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Weapon Tips
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==='''[[Pistol (x2)]]'''=== | ==='''[[Pistol (x2)]]'''=== | ||
- | For the Pistol, the primary and secondary | + | For the Pistol, the primary and secondary fire both shoot one pistol round out of the ten round clip. When rapidly alternating between the primary and secondary fire buttons, shooting can be greatly sped up. |
== [[TimeSplitters 2|TS2]] Weapons == | == [[TimeSplitters 2|TS2]] Weapons == | ||
==='''[[Crossbow]]'''=== | ==='''[[Crossbow]]'''=== | ||
- | The | + | The Crossbow has ammo that you can be picked up again once fired. Holding the tip to a flame turn the arrow into a fire-arrow, and can be employed to set enemies alight. |
==='''[[Brick]]'''=== | ==='''[[Brick]]'''=== | ||
- | The | + | The Brick weapon is equipped with a power gauge, whereby the longer you hold the firing button, the greater the distance it can be thrown. Aiming at the head produces an instant kill. As the Brick richochets, it's useful when facing a group of people. The Brick can bounce off multiple enemies, but beware, that includes yourself if too close. |
+ | |||
+ | ==='''[[Fire Extinguisher]]'''=== | ||
+ | Obviously, the Fire Extinguisher deals no damage, but can extinguish a teammate that has been set alight. Bots that have been set alight stop firing and instead meander aimlessly, potentially setting others, including teammates, on fire. If you have been set alight, face downwards as you use the Fire Extinguisher to extinguish yourself. | ||
==='''[[Flamethrower]]'''=== | ==='''[[Flamethrower]]'''=== | ||
- | The | + | The Flamethrower is useful for groups of enemies, enabling you to torch them and let the flames spread. But keep your distance, or you'll be spreading the flames too. |
+ | |||
+ | ==='''[[Homing Launcher]]'''=== | ||
+ | Just like the [[Weapon Tips#Rocket Launcher|Rocket Launcher]], secondary fire shoots three rockets at once, but these will follow the target. To use the Homing Launcher effectively, fire three into a group. The rockets will find their own targets and hopefully hit them. | ||
+ | |||
+ | ==='''[[Lasergun]]'''=== | ||
+ | The Lasergun is most effective is charged up before firing at enemies; it'll deal major damage or even kill the enemy. The Lasergun's secondary fire is a shield that allows you to guard most enemy fire (rockets will penetrate this shield) but it comes at the cost of obscured sight. Since this gun has a scope option, you can use the shield to snipe opponents and not get hurt. The ammo for the Lasergun will diminish, however, when you use the shield. | ||
+ | |||
+ | ==='''[[Plasma Autorifle]]'''=== | ||
+ | The Plasma Autorifle has a backfire because it will over-heat when you fire for a period of time. Shots will quickly become more rapid the longer you shoot for, so this can be used to your advantage by pacing your shots. Its secondary fire contains plasma grenades that can stick to walls and enemies. | ||
==='''[[Rocket Launcher]]'''=== | ==='''[[Rocket Launcher]]'''=== | ||
- | The Rocket Launcher is good if you are | + | The Rocket Launcher is good if you are distant from your enemy. Close proximity to the explosion will deal damage to yourself, if not kill you. Shooting at the feet of an opponent helps to make sure that the rocket doesn't miss completely. Use the Special (shoots 3 rockets) against large groups of enemies. |
+ | |||
+ | ==='''[[Soviet S47]]'''=== | ||
+ | The Soviet is a good assault weapon. It is automatic and can fire grenades, making it useful against groups of enemies. If you want to take out people without getting hurt a lot, you can fire the grenade from a distance. | ||
== [[TimeSplitters: Future Perfect|TS:FP]] Weapons == | == [[TimeSplitters: Future Perfect|TS:FP]] Weapons == | ||
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=== [[Fists]] === | === [[Fists]] === | ||
- | When stuck without a weapon, you have no choice but to use your fists to punch your enemies. Fists, by nature, don't make great long range weapons, which means that you will have to get very close to your enemy to deal any damage whatsoever. Depending on the strength of your character though, | + | When stuck without a weapon, you have no choice but to use your fists to punch your enemies. Fists, by nature, don't make great long range weapons, which means that you will have to get very close to your enemy to deal any damage whatsoever. Depending on the strength of your character though, using your fists could kill the enemy quickly. |
- | The best place to aim for when using fists on an enemy is the back of the head, if you can get up behind them whilst they're fighting someone else, you can kill them before they even see you. However, if they do see you, you should keep attacking and moving randomly, but staying as close as you can. This will make you much harder to hit with most guns and you | + | The best place to aim for when using fists on an enemy is the back of the head, if you can get up behind them whilst they're fighting someone else, you can kill them before they even see you. However, if they do see you, you should keep attacking and moving randomly, but staying as close as you can. This will make you much harder to hit with most guns and you shouldn't have too much trouble. |
=== [[Temporal Uplink]] === | === [[Temporal Uplink]] === | ||
- | The Temporal Uplink is only used by Player One during the [[Story]] mode or a mission that you have created using the mapmaker. It has two modes, one for picking up and throwing | + | The Temporal Uplink is only used by Player One during the [[Story]] mode (with the exception of the first mission) or a mission that you have created using the mapmaker. It has two modes, one for picking up and throwing objects and the other for viewing a minimap. The melee attack works exactly the same as standard fists. |
- | When using the | + | When using the Temporal Uplink, there are often many objects lying around for you to throw. Throwing an explosive object (such as an oil barrel) will make it explode on impact, often killing your target instantly. Holding large objects in front of you can create a shield from enemy gunfire, and also a good weapon for silencing them. Throwing many items at zombies will knock their heads off in one hit. You can then pick up the decapitated zombie's head and use it as a weapon to knock the head off your next enemy. |
- | On top of all this, the Temporal Uplink can be used to pick up other weapons from a distance. | + | On top of all this, the Temporal Uplink can be used to pick up other weapons, health, and armor from a distance. |
=== [[Baseball Bat]] === | === [[Baseball Bat]] === | ||
- | The Baseball Bat is used as a melee weapon, meaning you will have to get close to your enemies to inflict damage. Once close enough, keep swinging the bat whilst moving to try and avoid your enemy's attacks | + | The Baseball Bat is used as a melee weapon, meaning you will have to get close to your enemies to inflict damage. Once close enough, keep swinging the bat whilst moving to try and avoid your enemy's attacks. Remember to keep the aiming reticule on the head to do maximum damage. The Bat does more damage than simply the fists and never uses ammo, so it can be useful to keep one with you. |
- | During [[Story]] mode, the Baseball Bat is very useful against zombies, since it can be used to decapitate them. | + | During [[Story]] mode, the Baseball Bat is very useful against zombies, since it can be used to decapitate them. As they are (mostly) slow moving, you should circle them whilst swinging to deal with them most effectively. |
- | === [[Kruger (x2)]] === | + | === [[Kruger 9mm (x2)]] === |
The Kruger is often used as a starting weapon since it isn't overly powerful but can be used to defend yourself if necessary. It comes as either a single or a double weapon, and you can attach a silencer if you don't want to be heard by enemies. It is available during the [[Story]] missions "[[Scotland The Brave]], "[[You Take The High Road]]" and "[[Future Perfect]]". Sometimes, using the silencer will allow you to eliminate enemies without attracting the attention of others, allowing you to get a better show at the later ones. | The Kruger is often used as a starting weapon since it isn't overly powerful but can be used to defend yourself if necessary. It comes as either a single or a double weapon, and you can attach a silencer if you don't want to be heard by enemies. It is available during the [[Story]] missions "[[Scotland The Brave]], "[[You Take The High Road]]" and "[[Future Perfect]]". Sometimes, using the silencer will allow you to eliminate enemies without attracting the attention of others, allowing you to get a better show at the later ones. | ||
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=== [[Pistol 9mm (x2)]] === | === [[Pistol 9mm (x2)]] === | ||
- | The Pistol is a very basic weapon and will most likely be found as a starting weapon. During [[Story]] mode, you will only have it on two levels, "[[The Russian Connection]]" and "[[The Khallos Express]]". The first of these levels allows you to use the | + | The Pistol is a very basic weapon and will most likely be found as a starting weapon. During [[Story]] mode, you will only have it on two levels, "[[The Russian Connection]]" and "[[The Khallos Express]]". The first of these levels allows you to use the attachable silencer to get through part of the level undetected. It's best to keep some distance when doing this, since the silencer also has a small scope giving you more accuracy from range. |
During an [[Arcade Custom|arcade]] match however, you won't get many chances to sneak up on people. This means that your enemy will be firing back at you and you should keep moving to avoid getting hit so much. Head shots will deal extra damage, so it's best to try to get as many as you can. If you get close enough, the melee attack is quick enough to be useful in dealing quick damage. As is with all other pistols and SMGs in dual wield, if you hit the fire button while reloading, the weapon on the right starts firing while the left weapon reloads, so you can fire the left weapon while the right reloads. Although it quickly consumes ammunition, this is a handy method of suppressing fire for any tactical usage. | During an [[Arcade Custom|arcade]] match however, you won't get many chances to sneak up on people. This means that your enemy will be firing back at you and you should keep moving to avoid getting hit so much. Head shots will deal extra damage, so it's best to try to get as many as you can. If you get close enough, the melee attack is quick enough to be useful in dealing quick damage. As is with all other pistols and SMGs in dual wield, if you hit the fire button while reloading, the weapon on the right starts firing while the left weapon reloads, so you can fire the left weapon while the right reloads. Although it quickly consumes ammunition, this is a handy method of suppressing fire for any tactical usage. | ||
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=== [[Sci-Fi Handgun (x2)]] === | === [[Sci-Fi Handgun (x2)]] === | ||
- | The Sci-Fi Handgun is a very advanced handgun, it fires lasers instead of bullets. It has two settings, a blue laser which fires in a straight line and a green laser which can | + | The Sci-Fi Handgun is a very advanced handgun, it fires lasers instead of bullets. It has two settings, a blue laser which fires in a straight line and a green laser which can ricochet off of walls to kill enemies hiding behind corners. It is available during the [[Story]] missions "[[Time to Split]]", "[[Machine Wars]]", "[[The Hooded Man]]" and "[[Something To Crow About]]". The gun features no silenced mode, but it powerful enough to deal with enemies without the need to be discrete about it. |
- | The Sci-Fi Handgun is the starting weapon for a few [[Arcade Custom|Arcade]] maps since it fits with any futuristic setting and is very capable of defending the user. It has a long zoom and high rate of fire so it is a good mid-long range weapon, and it also carries a lot of ammo, making it very useful to carry around with you. If you are in a small corridor with enemies, switching to the | + | The Sci-Fi Handgun is the starting weapon for a few [[Arcade Custom|Arcade]] maps since it fits with any futuristic setting and is very capable of defending the user. It has a long zoom and high rate of fire so it is a good mid-long range weapon, and it also carries a lot of ammo, making it very useful to carry around with you. If you are in a small corridor with enemies, switching to the ricochet mode and firing at the walls just fills the area with lasers, making it almost impossible for anyone not to get hit. It can end with you getting hurt, but your enemy will likely take many more hits. |
=== [[Revolver]] === | === [[Revolver]] === | ||
- | The Revolver is a very slow firing, yet powerful handgun. It appears during "[[Mansion Of Madness]]" and "[[What Lies Below]]" missions in [[Story]] mode and a headshot will | + | The Revolver is a very slow firing, yet powerful handgun. It appears during "[[Mansion Of Madness]]" and "[[What Lies Below]]" missions in [[Story]] mode and a headshot will decapitate zombie enemies. The gun is also the starting weapon in the [[Arcade Custom|Arcade]] map "[[Mexican Mission]]". The gun is similar to a shotgun, in that it will deal more damage when used right next to the target, as opposed to from a long distance. Circling will make you a harder target to hit, and aiming for the head will do major damage to anyone on the receiving end of this weapon. |
=== [[Injector]] === | === [[Injector]] === | ||
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The Sci-Fi Sniper is a very futuristic sniper rifle which comes with an energy shield that you can activate. The shield will cover the chest area of most characters, but since it only lasts for a short time, only use it when you are being fired at. However, if you crouch, it will cover almost all of a typical character's body and works very well for shooting at a moving, retaliating target. The weapon is the fastest firing sniper, has a very high magnification capacity, and holds 8-shot magazines, getting the best of both worlds from the other two sniper rifles. The targeting reticule is just a circle, so you should attempt to place it on the head of your enemy to deal maximum damage. | The Sci-Fi Sniper is a very futuristic sniper rifle which comes with an energy shield that you can activate. The shield will cover the chest area of most characters, but since it only lasts for a short time, only use it when you are being fired at. However, if you crouch, it will cover almost all of a typical character's body and works very well for shooting at a moving, retaliating target. The weapon is the fastest firing sniper, has a very high magnification capacity, and holds 8-shot magazines, getting the best of both worlds from the other two sniper rifles. The targeting reticule is just a circle, so you should attempt to place it on the head of your enemy to deal maximum damage. | ||
- | This sniper should be used from an elevated position at enemies lower than you for the best effect. It is more powerful against living characters (not [[Robot|Robots]]) but will still be able to kill any enemy with enough shots. This weapon is very hard to aim at a close, moving enemy and should be switched for another weapon in such an | + | This sniper should be used from an elevated position at enemies lower than you for the best effect. It is more powerful against living characters (not [[Robot|Robots]]) but will still be able to kill any enemy with enough shots. This weapon is very hard to aim at a close, moving enemy and should be switched for another weapon in such an occasion. |
- | === [[Mag Charger]] === | + | === [[Mag-Charger]] === |
The Mag Charger is an all round weapon with many different features. It is the most useful weapon during the [[Story]] mission "[[Breaking And Entering]]" in that it can disrupt electrical systems, such as cameras, gun turrets and laser grids. Switching mode on it will allow you to see every electrical system in the level, making it great for checking if the next room has any surveillance equipment. | The Mag Charger is an all round weapon with many different features. It is the most useful weapon during the [[Story]] mission "[[Breaking And Entering]]" in that it can disrupt electrical systems, such as cameras, gun turrets and laser grids. Switching mode on it will allow you to see every electrical system in the level, making it great for checking if the next room has any surveillance equipment. | ||
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The gun can carry over 200 shots, making it very useful when attacking an enemy base. It is also a powerful weapon at close range, so it's a good idea to carry one around with you. | The gun can carry over 200 shots, making it very useful when attacking an enemy base. It is also a powerful weapon at close range, so it's a good idea to carry one around with you. | ||
- | === [[ | + | === [[SBP500]] === |
- | The SBP 500 has a very high rate of fire, making it extremely useful for holding enemies back. This feature, along with a decent zoom length makes this weapon perfect for defending areas. Crouching behind an object for cover, you can take out enemies advancing on your position with minimal chance of being hit yourself. This gun is not only good at longer ranges, it can be used when nearby with | + | The SBP 500 has a very high rate of fire, making it extremely useful for holding enemies back. This feature, along with a decent zoom length makes this weapon perfect for defending areas. Crouching behind an object for cover, you can take out enemies advancing on your position with minimal chance of being hit yourself. This gun is not only good at longer ranges, it can be used when nearby with deadly consequences as well. Concentrating fire at an enemy's head will result in a quick kill. |
This weapon is put to best use when defending in [[Capture The Bag]] or [[Assault]] levels, since your enemies will most likely be out in the open for you to hit. | This weapon is put to best use when defending in [[Capture The Bag]] or [[Assault]] levels, since your enemies will most likely be out in the open for you to hit. | ||
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=== [[Plasma Autorifle]] === | === [[Plasma Autorifle]] === | ||
- | One of the most useful weapons in the game, the plasma autorifle carries large amounts of ammo and never has to be reloaded. The only disadvantage of this weapon is that firing it too much will cause it to overheat, costing you valuable time whilst it cools down again. However, firing in quick bursts will mean that you rarely overheat, fire more | + | One of the most useful weapons in the game, the plasma autorifle carries large amounts of ammo and never has to be reloaded. The only disadvantage of this weapon is that firing it too much will cause it to overheat, costing you valuable time whilst it cools down again. However, firing in quick bursts will mean that you rarely overheat, fire more accurately, and do more damage overall. To counter that, though, is that if the Plasma Autorifle is fired to overheating, throwing a grenade will allow you to attack, and have the overheat bar reduce, so you can fire again. |
The zoom on this weapon allows you to fire from distance whilst still being accurate, and the firing speed will allow you to take out groups of enemies with ease. This weapon is also high on the list of weapons that [[AI Bots]] will attempt to find, meaning that there is never a shortage of ammo lying around for it. If you keep moving whilst firing, you will find it easier to take out enemy units without taking damage. | The zoom on this weapon allows you to fire from distance whilst still being accurate, and the firing speed will allow you to take out groups of enemies with ease. This weapon is also high on the list of weapons that [[AI Bots]] will attempt to find, meaning that there is never a shortage of ammo lying around for it. If you keep moving whilst firing, you will find it easier to take out enemy units without taking damage. | ||
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You must always keep the long reloading time in mind when using Flare Guns since the gun must be reloaded after every shot, leaving you exposed if you miss. If you are dual wielding, you can keep a steady rate of fire so that you will have one gun loaded whilst the other is reloading. This will minimise the time you are left without a shot ready, and increase chances of survival. If however you only have one Flare Gun, you should keep moving whilst reloading so that you are much harder to hit. | You must always keep the long reloading time in mind when using Flare Guns since the gun must be reloaded after every shot, leaving you exposed if you miss. If you are dual wielding, you can keep a steady rate of fire so that you will have one gun loaded whilst the other is reloading. This will minimise the time you are left without a shot ready, and increase chances of survival. If however you only have one Flare Gun, you should keep moving whilst reloading so that you are much harder to hit. | ||
- | There is a ammo intensive way to | + | There is a ammo intensive way to attain rapidfire with this weapon. By alternating rapidly between single and dual flare (up button)you can achieve a high rate of fire while avoiding long reload times as each time you change mode it automatically reloads the weapon. Be warned though doing this can rapidly deplete the limited ammo for this weapon. |
=== [[Rocket Launcher]] === | === [[Rocket Launcher]] === | ||
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The rockets fire will do much more damage from a direct hit than they will from a nearby blast, so accuracy is key. The rockets fire in a straight line, so any enemies coming directly towards you would be easy to hit. This weapon is most effective against close groups of enemies, as a single rocket fired at them can kill most of them instantly. | The rockets fire will do much more damage from a direct hit than they will from a nearby blast, so accuracy is key. The rockets fire in a straight line, so any enemies coming directly towards you would be easy to hit. This weapon is most effective against close groups of enemies, as a single rocket fired at them can kill most of them instantly. | ||
- | === [[ | + | === [[HeatSeeker]] === |
The Heat Seeker is a long range rocket launcher that will home in on any character it locks on to. The rocket is relatively powerful, dealing much more damage from a direct hit than from a blast hitting the ground near a target. Once fired, this rocket has a good chance of hurting the enemy, since even if they dodge it, the rocket will keep circling them until it hits them or the ground/wall and explodes. | The Heat Seeker is a long range rocket launcher that will home in on any character it locks on to. The rocket is relatively powerful, dealing much more damage from a direct hit than from a blast hitting the ground near a target. Once fired, this rocket has a good chance of hurting the enemy, since even if they dodge it, the rocket will keep circling them until it hits them or the ground/wall and explodes. | ||
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This weapon is best used over large open spaces, such as the [[Arcade Custom|Arcade]] map "[[Siberia]]". Over these large areas, the rocket will have minimal danger of hitting a wall or an object before reaching it's target. However, when used down long corridors, the enemy will not get a chance to move out of the way and will most likely suffer a direct hit. | This weapon is best used over large open spaces, such as the [[Arcade Custom|Arcade]] map "[[Siberia]]". Over these large areas, the rocket will have minimal danger of hitting a wall or an object before reaching it's target. However, when used down long corridors, the enemy will not get a chance to move out of the way and will most likely suffer a direct hit. | ||
- | Used from close range, this weapon will likely damage you as well as your target, so it is best to fire from a distance. It often takes more than one direct hit on | + | Used from close range, this weapon will likely damage you as well as your target, so it is best to fire from a distance. It often takes more than one direct hit on enemies with high stamina. |
=== [[Timed Mines]] === | === [[Timed Mines]] === | ||
- | Since these weapons go off on a timer, it is always advised to remember when each one will detonate so that you will not accidentally kill yourself with them. When placed directly on an enemy, the mine will do enough damage to kill almost every character. If the mines are placed on [[AI Bots]], they will also stop shooting and slowly run away, sometimes towards their allies. This make the mines very useful against groups of enemies, since one character could | + | Since these weapons go off on a timer, it is always advised to remember when each one will detonate so that you will not accidentally kill yourself with them. When placed directly on an enemy, the mine will do enough damage to kill almost every character. If the mines are placed on [[AI Bots]], they will also stop shooting and slowly run away, sometimes towards their allies. This make the mines very useful against groups of enemies, since one character could inadvertently doom their own teammates. |
- | Due to these mines being based on a timer, it can be difficult to judge where best to put them so that enemies will be next to them when they explode. Instead, throw them at oncoming enemies and start firing with another weapon, | + | Due to these mines being based on a timer, it can be difficult to judge where best to put them so that enemies will be next to them when they explode. Instead, throw them at oncoming enemies and start firing with another weapon, hopeful encouraging your foes to start shooting back , whilst staying where they are. If you can hold them there long enough, the mines will explode, and your enemies along with them. |
- | === [[Proximity | + | === [[Proximity Mine]]s === |
Proximity Mines will explode whenever anyone steps near them, even if it is the one who set them. So whilst you should try to set them discretely, you should also remember where they are so that you don't set them off yourself. They are most useful if you set them along a passage that you know enemies are using often. Setting them on walls just round a corner is also a good way to deal with threats, since by the time the enemy sees them they should have detonated. | Proximity Mines will explode whenever anyone steps near them, even if it is the one who set them. So whilst you should try to set them discretely, you should also remember where they are so that you don't set them off yourself. They are most useful if you set them along a passage that you know enemies are using often. Setting them on walls just round a corner is also a good way to deal with threats, since by the time the enemy sees them they should have detonated. | ||
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The Grenade is always ready to use, and is always a good weapon to carry with you. When using this weapon, always make sure to stand back as the explosion does just as much damage to you as it does to your enemies. This weapon has the best effect when thrown at groups of enemies together, one grenade has enough power to kill everyone in the group. Also, holding the grenade back longer will allow you to throw it farther, and also increase the time to detonation. If you can time it right, you can place a grenade somewhere so that the enemy is next to it when it detonates, without ever knowing it was there. | The Grenade is always ready to use, and is always a good weapon to carry with you. When using this weapon, always make sure to stand back as the explosion does just as much damage to you as it does to your enemies. This weapon has the best effect when thrown at groups of enemies together, one grenade has enough power to kill everyone in the group. Also, holding the grenade back longer will allow you to throw it farther, and also increase the time to detonation. If you can time it right, you can place a grenade somewhere so that the enemy is next to it when it detonates, without ever knowing it was there. | ||
- | If you can get to a close, yet safe distance from your enemy, the | + | If you can get to a close, yet safe distance from your enemy, the grenade can be thrown with much more accuracy. If you make your crosshairs go red, the grenade will be thrown directly at your enemy's body. Doing so will make the grenade drop just in front of the character, and will do maximum damage to them. This technique is best used against single units. |
+ | |||
+ | The grenade does not explode on impact. Rather, it's triggered by a time-delay mechanism and will explode in mid-air if you toss it straight up in an outdoor area. This can be a tactical asset or liability in a match, and must be considered when you use a grenade. | ||
=== [[Plasma Grenade]] === | === [[Plasma Grenade]] === | ||
- | Since the Plasma | + | Since the Plasma Grenade will stick to anything it touches, sticking one directly on an enemy will do the greatest amount of damage. If you can get close enough, throwing the grenade when the crosshairs are red will throw it directly at the enemy, dealing major damage when it explodes. Throwing them at a large group of enemies is also a way of putting the weapon to good use. |
Since the Plasma Grenade cannot bounce, it is more accurate, yet harder to use from a distance than the standard [[Grenade]]. However, always being ready to throw makes it a good idea to carry them round if possible. If you want the Plasma Grenade to have a longer delay, hold the "throw" button for longer. | Since the Plasma Grenade cannot bounce, it is more accurate, yet harder to use from a distance than the standard [[Grenade]]. However, always being ready to throw makes it a good idea to carry them round if possible. If you want the Plasma Grenade to have a longer delay, hold the "throw" button for longer. | ||
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=== [[TNT]] === | === [[TNT]] === | ||
- | Since the TNT only appears for | + | Since the TNT only appears for brief periods in the game, you don't get much of a time to form tactics that best suit it. In the [[Story]] mission "[[Scotland The Brave]]" you acquire if once for opening a door, and once more for defeating a tank, the latter being the only time where any tactics are necessary. When fighting the tank, the only important thing to remember is to place the TNT on the back, as this will do the maximum amount of damage. You will also have to get close before doing this, as you cannot throw the weapon from range. Only ever go to place the weapon when the tank is stalled. |
=== [[Harpoon Gun]] === | === [[Harpoon Gun]] === | ||
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The Flamethrower is useless when used from range, so you must get close before it can cause any effect. This is a disadvantage since almost any other weapon in the hands of your enemy could eliminate you before you get a chance to strike back. However, when close enough this weapon deals major damage to the victim. If you hit them with the flame, they will usually only survive if they have full, or very close to full health. | The Flamethrower is useless when used from range, so you must get close before it can cause any effect. This is a disadvantage since almost any other weapon in the hands of your enemy could eliminate you before you get a chance to strike back. However, when close enough this weapon deals major damage to the victim. If you hit them with the flame, they will usually only survive if they have full, or very close to full health. | ||
- | The way to get the most out of this weapon is to get in close to a group of enemy units, and fire up the flame, whilst moving the aim in a sweeping fashion. People at the back of the group will not be protected since the flame goes through people and always reaches it's maximum length. This, | + | The way to get the most out of this weapon is to get in close to a group of enemy units, and fire up the flame, whilst moving the aim in a sweeping fashion. People at the back of the group will not be protected since the flame goes through people and always reaches it's maximum length. This, followed up by a few shots from another weapon, preferably an automatic like the SBP500 or dual Machine Guns, can be a very effective way to deal with multiple targets. |
=== [[Ghost Gun]] === | === [[Ghost Gun]] === | ||
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In the [[Story]] mission "[[What Lies Below]]", this weapon has an unlimited amount of ammo, but can not be used on the zombies which are by far the most common enemy. When you pick it up, move slowly through the cavern so that ghosts will not catch you by surprise. When you see a ghost coming you only need to touch them with the beam, holding the beam on them is not necessary. Always stay close to your past self once you find them, and deal with the ghosts in the same way. | In the [[Story]] mission "[[What Lies Below]]", this weapon has an unlimited amount of ammo, but can not be used on the zombies which are by far the most common enemy. When you pick it up, move slowly through the cavern so that ghosts will not catch you by surprise. When you see a ghost coming you only need to touch them with the beam, holding the beam on them is not necessary. Always stay close to your past self once you find them, and deal with the ghosts in the same way. | ||
- | In [[Arcade Custom|Arcade]] mode, the Ghost Gun does use ammo, but will convert any damage inflicted on enemies back into health for the user. This makes the weapon very useful when you have been hit a lot and there are no nearby | + | In [[Arcade Custom|Arcade]] mode, the Ghost Gun does use ammo, but will convert any damage inflicted on enemies back into health for the user. This makes the weapon very useful when you have been hit a lot and there are no nearby health packs, as you can recover as well as continue killing enemies. Since the beam is perfectly straight, like a non-electric [[Electrotool]] the gun is quite easy to aim from a long distance, so you may find cover before using it. From close range, this gun isn't quite as safe to use, so it is best to move back whilst firing. Also, when you (the player) get killed by a '''Ghost gun''' you turn into a ghost if someone sucks up all your health. |
=== [[Electrotool]] === | === [[Electrotool]] === |
Current revision as of 03:41, 23 January 2008
The TimeSplitters series features a very wide variety of weapons from many different time periods, and each one needs to be used differently to get the most out of it.
TS1 Weapons
Pistol (x2)
For the Pistol, the primary and secondary fire both shoot one pistol round out of the ten round clip. When rapidly alternating between the primary and secondary fire buttons, shooting can be greatly sped up.
TS2 Weapons
Crossbow
The Crossbow has ammo that you can be picked up again once fired. Holding the tip to a flame turn the arrow into a fire-arrow, and can be employed to set enemies alight.
Brick
The Brick weapon is equipped with a power gauge, whereby the longer you hold the firing button, the greater the distance it can be thrown. Aiming at the head produces an instant kill. As the Brick richochets, it's useful when facing a group of people. The Brick can bounce off multiple enemies, but beware, that includes yourself if too close.
Fire Extinguisher
Obviously, the Fire Extinguisher deals no damage, but can extinguish a teammate that has been set alight. Bots that have been set alight stop firing and instead meander aimlessly, potentially setting others, including teammates, on fire. If you have been set alight, face downwards as you use the Fire Extinguisher to extinguish yourself.
Flamethrower
The Flamethrower is useful for groups of enemies, enabling you to torch them and let the flames spread. But keep your distance, or you'll be spreading the flames too.
Homing Launcher
Just like the Rocket Launcher, secondary fire shoots three rockets at once, but these will follow the target. To use the Homing Launcher effectively, fire three into a group. The rockets will find their own targets and hopefully hit them.
Lasergun
The Lasergun is most effective is charged up before firing at enemies; it'll deal major damage or even kill the enemy. The Lasergun's secondary fire is a shield that allows you to guard most enemy fire (rockets will penetrate this shield) but it comes at the cost of obscured sight. Since this gun has a scope option, you can use the shield to snipe opponents and not get hurt. The ammo for the Lasergun will diminish, however, when you use the shield.
Plasma Autorifle
The Plasma Autorifle has a backfire because it will over-heat when you fire for a period of time. Shots will quickly become more rapid the longer you shoot for, so this can be used to your advantage by pacing your shots. Its secondary fire contains plasma grenades that can stick to walls and enemies.
Rocket Launcher
The Rocket Launcher is good if you are distant from your enemy. Close proximity to the explosion will deal damage to yourself, if not kill you. Shooting at the feet of an opponent helps to make sure that the rocket doesn't miss completely. Use the Special (shoots 3 rockets) against large groups of enemies.
Soviet S47
The Soviet is a good assault weapon. It is automatic and can fire grenades, making it useful against groups of enemies. If you want to take out people without getting hurt a lot, you can fire the grenade from a distance.
TS:FP Weapons
Any weapon with "(x2)" after it can be dual wielded so that you fire two guns at the same time.
Fists
When stuck without a weapon, you have no choice but to use your fists to punch your enemies. Fists, by nature, don't make great long range weapons, which means that you will have to get very close to your enemy to deal any damage whatsoever. Depending on the strength of your character though, using your fists could kill the enemy quickly.
The best place to aim for when using fists on an enemy is the back of the head, if you can get up behind them whilst they're fighting someone else, you can kill them before they even see you. However, if they do see you, you should keep attacking and moving randomly, but staying as close as you can. This will make you much harder to hit with most guns and you shouldn't have too much trouble.
Temporal Uplink
The Temporal Uplink is only used by Player One during the Story mode (with the exception of the first mission) or a mission that you have created using the mapmaker. It has two modes, one for picking up and throwing objects and the other for viewing a minimap. The melee attack works exactly the same as standard fists.
When using the Temporal Uplink, there are often many objects lying around for you to throw. Throwing an explosive object (such as an oil barrel) will make it explode on impact, often killing your target instantly. Holding large objects in front of you can create a shield from enemy gunfire, and also a good weapon for silencing them. Throwing many items at zombies will knock their heads off in one hit. You can then pick up the decapitated zombie's head and use it as a weapon to knock the head off your next enemy.
On top of all this, the Temporal Uplink can be used to pick up other weapons, health, and armor from a distance.
Baseball Bat
The Baseball Bat is used as a melee weapon, meaning you will have to get close to your enemies to inflict damage. Once close enough, keep swinging the bat whilst moving to try and avoid your enemy's attacks. Remember to keep the aiming reticule on the head to do maximum damage. The Bat does more damage than simply the fists and never uses ammo, so it can be useful to keep one with you.
During Story mode, the Baseball Bat is very useful against zombies, since it can be used to decapitate them. As they are (mostly) slow moving, you should circle them whilst swinging to deal with them most effectively.
Kruger 9mm (x2)
The Kruger is often used as a starting weapon since it isn't overly powerful but can be used to defend yourself if necessary. It comes as either a single or a double weapon, and you can attach a silencer if you don't want to be heard by enemies. It is available during the Story missions "Scotland The Brave, "You Take The High Road" and "Future Perfect". Sometimes, using the silencer will allow you to eliminate enemies without attracting the attention of others, allowing you to get a better show at the later ones.
When using it in an Arcade match though, a silencer won't stop you from being shot at. It's best to keep your distance and take cover, since the gun is just as powerful at long range as it is at close range. Aiming for the head will kill your enemies much quicker, so try to keep your gun pointed high.
Pistol 9mm (x2)
The Pistol is a very basic weapon and will most likely be found as a starting weapon. During Story mode, you will only have it on two levels, "The Russian Connection" and "The Khallos Express". The first of these levels allows you to use the attachable silencer to get through part of the level undetected. It's best to keep some distance when doing this, since the silencer also has a small scope giving you more accuracy from range.
During an arcade match however, you won't get many chances to sneak up on people. This means that your enemy will be firing back at you and you should keep moving to avoid getting hit so much. Head shots will deal extra damage, so it's best to try to get as many as you can. If you get close enough, the melee attack is quick enough to be useful in dealing quick damage. As is with all other pistols and SMGs in dual wield, if you hit the fire button while reloading, the weapon on the right starts firing while the left weapon reloads, so you can fire the left weapon while the right reloads. Although it quickly consumes ammunition, this is a handy method of suppressing fire for any tactical usage.
LX-18 (x2)
The LX-18 is an advanced handgun, and so makes a good starting weapon. It is found during the missions "Breaking And Entering" and "You Genius, U-Genix" and features an attachable silencer with a good range scope. During the first of these missions, you can get through half of the level undetected if you take out guards with the scope, it also makes a good weapon against enemies aware of your presence, due to it's large ammo clip and fast rate of fire.
It makes a useful weapon during Arcade matches too, since you can fire fast whilst you move, allowing you to take out enemies easily. It is also useful during the Vietnam Assualt game, since you can use the scope to take out gun turrets from a safe distance. The melee attack is fairly powerful and quick to use, making it useful for finishing off an enemy nearby.
Sci-Fi Handgun (x2)
The Sci-Fi Handgun is a very advanced handgun, it fires lasers instead of bullets. It has two settings, a blue laser which fires in a straight line and a green laser which can ricochet off of walls to kill enemies hiding behind corners. It is available during the Story missions "Time to Split", "Machine Wars", "The Hooded Man" and "Something To Crow About". The gun features no silenced mode, but it powerful enough to deal with enemies without the need to be discrete about it.
The Sci-Fi Handgun is the starting weapon for a few Arcade maps since it fits with any futuristic setting and is very capable of defending the user. It has a long zoom and high rate of fire so it is a good mid-long range weapon, and it also carries a lot of ammo, making it very useful to carry around with you. If you are in a small corridor with enemies, switching to the ricochet mode and firing at the walls just fills the area with lasers, making it almost impossible for anyone not to get hit. It can end with you getting hurt, but your enemy will likely take many more hits.
Revolver
The Revolver is a very slow firing, yet powerful handgun. It appears during "Mansion Of Madness" and "What Lies Below" missions in Story mode and a headshot will decapitate zombie enemies. The gun is also the starting weapon in the Arcade map "Mexican Mission". The gun is similar to a shotgun, in that it will deal more damage when used right next to the target, as opposed to from a long distance. Circling will make you a harder target to hit, and aiming for the head will do major damage to anyone on the receiving end of this weapon.
Injector
The Injector fires a dart at the enemy, which will have different consequences depending on which mode you are playing. During the Story mission "You Genius, U-Genix", this weapon is used against the mutants to make them explode. The explosion will harm anyone nearby, and so it is best to fire from a distance. Using the Injector on any of the other enemies will only do minor damage, so save it for the mutants.
However, during Arcade matches this weapon will cause your enemy to swell up and, if enough darts are fired, explode in a similar way to the mutants in Story mode. Again, it is best to fire from a distance to ensure your safety from the explosion. It is also best to fire a few darts in quick succession, to make sure that you have fired enough to cause the explosion.
Shotgun
The Shotgun is a very powerful weapon, but only holds 2 shots. This means that you can only fire twice before you have to reload. The Shotgun is extremely effective at close range, a close-up shot to the head can be an instant kill. Before you go into any engagement with an enemy, make sure you have your 2 shots loaded, the time you spend reloading is when you are most vulnerable. You should move in as close as you can before you fire, and move around in a random pattern whilst you reload. This makes you much harder to hit, and able to do lots of damage to your enemy.
The Shotgun is near to useless when fired from long range, so always get as close to your enemy as you can.
Tactical 12-Gauge
The Tactical 12-Gauge is as powerful as the normal Shotgun, but holds 8 rounds instead of just 2. It's only downside is that it needs to pump after each shot, making it slower to fire, but this is greatly offset by the time you save from having to reload after every second shot.
You should however reload whenever you get a chance, as the more ammo you have, the more chance of survival you have. Get as close to the enemy and aim for the head, as this will do more damage than almost every other weapon. From long range, this weapon does little damage, so get as close as possible to your target before firing.
Dispersion Gun
The Dispersion Gun never needs to reload, which saves you time during the battle, but it requires time to cock the gun after each shot and more time to charge the shot if you want to get as much damage out of it as possible. The longer you charge, the more ammo you use and the stronger the shot gets. Aiming for the head is very effective at close range with this weapon, having very similar effect to the other shotguns in the game.
This gun is very hard to hit with at long range, and does minimal damage, so get in close to get kills.
Vintage Rifle
The Vintage Rifle is a very old fashioned sniper rifle with a limited range compared to other snipers, it is best used over a mid-long range since it doesn't zoom in too far. When using it, always try to line up the crosshairs with the head of your enemy as this will deal much more damage than anywhere else. Since the weapon has a decent firing speed, you should keep firing until you have a confirmed kill.
This weapon is best used from high ground, since you have a much better shot at enemy heads. It's 8 rounds make it useful to have with you in case of an opportunity for sniping. This gun can be used at close range, but you will most likely have a better suited weapon for nearby enemies. The low magnification capability means you may not score a lethal hit on your first shot when sniping, possibly alerting your opponent to your presence, but the high magazine capacity that means if your target doesn't take cover, you can fire a more than sufficient amount of times before you have to reload.
Sniper Rifle
The Sniper Rifle is able to zoom long distances and deliver powerful shots with great accuracy. This makes it a very good long range weapon, although these advantages are slightly offset by it's limited size of clip (only 5 rounds). This means that you should be looking to reload whenever you get an opportunity to do so.
Like all snipers, this weapon is at it's most deadly when used from a high place. Aiming for the head with this weapon will usually kill your enemy between around 1-3 shots. This gun is very hard to aim with at close range, so you should use a better suited weapon for the job.
Sci-Fi Sniper
The Sci-Fi Sniper is a very futuristic sniper rifle which comes with an energy shield that you can activate. The shield will cover the chest area of most characters, but since it only lasts for a short time, only use it when you are being fired at. However, if you crouch, it will cover almost all of a typical character's body and works very well for shooting at a moving, retaliating target. The weapon is the fastest firing sniper, has a very high magnification capacity, and holds 8-shot magazines, getting the best of both worlds from the other two sniper rifles. The targeting reticule is just a circle, so you should attempt to place it on the head of your enemy to deal maximum damage.
This sniper should be used from an elevated position at enemies lower than you for the best effect. It is more powerful against living characters (not Robots) but will still be able to kill any enemy with enough shots. This weapon is very hard to aim at a close, moving enemy and should be switched for another weapon in such an occasion.
Mag-Charger
The Mag Charger is an all round weapon with many different features. It is the most useful weapon during the Story mission "Breaking And Entering" in that it can disrupt electrical systems, such as cameras, gun turrets and laser grids. Switching mode on it will allow you to see every electrical system in the level, making it great for checking if the next room has any surveillance equipment.
During Arcade matches, switching mode on the Mag Charger will let you see every player in the level, despite walls and other objects being between you. When you see the words "Piercing Active" appear, you will be able to fire through any solid object at anyone, anywhere in the level. Combining this feature with a very good zoom allows you to take out anyone without them even knowing your location. Since this weapon can be used anywhere, it doesn't make much difference if you are above you enemy or not, although you will have more chance of head shots from above. Make sure you are behind a wall though so that they can only fire back if they also have a Mag Charger. The only side effect is that this weapon is useless if your up against an enemy that is very shock proof, this weapon will do no damage to them. This wall-piercing feature of the Mag-Charger makes some matches, like Gladiator and Elimination, much easier.
This weapon is also a decent close range weapon which can knock enemies back, it is very useful to carry around with you.
Machine Gun (x2)
The machine gun is best used when you are right in the middle of a firefight. The best way to use it is to run around your enemy whilst concentrating fire on the head, always moving back a bit when you need to reload. The gun isn't so accurate at very long range, but can be zoomed in slightly so that you can take cover and attack effectively.
Dual wielding this gun greatly increases the amount of damage you will do to enemies. Get relatively close and aim at the head of your enemy to deal with them very quickly. Using two machine guns is a very effective way of taking out groups of enemies nearby each other, as you can simply concentrate fire on the crowd and the natural, open-bolt inaccuracy of the weapon will actually work in your favor. Combined with a max damage powerup, two machine guns are near-unstoppable.
K-SMG (x2)
This old fashioned gun is best used when close to your target. You should move in a random pattern whilst attacking to minimise damage dealt to you, and aim high. This weapon also features an attachable, single-shot, muzzle-attaching rocket which can deal extra damage to an enemy. Firing a rocket and then following with a barrage of bullets can be an effective way to take out foes.
This weapon can also be dual wielded, making it much more damaging. Like all dual-wielded pistols and SMGs, continually holding down the trigger, even when reloading, will make the player enter a kind of suppressing fire where one K-SMG fires while the other reloads. This gun is not very effective over great distances though, due to the lack of a scope and the weapon's natural movement in your hands, so make sure you are quite close before using it.
Soviet Rifle
The Soviet Rifle is deadly accurate, even at range. Using it whilst taking cover is an easy way of killing oncoming enemies. It has quite a slow rate of fire, but this is offset by the power of the weapon. It also has a small zoom, meaning that you don't have to be right next to your target to take them out.
The gun can carry over 200 shots, making it very useful when attacking an enemy base. It is also a powerful weapon at close range, so it's a good idea to carry one around with you.
SBP500
The SBP 500 has a very high rate of fire, making it extremely useful for holding enemies back. This feature, along with a decent zoom length makes this weapon perfect for defending areas. Crouching behind an object for cover, you can take out enemies advancing on your position with minimal chance of being hit yourself. This gun is not only good at longer ranges, it can be used when nearby with deadly consequences as well. Concentrating fire at an enemy's head will result in a quick kill.
This weapon is put to best use when defending in Capture The Bag or Assault levels, since your enemies will most likely be out in the open for you to hit.
Plasma Autorifle
One of the most useful weapons in the game, the plasma autorifle carries large amounts of ammo and never has to be reloaded. The only disadvantage of this weapon is that firing it too much will cause it to overheat, costing you valuable time whilst it cools down again. However, firing in quick bursts will mean that you rarely overheat, fire more accurately, and do more damage overall. To counter that, though, is that if the Plasma Autorifle is fired to overheating, throwing a grenade will allow you to attack, and have the overheat bar reduce, so you can fire again.
The zoom on this weapon allows you to fire from distance whilst still being accurate, and the firing speed will allow you to take out groups of enemies with ease. This weapon is also high on the list of weapons that AI Bots will attempt to find, meaning that there is never a shortage of ammo lying around for it. If you keep moving whilst firing, you will find it easier to take out enemy units without taking damage.
This weapon should always be carried with you if possible.
Minigun
The Minigun is one of the most powerful weapons in the game, with a very high rate of fire and no need to reload. This weapon is often hard to find, meaning that you must go out of your way to look for it, but gives you a great advantage against any enemy. The one disadvantage this weapon has is that it can overheat if continuously used for too often, although you don't have to wait for it to cool down all the way before you start firing again.
The gun barrel needs to be rolling before you can start firing, and the time it takes to charge up could end up with you dead and your weapon in the hands of the enemy. However, switching to alternate fire keep the barrel rolling so that you can fire from the first touch of the trigger, the only downside being that it won't take as long to overheat. This downside can be countered by simply letting go of the trigger every second or two, leaving the heat at a safe level.
Used against groups of enemies, this weapon will increase your kill count dramatically. It is a must for defending since oncoming enemies will find it very hard to get to you before your shots kill them.
Monkey Gun
This weapon is only unlocked when the challenge mission "Electro Chimp" is beaten with a bronze trophy or higher, and is the strongest automatic in the whole game. Since the gun fires it's whole clip in an instant, it's ammo resources are very limited. However, most enemies will die from just a few shots, making this weapon very useful against groups of enemies.
When facing a group, simply pull the trigger of the Monkey Gun and spread the fire around the whole group. Anyone at the front will die straight away, exposing people at the back to get hit by the rest of the clip. This makes the weapon useful when defending from attacks by enemy teams during Capture The Bag games.
This gun should never be used against single enemies, since it will just be a waste of ammo.
Flare Gun (x2)
The Flare Gun will kill an enemy instantly if it gets a direct hit, and will do great amounts of damage if it hits the ground or a wall next to someone. The shot will explode on it's own after a distance, so this gun is impossible to use from a long range. The shot also spirals as it makes it's way forward, making it very hard to hit moving targets. The best way to use the Flare Gun is to circle your target and aim at the ground next to them, this will often have the same effect that a direct hit would have in the lethality of the strike, simply a lack of the usual incendiary direct-hit result. If the enemy is moving straight towards you however, firing when the crosshairs go red will make your Flare go straight to the target and take it out.
You must always keep the long reloading time in mind when using Flare Guns since the gun must be reloaded after every shot, leaving you exposed if you miss. If you are dual wielding, you can keep a steady rate of fire so that you will have one gun loaded whilst the other is reloading. This will minimise the time you are left without a shot ready, and increase chances of survival. If however you only have one Flare Gun, you should keep moving whilst reloading so that you are much harder to hit.
There is a ammo intensive way to attain rapidfire with this weapon. By alternating rapidly between single and dual flare (up button)you can achieve a high rate of fire while avoiding long reload times as each time you change mode it automatically reloads the weapon. Be warned though doing this can rapidly deplete the limited ammo for this weapon.
Rocket Launcher
The rockets fired from this weapon will keep going until they hit something, so they can be used effectively from range. The default setting will fire rockets one-by-one at a steady rate, allowing you to accurately take out enemies with great effect. The alternate mode however will fire the entire magazine of rockets with great speed, doing maximum damage to your target(s). When using this mode though, most of your rockets will be wasted since most enemies would be dead from just the first few that hit, making it more efficient to fire them as singles.
The rockets fire will do much more damage from a direct hit than they will from a nearby blast, so accuracy is key. The rockets fire in a straight line, so any enemies coming directly towards you would be easy to hit. This weapon is most effective against close groups of enemies, as a single rocket fired at them can kill most of them instantly.
HeatSeeker
The Heat Seeker is a long range rocket launcher that will home in on any character it locks on to. The rocket is relatively powerful, dealing much more damage from a direct hit than from a blast hitting the ground near a target. Once fired, this rocket has a good chance of hurting the enemy, since even if they dodge it, the rocket will keep circling them until it hits them or the ground/wall and explodes.
This weapon is best used over large open spaces, such as the Arcade map "Siberia". Over these large areas, the rocket will have minimal danger of hitting a wall or an object before reaching it's target. However, when used down long corridors, the enemy will not get a chance to move out of the way and will most likely suffer a direct hit.
Used from close range, this weapon will likely damage you as well as your target, so it is best to fire from a distance. It often takes more than one direct hit on enemies with high stamina.
Timed Mines
Since these weapons go off on a timer, it is always advised to remember when each one will detonate so that you will not accidentally kill yourself with them. When placed directly on an enemy, the mine will do enough damage to kill almost every character. If the mines are placed on AI Bots, they will also stop shooting and slowly run away, sometimes towards their allies. This make the mines very useful against groups of enemies, since one character could inadvertently doom their own teammates.
Due to these mines being based on a timer, it can be difficult to judge where best to put them so that enemies will be next to them when they explode. Instead, throw them at oncoming enemies and start firing with another weapon, hopeful encouraging your foes to start shooting back , whilst staying where they are. If you can hold them there long enough, the mines will explode, and your enemies along with them.
Proximity Mines
Proximity Mines will explode whenever anyone steps near them, even if it is the one who set them. So whilst you should try to set them discretely, you should also remember where they are so that you don't set them off yourself. They are most useful if you set them along a passage that you know enemies are using often. Setting them on walls just round a corner is also a good way to deal with threats, since by the time the enemy sees them they should have detonated.
It is always important to set these in areas where they won't be found, since there will often be another way round the mines, or the enemy could set them off from a distance by shooting them. Blending them in with your surroundings is important, placing them on dark surfaces for example would make them much harder to see for oncoming characters. If you are playing against AI Bots however, there is no need to hide them as they simply run into them as if the area was clear.
Remote Mine
Remote Mines will only detonate when the user decides to set them off, allowing for much more accuracy and strategy when using them. The mines will stick to any surface they land on, allowing you to hide them on any floor, wall, ceiling or object and detonate them when you see an unsuspecting enemy pass by. When placed on an AI Bot, the character will run in a panic, often towards their allies. The remote detonation feature allows you to detonate when they get close to a group of enemies, and will get you many kills with one mine.
If you are playing a team game and have a willing volunteer, coating a teammate in remote mines makes a useful kamikaze weapon. Send that teammate into the enemy base and detonate the mines when enough enemies surround them, killing many whilst using only one life. Also, placing mines along routes that enemies frequently use can be a good way to ambush them. When you see them coming, detonate the mines to take out the people at the front and then fire at the rest with another weapon.
Grenade
The Grenade is always ready to use, and is always a good weapon to carry with you. When using this weapon, always make sure to stand back as the explosion does just as much damage to you as it does to your enemies. This weapon has the best effect when thrown at groups of enemies together, one grenade has enough power to kill everyone in the group. Also, holding the grenade back longer will allow you to throw it farther, and also increase the time to detonation. If you can time it right, you can place a grenade somewhere so that the enemy is next to it when it detonates, without ever knowing it was there.
If you can get to a close, yet safe distance from your enemy, the grenade can be thrown with much more accuracy. If you make your crosshairs go red, the grenade will be thrown directly at your enemy's body. Doing so will make the grenade drop just in front of the character, and will do maximum damage to them. This technique is best used against single units.
The grenade does not explode on impact. Rather, it's triggered by a time-delay mechanism and will explode in mid-air if you toss it straight up in an outdoor area. This can be a tactical asset or liability in a match, and must be considered when you use a grenade.
Plasma Grenade
Since the Plasma Grenade will stick to anything it touches, sticking one directly on an enemy will do the greatest amount of damage. If you can get close enough, throwing the grenade when the crosshairs are red will throw it directly at the enemy, dealing major damage when it explodes. Throwing them at a large group of enemies is also a way of putting the weapon to good use.
Since the Plasma Grenade cannot bounce, it is more accurate, yet harder to use from a distance than the standard Grenade. However, always being ready to throw makes it a good idea to carry them round if possible. If you want the Plasma Grenade to have a longer delay, hold the "throw" button for longer.
Time Grenade
The Time Grenade is only available in the Story missions "Breaking And Entering" and "You Genius, U-Genix", but is the most useful grenade in the whole game. When you encounter large groups of enemies, throwing a Time Grenade will slow them down enough for you to be able to shoot them without them being fast enough to shoot you. Like all grenades, the Time Grenade is always ready to throw, so using it with other weapons is the fastest way to take out enemies.
If thrown directly at enemies, the Time Grenade will deal enough damage to kill them, as well as slowing down time for you to finish the rest of them. This weapon is most effective when thrown at the Tank-Bots that can do lots of damage to you. If thrown directly at the robot, the grenade will either do enough damage to kill it or to weaken it enough for you to finish off.
TNT
Since the TNT only appears for brief periods in the game, you don't get much of a time to form tactics that best suit it. In the Story mission "Scotland The Brave" you acquire if once for opening a door, and once more for defeating a tank, the latter being the only time where any tactics are necessary. When fighting the tank, the only important thing to remember is to place the TNT on the back, as this will do the maximum amount of damage. You will also have to get close before doing this, as you cannot throw the weapon from range. Only ever go to place the weapon when the tank is stalled.
Harpoon Gun
The Harpoon Gun is put to best use when reasonably close to enemies, since it can be difficult to aim from long range. If fired at an enemy's head, it will do far more damage than anywhere else, so keep this in mind when using it. Since it has good stopping power, firing at oncoming enemies will be a good way of dealing with them, therefore making this a good defensive weapon. It is best to keep firing harpoons until you are sure that your enemy is dead, since you can pick up spare harpoons after you have finished with them.
Used at longer range, you must take into account the fact that the harpoons fired will arc as they go. This means that they will not travel in a straight line like other weapons; they will go up and then down, as if they were being thrown. Because of this, you will have to aim above your target to hit them, and once you find out which height will hit them, you should carry on firing there until you finish them off.
Flamethrower
The Flamethrower is useless when used from range, so you must get close before it can cause any effect. This is a disadvantage since almost any other weapon in the hands of your enemy could eliminate you before you get a chance to strike back. However, when close enough this weapon deals major damage to the victim. If you hit them with the flame, they will usually only survive if they have full, or very close to full health.
The way to get the most out of this weapon is to get in close to a group of enemy units, and fire up the flame, whilst moving the aim in a sweeping fashion. People at the back of the group will not be protected since the flame goes through people and always reaches it's maximum length. This, followed up by a few shots from another weapon, preferably an automatic like the SBP500 or dual Machine Guns, can be a very effective way to deal with multiple targets.
Ghost Gun
In the Story mission "What Lies Below", this weapon has an unlimited amount of ammo, but can not be used on the zombies which are by far the most common enemy. When you pick it up, move slowly through the cavern so that ghosts will not catch you by surprise. When you see a ghost coming you only need to touch them with the beam, holding the beam on them is not necessary. Always stay close to your past self once you find them, and deal with the ghosts in the same way.
In Arcade mode, the Ghost Gun does use ammo, but will convert any damage inflicted on enemies back into health for the user. This makes the weapon very useful when you have been hit a lot and there are no nearby health packs, as you can recover as well as continue killing enemies. Since the beam is perfectly straight, like a non-electric Electrotool the gun is quite easy to aim from a long distance, so you may find cover before using it. From close range, this gun isn't quite as safe to use, so it is best to move back whilst firing. Also, when you (the player) get killed by a Ghost gun you turn into a ghost if someone sucks up all your health.
Electrotool
The Electrotool is far more effective when used against Robots than against other characters, and has two firing settings. The first setting will deal with enemies most quickly and accurately, since the beam fired is constant and easy to point at a target. Held on an enemy, it will damage them quickly and kill them with speed. The one disadvantage of this setting is that it uses ammo up quickly and so you won't be able to kill many enemies without finding more ammunition. This mode is best used from a mid-long range, since it is easiest to concentrate your fire on an enemy, whilst having freedom to move around.
The second setting fires small blasts of energy, using up ammo much slower than the default setting. The disadvantage of this mode is that you cannot simply concentrate a beam on a foe to disable them. The blast is slower than a normal bullet, and so is harder to aim from a distance, but it has good stopping power which makes it useful when in close range. Most useful against Robots, this setting will rarely use up all of it's ammo, whilst still dealing enough damage to kill enemies effectively, making it the better setting in some situations.
Brick
When using Bricks, always make sure to circle your enemy. If you stand still whilst trying to aim your Bricks, any enemy will have an easy chance to kill you quickly. When circling, the simplest way to get a kill is to keep throwing as many Bricks as possible until your enemy is dead. Bricks are easier to aim from a distance than when you are right up next to your enemy, so take a few steps back before starting your attack.
The Bricks are very powerful and so will dispose of enemies quickly. When thrown into a crowd, they have a great chance of hitting and will dispose of some of their units very quickly. The Brick also features a strong melee attack, so if you find yourself close enough to an enemy, tapping the melee attack button will deal great damage to them.