Go Back   Tactical Gamer > Other Multiplayer Games > Game Forum Archives > Dystopia > Dystopia - Tactics and Map Discussions


Dystopia - Tactics and Map Discussions Dicussion about Dystopia tactics, strategy and maps.

Reply
 
Thread Tools
Old 03-29-2006, 10:07 PM   #1 (permalink)
 
Zephyr's Avatar
 
Join Date: Apr 2004
Age: 20
Posts: 1,649
Post Dystopia Newbie Guide: Weapons of Dystopia

This thread's purpose to give a Dystopia Newbie superior knowledge of the various weapons available.

-----

*--Weapons--*

---Light Weaponry---

---The Shotgun---
A very familiar weapon that functions pretty much like you would expect it to. A great choice for someone who is new to the game, but also great for someone who understands how it can be used
effectively. Holds only six shells, but can reload fast and without heed to how many shells are still in queue.
Primary Fire: Single Shot
-Fires a 6 bullet blast that is effective at short-medium, short, and super close range. Damage is adequate, but don't expect it to hurt the higher classes too much-
Secondary Fire: Double Shot
-Fires a 12 bullet blast that is effective at super close range, but a complete waste of your time at any other range. Very painful. Recoil will prevent firing again for two or so seconds, so use sparingly-

---The Laser Rifle---
A great snipers weapon for someone who wants to play a supporting role as a light, but has enough drawbacks to prevent it from dominating weapon choice. The rifle needs to be charged before every shot, sends out a bright red line between it and it's target WHILE charging (so no camper can hide), and has considerably limited ammo (120 energy, with most devastating damage being done at a cost of 20 energy) and damage output (if not fully charged, damage can barely hurt a foe).
Primary Fire: Laser
-Fires a laser blast that can make an enemy twitch or explode into fragments depending on how charged. Very weak to very painful.
Secondary Fire: Zoom
-Powerful Zoom that can give you the edge in long distance firefights, can be difficult to aim while zoomed in though. Remaining ammo will also not be visible-

---The Boltgun--
A unusual weapon that is extremely multipurpose in that it fires an electrically charged bolt (like a screw). This weapon's bolts can be bounced off walls at angles greater than 90°, can be used at all ranges except long (this is questionable though), and can still deliver an damaging electrical shock even if the target is missed. Limited by it's small clip (3 bolts) and it's low damage secondary fire, it also travels slow enough that prediction firing is sometimes neccesary.
Primary Fire: Bolt
-Fires an electric bolt that does considerable damage upon contact-
Secondary Fire: Electrical Discharge
-Discharges the bolt's energy in a small electrical field that will hurt anyone standing in range of it. The discharge can be fired while still en-route to target or after it has missed the target. The bolt will discharge on it's own three seconds after connecting with anything that is not a player.

---Light Grenades---

---The EMP Grenade---
An extremely useful weapon whose powers should not be underestimated despite it not being significantly damaging in any way (though it may kill someone at very, very low health). When an EMP grenade goes off, it generates a small electromagnetic pulse that completely scrambles the sound, any working implants, and HUD of the player foolish enough to run into it (also has a really trippy effect that will make it obvious you have been hit). Each Light unit features 4 of these problem inducing bombs, meaning it's often better to search out and kill the player throwing these than just wait him out. These grenades can also knock a decker out of cyberspace if they hit him in meatspace, something that they are very often used for.
Primary Fire: EMP Grenade
-Throws the EMP grenade. Holding this down will pull the pin and hold it at ready until it is released. If it is not released before 5 seconds is up, it will explode in your hand and you will not be happy.

---Light Melee---

---The Katana Sword---
A good weapon for close range combat, as it really will hurt when it connects. With the ability to not only slice at the enemy but also block an incoming enemy Katana strike, the Katana is a very good melee weapon providing the person you are attacking doesn't have a gun pointed straight at your face. Use sparingly and when you are sure the person doesn't see you coming/you are sneaking up on a poor sap.
Primary Fire: Katana Swipe
-Swings the sword in a fully automatic manner, usually resulting in lots of damage and a kill within 3 strikes (minus a heavy, which can be as much as 6)-
Secondary Fire: Katana Block
-Blocks an incoming sword strike with a defensive maneuver, will prevent the enemy from attacking you for about a second, time enough for one hit of your own-

---Medium Weaponry---

---The Assault Rifle---
Mmm...yeah you hear that name and you immediately think you've found your ideal weapon that you will love and treasure forever. Unfortunately for you, it isn't the be all and end all of weapons because it is just too balanced. With it's 40 bullet clip, the Assault Rifle can still do a world of pain to some poor sap at medium to super close range. It also increases its rate of fire the longer the trigger is held down, at the proportional sacrifice of accuracy. If you are closing range on someone though, this feature allows you to fire faster as you approach to finish him; which is a devastating combination. At long range, the secondary fire will permit the user to fire in three bullet bursts that will hurt the enemy. It is the most multipurpose weapon for the mediums, but it excels in nothing. The two seconds of reloading will probably always cost you your life with this weapon.
Primary Fire: Automatic Fire
-Fires bullets in a fully automatic fashion, with rate of fire increasing in direct proportion to how long the trigger is held down-
Secondary Fire: Zoom + Three Round Burst
-Fires three highly accurate bullets that can make the assault rifle to some extent a long range weapon-

---The Grenade Launcher---
A weapon that can completely eradicate a enemies from afar, but is more likely to kill you than the enemy at close range. Has 4 grenades in a clip that will detonate three seconds after coming to a full stop or can be set to explode on contact via secondary fire. A great weapon when put on defensive or support duty, but also one that should never go out on the front line of offense. If someone manages to close range on you, you have no chance to survive (make your time). Splash damage from grenades certainly does hurt too. Grenades can also be bounced off of walls and other structures, then set to detonate on contact, a combination which results in a form of indirect combat that will surprise and hurt the opposite team.
Primary Fire: Launch Grenade
-Launches a grenade that will detonate three seconds after coming to a stop-
Secondary Fire: Detonate Grenade
-Will alert currently active grenade to detonate on next possible contact, a feature which can be utilized in a devastating fashion-

---The MK-808 Rifle---
A truly skewed weapon in that certain situations will find this weapon overpowering and others underpowering. Firing at an extremely slow rate, with only 8 shots per clip, and a slow clip reload time, the MK-808 rifle is truly only suited to medium-long range combat. On the other hand it's extremely devastating damage, ultra-high accuracy and perfect handling while in movement can make this weapon incredibly frightening to go up against. Like the Laser Rifle for the Light class, it is a great weapon with huge trade offs. It's secondary fire zoom also means that even ultra-long distance cannot save you from it.
Primary Fire: Single Shot
-Fires a very powerful bullet that REALLY HURTS-
Secondary Fire: Zoom
-That really painful bullet? Now it can hit you from the other side of the map...watch out-

---Medium Grenades---

---The Explosive Grenade---
We've all seen these grenades before in other games and this one requires almost no introduction. With an approximately five second fuse, the Explosive Grenade will blow up whatever happens to be near it. Each Medium unit has 3 of these babies, and it is almost always preferable to use them to clear a room before entering it.
Primary Fire: Explosive Grenade
-Throws an Explosive Grenade. Holding this down will pull the pin and hold it at ready until it is released. If it is not released before 5 seconds is up, it will explode in your hand and you will not be happy.-

---Medium Melee---

---The Katana Sword---
A good weapon for close range combat, as it really will hurt when it connects. With the ability to not only slice at the enemy but also block an incoming enemy Katana strike, the Katana is a very good melee weapon providing the person you are attacking doesn't have a gun pointed straight at your face. Use sparingly and when you are sure the person doesn't see you coming/you are sneaking up on a poor sap.
Primary Fire: Katana Swipe
-Swings the sword in a fully automatic manner, usually resulting in lots of damage and a kill within 3 strikes (minus a heavy, which can be as much as 6)-
Secondary Fire: Katana Block
-Blocks an incoming sword strike with a defensive maneuver, will prevent the enemy from attacking you for about a second, time enough for one hit of your own-

---Heavy Weaponry---

--- The Rocket Launcher---
Oh boy, the big one, the monster, the devastator, the destroyer, the eradicator, the ultimatum. A fully remotely guided rocket that has unlimited range and lethal damage. Anything coming into direct contact with this will be blown into a million pieces (minus a rival heavy, who will just die). Guess what though, the reload time for your precious rocket is 15 seconds...that's a long time. You will not be able to engage directly until that time is up, so it would be best to hang back and try to support with whatever else you happen to have in your armor at that time. Also, a friendly fire server is a dangerous place for a reckless rocketeer...keep that in mind when you fire it at TG or anywhere else that practices "Thinking".
Primary Fire: Rocket
-Well...it is fired and directed to it's target, where it explodes and kills something. Doesn't really need an explanation-
Secondary Fire: None

--- The Ion Cannon---
A nasty thing to come up against at any range, the Ion Cannon will always manage to kill you if you stay too long in it's way. While being able to hit it's target at any range, the damage is truly remarkable at close range. This does not mean you shouldn't run like hell when you see a ion beam skirt past your head from 40 feet away though. With 12 shots before it has to reload, playing Russian Roulette with the Ion Cannon Heavy is as futile as Wyzcrak's fading. The Ion Cannon is a greater overall weapon that can help out in any situation. Unfortunately, it also excels in none.
Primary Fire: Ion Blast
-Fires a blue Ion beam that will very much so hurt you-
Secondary Fire: Zoom
-Don't think because he's far away he wont hit you too-

---The Minigun---
If you turn a corner and you bump into this you shouldn't even try to fight it unless you are a heavy yourself, because you are going to die. The minigun is a devastating weapon at super close to medium range and will make many a unit turn it's tail to try to assault indirectly. Featuring 120 six bullet rounds in a clip (720 bullets total if you are wondering), this thing hurts and wont need to reload as often as you wish it would. However if you see it down a long hallway, it's yours to kill. The Minigun can only work in tight and enclosed spaces, otherwise it really needs to be hiding. Another small disadvantage is that it takes roughly three seconds to start the barrel spinning before it will fire, which can usually mean the difference between life and death. This problem can be remedied with the secondary fire, at the cost of halving your walking speed.
Primary Fire: Pain
-Fires a hail of bullets that will kill anything in it's path-
Secondary Fire: Spinning Barrel
-Keeps your barrel ready to unleash holy hell on whoever gets in front of it, however it will slow you down considerably while moving-

---Heavy Grenades----

---Spider Grenade---
Minions do my bidding. These little guys are a Heavy's best friend and the enemy's absolute worst enemy. Nothing is more guaranteed to hit an enemy than a spider grenade. Using built-in homing AI, these little guys are dropped from a Heavy and seek out the nearest enemy player to...blow up on. The sound of their little legs is enough to send even the bravest heavy running like a girl. They are also fast for their size, very fast. While they are indeed destroyable, their hitbox is so very small that you usually have a better chance of trying to outrun it (or what you are really trying to do, which is make it seek out someone who isn't you!). With two of these little buggers at their disposal, a Heavy can easily soften up and mentally exhaust the enemies in the next room before coming in with their entourage of death. Also a great weapon if you are running away, as they will turn around and jump on your predator.
Primary Fire: Spider Grenade
-Deploys a spider grenade which will seek out and chase after the nearest enemy, it will then explode on contact or 5 seconds after deployment-
---Heavy Melee--

---The Fatman Fist---
Pain. This melee attack is without a doubt the strongest attack in the game. Striking out with a force of what seems like a truck, the Fatman Fist will send whatever it hits into last week. The only unit capable of surviving it is a rival heavy, and even then the heavy must be at full health. It is slow though, so missing with it will leave you open for an enemy to attack, though they are truly playing Russian Roulette by being this close to you. Oh and if you are that person charging with your pitiful Katana, don't think it can block this...you idiot.
Primary Fire: Death
-The Heavy punches an enemy in the face, usually resulting in it's body exploding, it's head flying off, or a partial somersault while going backwards through the air-

-----

-Zephyr
__________________
You were once like the newbie who needed a hand from above and TacticalGamer gave you it.

You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer.

Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline.

Everyone should be assumed mature until proven otherwise.

We are no clan.
We are not a single game.
We are mature, intelligent, and cooperative individuals.
We are TacticalGamer, a community above and beyond its name.
Zephyr is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Dystopia Newbie Guide: Implants of Dystopia Zephyr Dystopia - Tactics and Map Discussions 2 10-21-2006 06:33 PM
Dystopia Newbie Guide: Tweaking Dystopia Options + Controls Zephyr Dystopia - Tactics and Map Discussions 5 10-21-2006 06:25 PM
Downing Street Memo- thoughts? luna The Sandbox 142 06-22-2005 11:30 PM
Ioncross Freelancer: Total War Zephyr General Discussion 31 05-04-2005 12:29 AM
Farenheight 9/11 LegionPaulL The Sandbox 197 07-07-2004 04:37 PM


All times are GMT -4. The time now is 10:35 PM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved