The Weapons
Ok, now for the fun part: the machines of death, fragging devices, ... in short weapons. Every
weapon has it's own advantages and disadvantages and it's crucial to know which they are. A guy
with a crowbar can frag someone with a gluon gun if he plays it smart! Once again, the weapon
you choose to use depends on the map you're playing!
Another thing to keep in mind is the reload time (and linked with that, the size of your ammo
clip). A long reload time automatically results in death during a fight. So preferably use a
gun with a large ammo clip (like the MP-5 machine gun) or with short reload times (like the
gauss and gluon gun). When you get a chance to reload, do so, don't hesitate, you might not get
a second chance.
I based this part on my own experiences with the weapons in combination with the weapons guide
asmaul@halflifehq.com wrote (he sure knows how to use satchels ;)).
Range: this is the range at which the weapon most efficient, not the range it can be used at!
Fire 1: what does the first fire option do
Fire 2: what does the second fire option do
Reload: the reload time
Crowbar
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Range: Short
Fire 1: Swing
Fire 2: /
Reload: /
Although some might find it useless because it's useless at long range, I do tend to use it from
time to time. The reason is obvious: a good hit with this little thingy does do a lot of damage!
Some people even prefer it over the standard AP9mm gun! So if you are in a cramped map or
surrounded by competitors it's not such a bad choice to use the crowbar. If you have to use the
crowbar (because you don't have any ammo), change your tactics too, since you're dealing with a
short range weapon. Basically it comes down to this: if you see someone with a nice big gun in
his hand and you don't have any way to escape try running straight at him (esp. if he has a
rocket launcher). If he has a normal gun, use the dodging techniques mentioned above to get
close to him.
Glock gun 9mm
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Range: Medium
Fire 1: Controlled shot
Fire 2: Fast firing
Reload: Medium/Fast
This is your standard gun and as a standard gun it sucks! Ok, you can take someone out but it
really lacks punch. You only have one good reason to use it and that's when you don't have any
other alternatives (at the start of a game or when you run out of ammo for your other guns). If
you do have to use it, use it wisely. If you are in a stressfull situation it's best to use the
fire 2 option, resulting in a less accurate but faster rate of fire. The fire 1 option should
be used when you try to take someone out from a longer distance or when you have to be precise.
The gun can be used as a sniping gun when you fire in this way but you have to be a good shot,
because you'll easily miss. It has a reasonable ammo clip (17) with a fast reload time.
.375 Magnum
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Range: Medium (1) / Long (2)
Fire 1: Normal shot
Fire 2: Sniper mode
Reload: Slow
What can I say about this gun ... if you have a good aim this is one of the guns you should use.
It has its drawbacks of course: slow reload time, small ammo clip and slow firing rate. On the
other hand, it's very powerful: 2 good shots with this baby and the other player (without armor)
will be splattered against the wall. The sniping mode is also pretty good, although there are
better alternatives for this. Because of it's drawbacks, it's not recommended that players with
not such a good aim use the gun. The reason is obvious, if you miss too much, you're a goner
... if you have to reload, you're a goner.
Shotgun
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Range: Short
Fire 1: Single barrel
Fire 2: Double barrel
Reload: Slow
This gun does have it's advantages in maps with smaller rooms. It does have enough impact to
blow someone away, at close range, with it's double shot function. This double shot does have
some drawbacks though: the firing rate is slower and your limited ammo will be wasted twice as
fast. Also keep in mind that the shotgun is a "DO NOT USE" in open spaces! Don't try it, you'll
loose. Even a glock gun 9mm has more punch from long range. Another drawback is the long reload
time (5 sec. for full reload). You might get the impression that it's a bad gun, well ... it's
not. It just has a limited use but if you use it in the right circumstances (=in small corridors
and rooms) you'll get a maximum return (=fragging your opponents).
MP-5 Submachine Gun
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Range: Medium
Fire 1: Rapid 9mm bullets
Fire 2: Fragmentation grenades
Reload: Fast
This should be everyones standard weapon in a MP game. It has a lot of advantages, fast reload
time and a high firing rate. In combination with the fragmentation grenades it's extremely
lethal. You can drop a grenade and then finish the players off with a nice rain of bullets.
Doesn't it have any drawbacks? Of course, you'll get whooped if someone starts using the
shotgun at a short range (even the high firing rate of the MP5 doesn't compensate). Furthermore
it's also a gun not to use at long range the bullets disperse too much (try it out on a wall,
you'll see). I also suggest not to use the grenades as a long range weapon, they are much too
valuable to be wasted like that. It's better to use them at a shorter range, when you have a
sure hit. Also keep in mind that the grenades are never lethal when used on a player with full
health.
Crossbow
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Range: Medium (1) / Long (2)
Fire 1: Bolt with explosive tip
Fire 2: Sniper mode
Reload: Slow
This is THE sniper weapon to have. It's first firing mode is practically never used, the reason
is simple: only direct hits really do some damage since the blast radius is small. The reload
time of the crossbow also stresses out the fact that it is a sniper weapon, in other words it's
slow, too slow for intense fights. I suggest you only use the crossbow in sniper mode; you can't
beat the feeling you get when you hear a "thump" and then you see a guy falling to the ground.
Yep, that's right, one hit is lethal in sniper mode. When you are in sniper mode however, it's
easy for someone to sneak up from behind. So watch your back!
Rocket Launcher (RPG)
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Range: Long
Fire 1: Launch rocket
Fire 2: Laser guidance on/off
Reload: Slow
This little baby does have an impact your opponents won't forget. Do not target it directly at a
player though, try to let the rocket explode in front of his feet (or at a wall close to him),
the blast radius is big and damaging enough to frag him. If you aim directly at the player a
simple strafing movement is enough to completely miss the target. Why is this so problematic?
The reload time of the rocket launcher is extremely slow. When you are using the laser guidance
it's even worse.
This brings us to the use of the laser guidance. It does have one obvious advantage: you can
redirect the path of the rocket. It does also have some drawbacks: the reload time is even
slower when you use the laser guidance. Furthermore, the red dot of the laser guidance might
give away your position and all the other players will run like hell when they see it!
Another drawback of the rocket launcher is the smoke trail the rockets leave behind; it points
directly to it's point of origin ... you. So once you fire your rocket get the hell out of
there!
Oh yeah, one more thing: if a player charges you while holding a rocket launcher, try to switch
to another weapon. Chances are that you'll trigger the rocket launcher from a short distance,
usually blowing yourself up too.
Gauss Gun
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Range: Medium
Fire 1: Single energy beam
Fire 2: Charged energy beam
Reload: Continuous
Probably not an all time favorite, since I don't see a lot of players using it. Why? I
sometimes wonder myself. The gun has no reload time and it's pretty powerful. It has some
drawbacks though: it's hard to aim this baby at long range, furthermore it eats ammo like candy
and last but not least, the charged energy beam has a huge kick back. (this kick back is used
to do a gauss jump (see techniques)). Another less pleasant feature is that you have to release
the charge in a reasonable time span, otherwise it will blow up in your face. It can aslo shoot
through walls though, but I've never seen the benefit of this option. You might as well be
shooting with a blind fold on your head. Maybe, there's an expansion pack planned for half life
which includes IR goggles or something :-).
Am I saying not to use this gun? Nope, I tend to use it regularly when I get my hands on it ...
it's fast firing rate (without reload times) can easily compensate the drawbacks.
Hornet Gun
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Range: Medium / Long
Fire 1: Homing hornets
Fire 2: Non-homing hornets (more powerful/faster reload?)
Reload: Recharges automatically (moderate)
The biggest advantage of the hive hand is the homing feature of the hornets. If you know
someone is hiding behind a wall or in a room, just send in the hornets ... he'll come out sooner
or later. The second fire mode is hardly ever used in a MP game, but it shouldn't be forgotten.
Alhtough the hornets loose their homing capabilities, it does more damage or reload faster (I
think). The hornet does have a lot of drawbacks too. Don't use it in direct confrontations.
The hornets don't do a lot of damage and you'll surely loose if you do use it in this way.
Gluon Gun
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Range: Medium
Fire 1: Gluon beam
Fire 2: To activate press: primary fire & hold it then press secondary fire & release the primary
This does no damage & takes no energy but nobody is so stupid to step there
Reload: Continuous
Who doesn't know this gun. The most powerful gun around (except for the crossbow in sniper mode).
If you can get it, use it. You can't do much if someone starts shooting with one of these at
you. Even dodging is of little help. There is one drawback (but it applies to the gauss gun
too, which is also an energy weapon), it consumes ammo. So don't start showing off with your
gluon gun ... use it effeciently to get the most out of it!
Grenades
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Grenades are seldomly used in MP games. The reason is obvious: it's hard to aim and if you do
have a good aim, you always depend on the timing. This makes the grenade one of the more
difficult weapons to use in MP. The only time you should be considering the use of a grenade is
to smoke out/fry a camper or to clear out a corner you are unsure of.
Trip Mines
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Trip mines can be quite usefull at some maps. MP games are usually fast paced ... with lots of
moving. The player usually detonates a trip mine before he even noticed it was there, giving
you some extra kills. Don't spend a lot of time on the placement of the mines though. Placing
them with great care is one thing, but while you are placing it you are an open target waiting
to be shot. Try to learn how to make quick placements of the mines and place them at strategic
points eg. in a tunnel, under water, ... There's absolutely no use in placing it in a large
room.
You can also place trip mine at places where people respawn. Although this is highly efficient,
I wouldn't recommend doing it! Why? First of all, it takes the fun out of the game, kills like
this aren't worth mentioning. Secondly, you'll risk getting a bunch of angry players after you
and frankly I don't blame them for doing so!
Snarks
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These little critters can be a pain in the @ss. Preferably drop them from an elevated position,
so they can't come back and hunt you down. They don't only kill other players for you, they
also tend to add a little confusion. Make use of this confusion to take your target out.
Snarks also work well in bunkers (when you are not in them). eg. someone calls an air strike,
but the door to the bunker is already too close for you to get in ... grab out those snarks and
send them into the bunker. This tactic usually results in a kill, since the other players can't
run away.
Satchel Charges
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Fire 1: Drop first satchel/detonate
Fire 2: Drop any next satchel
These also have a limited use in MP games. Again the reason is obvious: you have to drop the
satchel and wait for someone to walk into the proximity of it and then you can detonate it.
Basically this is camping ... you are waiting for someone to pass over the satchel. The only
way you can use the satchels is when you are retreating from the enemy. If they follow you,
just drop one of these (in combination with the retreating technique) and detonate if they
walk over it! This should kill the target.
It can also be used to scare some of the other players ... if they see a satchel charge they
just might turn back from where they came from, because someone might be around to blow it!