: Silencer, Laser sight/Torch, Grenade launcher, Reflex/Assault/Sniper scope.
Alternate fire: Semi/Full auto.

Damage
Chest: 23 Armour
Head: 45 Armour

Tips: SCAR is more accurate than SMG over a longer distance and slightly more powerful, but has a slower rate of fire... and it's twice the price.


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Cost: $125 | Ammo: $5 (30), Incendiary: $50 (30)

Maximum ammo capacity: 31 loaded / 120 reserve (same for Incendiary)
Accessories: Silencer, Laser sight/Torch, Grenade launcher, Reflex/Assault/Sniper scope, Incendiary (explosive) ammo.
Alternate fire: Semi/Full auto.

Damage
Chest: 28 Armour
Head: 55 Armour
Incendiary Chest: 30 Armour
Incendiary Head: 60 Armour

Tips: Incendiary ammo doesn't do much more damage than standard ammo, but it does give off an explosive round which can help you take down your target by splash damage.


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Cost: $50 | Ammo: $5 (8)

Maximum ammo capacity: 8 loaded / 64 reserve.
Accessories: Laser sight/Torch, Reflex/Assault/Sniper scope.
Alternate fire: Adjustable choke - Narrow spread, more accuracy.

Damage
Chest at ~5m: 100 Armour
Chest at ~20m: 27 Armour
Choke Chest at ~5m: 100 Armour
Choke Chest at ~20m: 84 Armour

Tips: Acceptable rate of fire allows some shots to be missed. Use the adjustable choke, depending on your target distance.


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Cost: $200 | Ammo: $10 (10)

Maximum ammo capacity: 11 loaded / 40 reserve
Accessories: Laser sight/Torch, Reflex/Assault/Sniper scope,
Alternate fire: N/A

Damage
Heavily dependent on where you shoot.
Head: 100 armour, 100 health
Chest: Can kill, can be just short of a kill.

Tips: No splash damage and a slow rate of fire, so take your time and make sure you hit them.


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Cost: $600 | Ammo: $50 (5)

Maximum ammo capacity: 6 loaded / 20 reserve
Accessories: Laser sight/Torch, Reflex/Assault/Sniper scope,
Alternate fire: N/A

Damage
Instant kill, regardless of where.

Tips: No splash damage and a slow rate of fire, so take your time and make sure you hit them.



Explosives


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Cost: $25ea
Maximum ammo capacity: 3

Damage
Depending on distance:
~7m: 100 armour, 8 health
~6m: 100 armour, 67 health

Tips: 'G' key to throw. Grenades can be thrown during fire fights. Fairly small blast radius after the 1.1 patch but still very powerful within it's radius. Always aim where the enemy is going to be when it goes off, not where they are when you throw it.


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Cost: $25ea
Maximum ammo capacity: 2

Damage
Depending on distance:
Sometimes they go off at around 1m and a full armoured enemy will survive. Sometimes they won't go off until you're almost touching it and it's an instant death.

Tips: To lay a claymore you have to stand completely still, crouch (if it helps), look directly at your feet and place the mine. The Claymore uses a one sided detection face, and you lay the mine facing away from yourself. An enemy can walk up behind your claymore, but not infront of it, on it's detection face side.


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Cost: $50ea
Maximum ammo capacity: 2

Damage
Depending on distance:
<8m: Instant death
~8m: 100 armour, 31 health

Tips: Very effective against armour. Cloak, run up to the armoured vehicle, place the explosives, run to cover and remote detonate.


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Cost: $200
Maximum ammo capacity: 1 loaded / 2 reserve

Damage
Direct hit mainly, slight splash damage.
Direct: 100 armour, 100 health

Tips: Laser guided missile launcher. Rockets can be steered using your mouse. Multiple rockets can be fired one after the other, and then all 3 simultaneously guided to the target. Very effective against aircraft. Less effective against armour than you'd expect.


Prototype Weapons


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Cost: $250 | Ammo: $50 (500)

Maximum ammo capacity: 500 loaded / 1000 reserve
Accessories: Laser sight/Torch.
Alternate fire: N/A

Damage
800 hit points per second.

Tips: Massive multi-barreled minigun. Has a spool up time but doesn't overheat. Use Strength mode to walk faster when carrying the Hurricane and also for a short burst of stability when firing.


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Cost: $300 | Ammo: N/A

Maximum ammo capacity: Infinite
Accessories: Laser sight/Torch, MOAR.
Alternate fire: N/A

Damage
~450 hit points per second.

Tips: Alien prototype weapon. Creates ice shards and fires them at an incredible rate. Has a spool up time and does overheat.


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Cost: 300$ MOAC + $100 | Ammo: N/A

Maximum ammo capacity: Infinite
Accessories: Laser sight/Torch.
Alternate fire: N/A

Damage
Instant freeze, no damage dealt.

Tips: Alien prototype weapon. As an attachment to the MOAC, the MOAR instead fires a large beam that freezes anything it touches. Has a spool up time and does overheat, but a lot slower than the MOAC does. If you have been frozen, wiggle your mouse and press your movement keys to unfreeze. Frozen victims can be shattered by a melee attack, explosives or bullets. Frozen enemies can also be killed by chance if they happen to jump or move in a random way that causes them to shatter on their own accord.


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Cost: $500 | Ammo: $200 (1)

Maximum ammo capacity: 1 loaded / 2 reserve
Accessories: N/A
Alternate fire: N/A

Damage
Instant death within it's radius.

Tips: Don't shoot at your feet. Holding down the fire button before firing will give you an aiming helper, however i find it mostly useless. In most cases if you aim at about 45 degrees at 150-180m away from your target, you'll be getting pretty close to the target.

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