Main Weapons |
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Dartgun
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The
high-tech dartgun is a useful tool for the agent. Useful for making a
quick getaway, this gun is capable of delivering a powerful
tranquilizer dart, slowing down enemy classes, as well as inflicting a
little bit of damage at the same time.
Tricky to use due to the slow speed of the dart, the dartgun is best used up close. |
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Flamethrower
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A devastating close-range weapon for the flametrooper, the flamethrower delivers flaming jets of liquid death.
Enemies hit with a flamethrower will stay alight until the flames
extinguish over time, or they jump into water. Flametroopers themselves
have flame-retardant armour, however, and will not take much damage
from fire.
If an enemy spy has gassed your base, you can burn the gas away using
the flamethrower. Watch out though, gas is highly flammable! |
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Minigun
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No
weapon can fire bullets faster than a minigun. Only the beefiest of
classes, the minigunner, has the strength needed to carry this weapon.
And he has only got the strength to fire whilst standing still.
The minigun requires cells in order to start spinning, but once it's
going, all it will consume is your bullets - at a very fast rate! You
can keep the barrel spinning whilst you walk, which allows you be ready
to fire very quickly once you stop moving.
The minigun is a powerful beast, which you will notice when firing. The
longer you fire, the more difficult it is to hold steady. |
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Pipe Launcher
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Not
to be confused with the grenade launcher is the pipe launcher which
fires yellow pipes which can be remotely detonated by the grenader.
The main use of this weapon is to set pipe traps for the incoming enemies to walk into and be blown to smithereens. |
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Railgun
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The
railgun fires off high speed projectiles capable of penetrating
anything in its path. This is one weapon you don’t want to get in its
way unless you like to sport new air vents courtesy of the engineer. |
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Rocket Launcher
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The
soldier’s primary weapon in his deadly arsenal is the Rocket Launcher
which houses a 4 rocket clip. Not only does this weapon take out
everything in its path but it is also a preferred jumping tool (Rocket
Jumps) for the soldier. |
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Sniper Rifle
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The
head popping weapon of the sniper is his trusty sniper rifle. As most
sniper rifles you can zoom in on your enemy and line up your shot, and
nothing is more satisfying is squeezing that trigger and watching the
blood fly.
You are also able to turn the zoom on and off with the rifle. |
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Super Nailgun
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The
Primary weapon of the paramedic is his Super Nailgun, which fires a
deadly 11 nails a second. The Super Nailgun comes with a 50 nail clip
so use it wisely because it runs out fast. |
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Secondary Weapons |
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Assault Rifle
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Capable
of firing 10 rounds per second, the fully automatic mode of the sniper
rifle provides the sniper with his last line of defense.
Although its bullets only do moderate damage, its firing rate makes up for any weaknesses. |
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Grenade Launcher
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The
grenade launcher allows the grenader to lob red grenades of death at
his enemies. Grenades have a wicked bounce on them, so try shooting
them around corners, or up ledges.
The grenades fired by the
grenade launcher will explode instantly when hitting an enemy, or else
detonate automatically after a short while. |
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Nailgun
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A basic weapon for the faster classes in ETF, the nailgun is a versatile, but not very powerful weapon.
Shooting around 9 nails per second, the nailgun is especially useful
for taking down stationary targets such as sentry guns and resupply
stations. |
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Napalm Launcher
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A
long range weapon for the flametrooper, the napalm launcher shoots
modified rockets, which will explode in a fiery ball of death upon
impact. Though it has a slow firing rate, the napalm launcher has the
advantage of not requiring ammo clips, thus avoiding the need for
lengthy reloads.
If you're in need of a little bit more speed,
try giving yourself a bit of a push with the napalm launcher. And
remember, flametroopers are fireproof! |
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Shotgun
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The
shotgun is used by many as their primary backup weapon. The shotgun
holds 8 shells and has a more rapid fire than the Super Shotgun.
The Shotgun is a close range weapon so you will need to get close to your enemy for it to be 100% effective. |
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Super Shotgun
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Double
the power of the shotgun, the super shotgun packs a deadly punch. Best
used up close for maximum effect, it makes for a very effective weapon.
Loading times are long for its 16-shell clip, so be careful not to run
out |
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Grenades |
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Cluster Bomb
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The
clusterbomb, useable by the grenadier and minigunner, is an ideal tool
for clearing rooms or other confined spaces. After being thrown, the
cluster bomb explodes apart into 5 individual bomblets, each of which
does an impressive amount of damage. The initial explosion does limited
damage.
Ideal for taking out sentries or defensive positions, the clusterbomb is both an effective defensive and offensive weapon. |
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Gas Grenade
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A handy tool for any succesful agent, the gas grenade will confuse any player cought within its poisenous cloud.
Any player caught within the effect of the gas grenade not only takes
quite a bt of damage, but will also become disoriented. The effect is
so strong that the affected player will be unable to recognise team
members or even individual classes.
A useful tool for disrupting an enemy defense! |
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Flash Grenade
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The
flash grenade, based on advanced visual cortex jamming radiation, will
blind anyone within its effective radius for a limited time, as well as
damaging your oppenents.
Used strategically, this grenade allows you to bypass inconvenient enemies that are blocking your path. |
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Grenade
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A
standard item in the arsenal of many ETF clases, the grenade is a very
powerful weapon indeed. Doing enough damage to heavily damage most
opponents, the grenade is a trusty backup for those pesky weapon reload
times, or just when you need that little bit extra to finish off an
oppononent.
Be wary of bodies that have just died. If they had
a grenade primed when dying, you may get a nasty surprise when you get
too close to their remains! |
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Nail Grenade
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The
nail grenade is the secondary grenade for the soldier, and can be very
useful as part of his offensive role. Capable of doing a good amount of
damage over a large area, it's also very good for taking down sentry
guns or pesky resupply stations.
The nail grenade is packed with up to 200 nails. After all nails are fired, it will conclude with a powerful explosion. |
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Napalm Grenade
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This
nasty little grenade is mainly used to slow down the enemy or destroy
an autosentry. When the grenade goes off it creates a wall of liquid
fire that will ignite anyone in its path of destruction. |
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Pulse Grenade
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The
pulse grenade is used by the engineer to explode ammo, whether it be
pipes on the ground or ammo in a backpack. The more ammo around the
bigger the explosion. If you are carrying alot of ammo you might want
to stay clear of engineers. Try to toss a pulse grenade on an HE Charge
and see what happens. |
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Stun Grenade
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This
is the secondary grenade for both the recon and the medic, and some
times used as a way of transportation for both classes. When tossed at
the enemy it will stun them for a few seconds, and the medic and
minigunner will recover faster than the rest of the classes from its
effects. Unfortunately the stun grenade does not work on sentryguns.
This grenade is also used by some for transportation by tossing it in
front or behind them and jumping at a set time to propel the player
across the map. This tactic could take time to master but when mastered
it comes in very handy.
A friendly medic can cure a team member from its effects |
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Other |
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Autosentry
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After
it is constructed by an engineer, the autosentry is a fantastic
defensive tool. Starting off at level 1 with only a single gun, the
sentry guns fire power is doubled at level 2 through the addition of a
second gun. At level 3, the added firepower of a rocket launcher make
it a truly fearsome killing machine.
The engineer uses his
wrench to upgrade and repair the autosentry. The Special menu allows
you to rotate the business end of your sentry gun. |
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Axe
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The
basic slicing and dicing tool for many of ETFs classes, the axe can be
whacked twice a second to swiftly take your enemies apart.
Using no ammo, this weapon should be your last line of defense. But why
not try for that elusive axe kill and earn yourself an Excellent award. |
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Backpack
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The
backpack can hold armour, health and ammunition for your weapons.
Generally found near your respawn, its useful to know their locations
in case you ever need a little health boost.
Depending on the
map, it may not always be possible to pick up a backpack. For instance,
some backpacks can only be picked up if you do not have full health or
armour.
When someone dies, or decides to drop ammo, they will also leave a backpack containing ammunition only. |
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HE Charge
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The
High Explosives charge, a treat reserved only for the grenadier, is a
truly mighty weapon. Capable of clearing rooms instantly, it can also
be used in strategic locations to open new passages into the enemy
base. Or, you may have to use it to close an entrance to your own base.
A grenadier can hold only one charge at a time, so use yours wisely. |
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Knife
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This crafty blade, useable only by agents with a license to kill, can provide an excellent way of dispatching an enemy or two.
When stabbing someone in the back, you've got an instant kill. But
beware, if they see the hit coming, you will only do minimal damage.
Thus it is a weapon only for the stealthiest of agents. |
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Supply Station
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Ammo and armor supply station that the engineer builds that can also be use as an exploding device/weapon |
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Syringe
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The
Syringe is used by the medic to heal his fellow teammate but also
infect the enemy player with a nasty disease that can spread by touch.
A well-aimed jab from the syringe can also cure a team member from the effects of a stun and gas grenade |
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Wrench
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The
wrench is used by the engineer to build and repair his autosentry and
also his supply station. Getting a kill with the wrench will also make
any player feel elite and getting killed by it will make any player
feel humiliated. |
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