Weapons

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An in-game screenshot of Soldat's primary and secondary weapons.
An in-game screenshot of Soldat's primary and secondary weapons.

If you are looking for weaponry in regards to custom modification, see Bulletstyle.

There are ten primary weapons and four secondary weapons to choose from in Soldat. Two may be held at any given time. Weapons must be reloaded, but their ammunition is unlimited.

Contents

General

The differences (besides imagery) among the Soldat arsenal are based on 8 values which influence their popular usage:

Primary Weapons

(1) Desert Eagles

The Desert Eagles are akimbo weapons of extreme power which need practice to get used to and are best suited for experienced players.

  • Advantages
    • Very strong (2-4 hits kill)
    • Effective in jagged terrain due to bullets' quick trajectory
    • 2 projectiles per shot
    • Quick reload
  • Disadvantages
    • Small 7-shot magazine
    • Slow bullets; ineffective at long range
    • Confusing bullet angle

The Desert Eagles are very powerful, and a rusher's weapon of choice. The velocity of its bullets takes time to get used to, but it pays off in the end. It can kill many enemies in one magazine, but remember to keep an eye on remaining ammo in a magazine, as it may catch you off-guard.

Desert Eagles are often used at short to medium range in uneven terrain, taking advantage of the curved trajectory of the bullets to fire at targets from angles and positions that are generally difficult to work with when using a straight-flying weapon. The curved bullet trajectory combined with the dual-firing nature of the weapon, however, requires a high degree of accuracy to be effective, and so this weapon choice tends to require more practice than the norm.




(5) SPAS-12

The shotgun! Famous for its close-range devastation.

  • Advantages
    • High damage (kills with two or even one close-range hit)
    • Effective above opponent and/or close range
    • Large area of effect (pellets scatter more with distance)
    • Unique reload function
    • Unique boosting capability
  • Disadvantages
    • Small trajectory; ineffective at long range
    • Only 7-shells
    • Reloading "bug" (when halting reload by firing)
    • Poor at chasing retreating enemies

The shotgun is the only weapon to reload shell by shell. As such, it's a pain to wait for when out of ammo. If there's a break in the action, reload. (Heck, do this with ALL weapons.) Take advantage of the reloading system; since it reloads bullets sequentially (1 after the other), people using shotgun can carry longer fire fights while enemies must reload after a bit.

People using shotgun can theoretically even achieve a one-hit kill, even if the enemy is at 100% health. The combination of a great forward momentum - likely received from one or several explosives - and a perfect headshot where all pellets strike the head does just enough damage to kill in a single shot.

The SPAS-12 also has unique boosting capabilities. Aside from the XM214 Minigun, it is the only weapon in the game which pushes its users back a bit with every shot. This can be used for firing backwards and moving ahead more quickly, and the high amount of pellets from one shell can push both enemies or friends heavily in the direction as opposed to where its shots connected at. However, this very same boost also injures the weapon's reputation, as it pushes back any shotgunners who are attempting to chase and fire at an enemy flag carrier.

When reloading a shotgun shell and breaking the cycle by shooting, usually the pellets fly directly horizontally even when aimed vertically. This indeed is a bug, but the beta testing team decided not to remove this to improve weapon balance. It can be thwarted by tapping the throw-grenade key before firing.

(6) Ruger 77

The sharpshooter's wet dream

  • Advantages
    • 2 headshots to kill in normal, 1 in realistic
    • long range
    • low deviation angle from aim reticule
  • Disadvantages
    • only 4 shots per magazine
    • huge recoil in realistic mode
    • frowned upon in realistic mode (see ego)

Realistic Mode

Using the ruger in realistic mode calls for extremely different strategy than when used in regular mode. In realistic mode, a ruger user can rush through an area and shoot headshots, not needing to stop. the necessity to stop for the second shot in normal mode means that more distant tactics are necessary.

The ruger requires excellent aim due to the low ammo count per magazine. Missing more than one bullet usually results in death when dealing with an experienced player.

It is an excellent weapon to use for holding a tunnel, and for taking out enemy snipers (as well as everybody else). When using the ruger, a player will often want to keep above others to ensure headshots. This, while taking into account lead will allow a ruger user to kill most foes.

Due to the necessity of accuracy when using a ruger, it is often desirable to retreat when fighting someone with higher ground (or air), unless they have low health. While an automatic weapon can occasionally hit headshots to cause significant damage, the probability that a ruger will do the same while the enemy has a clear shot at your head is highly improbable.

(7) M79

A firearm with unmatched devastation!

  • Advantages
    • Direct one-hit kill
    • Splash damage
    • Slow (easy to have ricochet)
    • Boosting capability
  • Disadvantages
    • One grenade per magazine
    • Weapon is empty upon spawning
    • Projectile drops steeply; poor at long range

The M79 is a one hit kill weapon which makes it a worthy adversary and is very easy to learn once you adapt to its grenade's trajectory. The projectile's proximity explosion can be used to boost yourself or teammates or even push back or kill enemies from indirect shots due to its splash damage (area effect). The M79 is poor on open routes as there is plenty of space for enemies to dodge your grenade.

If you happen to stumble upon an M79, it is usually a great idea to take it as your alternate weapon; the weapon combo can be devastating. Having an automatic with an M79 is very useful, as the machine gun can be pulled out if a M79 shot misses its target.

Boosting in CTF games is extremely helpful (although sometimes considered lame) for getting away with the flag or catching up to an enemy flag carrier. Throwing a grenade and prematurely detonating it by firing an M79 grenade at it yields an even more effective boost. You can boost to bypass enemies' sight or to get to higher ground for a good position with another weapon. While you are escaping with the flag, you can shoot your M79 backwards in front of your opponents to slow them down.

When using the M79, if you don't have a complimentary alternate weapon, find cover if your shot misses. Be comfortable with your surroundings and try to be in a situation in which you can quickly and easily get into cover. This is important when facing an automatic user; if you miss your shot, he can rush you and kill or severely injure you while you're helplessly reloading (grenades might help stall the enemy). If you are able to avoid enemy fire, you can reload and launch back into the fray without any harm done to yourself.

See if an enemy is low on health. Because of the splash damage of the M79, you don't always need to nail a direct hit. This makes it easier to aim at times since you can get in a kill more quickly. If an enemy is above you on a fairly thin polygon (e.g. The thin upper-right path in ctf_Kampf), you can inflict damage by blasting the ceiling of the terrain he's standing on. The splash damage will injure him while shoving him in the opposite direction.

The M79 blast is very useful for other purposes; for example, when you just want to delay your enemy, shoot in front of him in order to slow him down rather than try to kill; sometimes it's wise to shoot in front instead of attempting to kill because if you accidentally lob the grenade too far, the explosion may boost him closer to you and actually help him. Even if your overshot doesn't injure him, he'll still waste time trying to dodge the grenade.

(8) Barrett M82A1

The Barrett is a (normally anti-tank) sniper rifle unmatched in long-range combat.

  • Advantages
    • Very high damage
    • Very Accurate
    • Two zoom modes (crouch and prone)
    • Sufficient magazine size (10)
  • Disadvantages
    • Slow firing
    • Start-up time
    • Long rate of fire
    • Long reload
    • Usually poor for medium or closer ranges
    • Viciously high bink

The Barrett M82A1 bears a scope which can literally shift the screen and let snipers see about one-third farther than normal if prone, and about one-fourth farther if crouched. However, snipers can't see what's occurring nearby while using the scope (just like in real life), so enemies can sneak up behind and assassinate while sniping.

The Barrett shoots in nearly a straight line unless targeted for extreme distances. The sniper-line is a nice way to start learning to aim with a Barrett. The Barrett shot is the fastest in the game, so there's really no dodging a shot unless targets attempt to jet while proning, boost, or quickly take cover.

A huge setback for the Barrett is how easily shots can stray from their marks. Before firing the rifle, a good idea is to release running keys before firing for good accuracy. Some snipers who have mastered this movement accuracy detriment can still successfully kill while moving.

The largest problem for Barrett users (which, aside from its MovementAcc, is also probably what keeps its infamous camping abuse from being further popularly considered lame) is its high bink. Just a few shots can heavily enlarge one's cursor and throw off aim for a good few seconds. Rapid-fire weaponry is a sniper's nightmare; snipers who unsuccessfully snipe at automatic chargers had better flee quickly if they don't have a good alternate weapon to counter with.


(0) XM214 Minigun

The XM214 Minigun is an odd "aside" weapon not seen very often online which tends to be stereotyped as one used by n00bs, but actually very difficult to utilize effectively.

  • Advantages
    • Quick-firing
    • Fast bullets
    • Great for binking
    • Very large 100-round ammo feed
  • Disadvantages
    • Easily generates lag (this may be considered an advantage by some)
    • Monstrous reload rate
    • Rapidly accumulating self-bink
    • Highest start-up time of all weapons
    • Less accurate than a binked, moving sniper (maybe not, but you get the idea)
    • Extremely low damage per bullet

One of the most disliked weapons in the game, this normally vehicle-mounted turret has sufficient recoil to push users backwards. If you're trying to keep steady, prone or run forward while firing.

Don't be stationary! You won't survive if you stand and spray. This isn't a stationary gun with high-powered rounds! Move quickly and over obstacles to avoid hostile fire and you can catch enemies while they're reloading. Only fire when necessary, but when you commence an attack, don't relent. Stop spraying while changing direction to follow an opponent; this saves both ammunition and lets you retain accuracy, but if your opponent stays in one place, move around and don't stop firing; take advantage of its binking ability. By hitting opponents in either bursts or continuous streams, you take advantage of the Minigun's great ability to bink. Hitting enemies with a dozen bullets will heavily throw off their aim, and this can help you evade their shots more. Snipers are sitting ducks to a good Minigunner.

Move the barrel around. The Minigun's aiming is terribly erratic, and really only effective at extremely short ranges, but it can be improved by equally erratic movement of the barrel. This sounds awkward, but by moving the barrel up and down quickly as you fire, you'll often find that you may obtain a closer spread that kills with 15 bullets instead of 25.

Use the Minigun aggressively. You may only end up being a tough supporting soldat who doesn't top the server rankings, but you'll be amazed at how effective you can be if you just don't back down. Just keep in mind that the Minigun is an assault-type weapon that deserves to see the middle of the map with every use. Used effectively and aggressively, the weapon is a force to be reckoned with.

The XM214 is also used for occasionally Minigunsurfing which is considered lame by some.

Secondary Weapons

(1) USSOCOM

Extremely useful and versatile side-arm. While this quality pistol is just a secondary weapon, a skilled user can sweep the floors clean with the blood of amazed victims, who can't believe they lost to a mere handgun with their sniper rifles, machineguns and grenade launchers.

  • Advantages
    • The only secondary weapon with no steep handicaps.
    • THE fastest reload time; no gun (except the Flamer) can match the SOCOM in this respect.
    • Damage per bullet is actually quite good.
    • Semi-automatic weapon; rather accurate.
    • Can be combined with the Primary Weapons.
  • Disadvantages
    • You still need several hits (at least 4 or so, probably more) to kill a victim in full health.
    • Range isn't too great.
    • Low bullet speed.
    • Semi-automatic weapon; unimpressive rate of fire.
    • 12-round magazine.
    • If your opponents are any good, you need an other weapon. Not really a problem.

HK MK23 Mod 0 SOCOM Handgun (USSOCOM, SOCOM) is best used in close to middle range and above your opponent, due to low bullet speed. At low ranges, the slow bullet speed doesn't matter that much and an experienced user can make short work of any opposition with this nimble weapon.

The pistol is capable of standing against Primary Weapons and triumphing, even in long fire fights. It holds many advantages over it's alternatives, for it's not a melee weapon (like Combat Knife and Chainsaw) or, in practice, a one shot weapon (thrown Knife or LAW), so it's a solid choice as a Secondary Weapon.

SOCOM holds one exceptional feature; it's reload time. No firearm can match SOCOM in this respect. In long fire fights, this will save your life: if your opponent is busy with stumbling with his mag, you can fire without the fear of retaliation and win the day. Granted, the 12 round mag won't last that long but you need just one second to change it and that can be arranged with just one evasive manoeuvre.

The very fact the SOCOM is a Secondary Weapon is one of the greatest strengths of the weapon. This means you can equip a Primary Weapon with a high reload time, shoot it's mag empty, change to SOCOM and keep the pressure on. M79, Barrett M82A1, FN Minimi and XM214 Minigun gain the most from combining with the SOCOM. With those weapons, SOCOM is also perfect for an "execution". If you are sure your opponent is dying (soaked in blood), you can easily finish the poor wretch with one or two quick shots and use the full mag of your primary weapon against more healthy foes.

SOCOM requires a lot of practice. You can't Spray nor kill with one hit. Semi-automatic fire is both a blessing and a curse; one or two misses per mag won't get you killed (unless in a very bad spot) but you can't shoot too carelessly, ie. Spray. The weapon is not really intended to be used alone but it's still better in long run than any other Secondary Weapon and is an actual firearm. You should keep moving a lot and overcome your opponent with unexpected leaps and jetting.

The most similar weapon to SOCOM is perhaps the Desert Eagles in that they are both semi-automatic pistols and thus fire in a similar way. Of course a Desert Eagle packs more punch and there are two of them. This makes Desert Eagles one of the toughest challenges for SOCOM, which has only the advantage of being slightly nimbler. Ruger 77 is even more high powered than the Desert Eagles but not that nimble. Automatic weapons (HK MP5, AK-74, Steyr AUG, FN Minimi) are not that easy to overcome with a SOCOM alone, since you can never match the sheer volume of flying lead these weapons produce. "Clumsy" weapons (M72 LAW, XM214 Minigun, M79, Barrett M82A1) are easy pickings for a SOCOM. If they miss you, you can kill them while they reload. Minigun doesn't put everything on one card (read: bullet) but it's still rather clumsy, for there are plenty of times when the gunner just can't shoot you (it's inaccurate, slow start and reload).

While SOCOM is one of the best weapons in the game at short distances (as nimble pistols should be), it's wise to avoid getting too close to weapons like Combat Knife, Chainsaw and especially SPAS-12! Shotgun is perhaps the only firearm which is better than SOCOM in close ranged fire fights, due to it's brutal force.

In Realistic Mode, firing a SOCOM isn't any harder than in normal mode.


(3) Chainsaw

You can't declare that a game's brutal & gory if it doesn't have a Chainsaw.

  • Advantages
    • Almost instant kill upon contact; rips right through bulletproof vests
    • Powerful in charging closeknit clusters of enemies; perfect for tight spaces
  • Disadvantages
    • Slight "reload" time
    • Melee; usually useless against ranged weapons
    • Generates loud noise for Chainsaw users attempting stealth

Do not neglect aiming with this melee weapon! Aiming straight at your oponnent maximizes your reach towards foes, and trying to aim generally for the head even further results in a quicker kill in one run.

A method most veteran Chainsaw users put to use is the trick. This places the Chainsaw as far in front of you as possible while keeping the majority of your body away. This is extremely effective when facing a Knife or another Chainsaw user. Running and leaping forward, proning, and jetting while turn you into a live, quick-flying missile, turning anyone in front of you into a bloody mess. Not only does this speed surprise most people, but can allow for some amazing aerial kills. The downside to this technique is that while you are a smaller target vertically, you are a much larger target horizontally for enemies above or below you, and wary enemies can easily leap away upwards and avoid your downward-moving soldat.

Keep moving! Chainsaws commonly fall victim to guns with longer range (or any range). Use obstacles to provide cover, and frequent any small, cramped tunnels or rooms. If there's no room to maneuver in, enemies can't take advantage of range, and it makes your hardest job—reaching them—much easier. Grenades usually help, as well.

(4) M72 LAW

The M72 Light Anti-tank Weapon obviously requires crouching or proning to fire; if it was fired while standing, it'd quite well rip your soldat's arm off. (Those Google pics. of real life LAWyers firing while standing were Photoshopped.)

  • Advantages
    • Instant kill upon direct hit
    • Incredibly fast; long, mortar-like range
  • Disadvantages
    • One rocket per use
    • 8-second reload time
    • Slight start-up time
    • Must be stationary when launching

The LAW has its own perks as a well-balanced secondary. It can kill in one hit (possibly even more than one victim if enemies are clustered enough), but only has one shot for that hit and must be given 8 seconds' reload for another chance. Its rocket's trajectory, although fast-flying, is also somewhat difficult to adjust to. Its requirement to crouch or prone to use usually has regular LAWyers complaining about suicides caused by teammates who simplemindedly step in their way right before launching; pay attention to nearby teammates, not only the position of your victim when using.

The LAW should usually not be accompanied with another specialized weapon (for example, a Barrett or Minigun), as LAWyers should have a good backup weapon in case a rocket misses its target.

Beware of colliders. Before launching, make sure the LAW is going to go farther than a foot before exploding.

Tertiary

Grenade

The Frag Grenade is a unique-functioning, heavily used weapon in Soldat.

  • Advantages
    • Unique "reloading" system from other weaponry (GrenadeKits)
    • Great for attacking enemies when position is unfit for straight-firing conventional weapons
    • 3-second regular detonation wait, but also
    • Detonates upon contact with soldiers or colliders
  • Disadvantages
    • Temporarily stalls reloading while throwing
    • Heavy gravity; medium-ranged at best

A weapon that requires skill in some situations, the grenade is great for enemies below or to the side. It has massive power and can trap people into polybugs, but is somewhat difficult to manage. Its initial direction is directed by the mouse and, the throw-grenade key is used to toss it; the longer the key is pressed, the more force used in throwing it. It however has a strong love for gravity and is difficult to throw very far (although this could be used to advantage if enemies are beneath). The grenade is especially useful for hilly terrain and reaching enemies who can't be fired upon by other straight-firing weapons.

Each game has a grenade limit set for all players. Players start with half that amount (rounded down to the nearest whole) and receive that number of grenades from pick-up boxes. Grenades cannot be taken from dead bodies.

The grenade is occasionally used for boosting.

M2 Stationary Gun

The Stationary Gun (abb. "stat gun") tends to be disabled in most servers due to its massive power.

  • Advantages
    • No reload; infinite ammo
    • Very powerful and rapid bullets
    • Fast rate of fire
    • Easy to ricochet
  • Disadvantages
    • Overheats after ~15-20 shots
    • Stationary (No! Really?)
    • Projectiles disappear after a few seconds if striking nothing

The most powerful automatic in the game, the stat. gun functions apart from other weaponry; one can man a turret by standing next to it and fire it like any other auto. It has an infinite feed of bullets, but overheats after ~15-20 shots and must cool down for a few seconds. It cannot be fired if its user is crouching or prone, although the turret can still be rotated. It has a few functional bugs.

Punch

Don't forget melee!

  • Advantages
    • Always usable, unarmed or with weapon but close to enemy
    • May knock out opponent's weapon
  • Disadvantages
    • Melee
    • Long wait between hits, for a melee weapon; difficult to get a good strike

When unarmed (or even if you have a weapon and are just close to an enemy), you can still punch close opponents to injure them and possibly disarm them and snatch their own weapon.

Bonuses

Cluster Grenade

The Cluster Grenade is a power-up useful for bombarding multiple enemies.

  • Advantages
    • Kills in one hit if direct
    • Splits into five smaller, explosive fragments
    • Explodes upon contact
  • Disadvantages
    • Very short range
    • Splinters

The Cluster Grenade bonus is about the same as the grenade, except that it explodes into five smaller pieces of shrapnel upon impact. The powerup is great for 'nading clusters of targets with a low health.

Flamer

The Flamer is a flamethrower which replaces your alternate weapon when you pick up the FlameGod powerup (your currently equipped weapon when getting the bonus moves over as your new alternate).

  • Advantages
    • Contagious, lasting flames
    • Flames can burn on corpses
    • Flames shoot up and are thus able to form offensive walls
    • Virtually infinite ammo (200 flames and puny reload time)
  • Disadvantages
    • Short-ranged
    • Can easily ricochet; easy to burn self

A flamethrower received when you get the FlameGod bonus, the Flamer is short-ranged and needs to be very close to opponents to be effective. Try to take advantage of the short invincible time which accompanies the weapon to get near.

The Flamer cannot be handed over to a teammate; if the weapon's discarded or its owner perishes, it disappears instantly.

Rambo Bow

John Rambo's Bow is the objective of the RamboMatch gamemode.

  • Advantages
    • Automatic
    • One-Hit Kill (to UNvested target)
    • Fast rearming
    • Fast arrows
  • Disadvantages
    • Must rearm after each arrow
    • Arrows cannot ricochet (duh :P)

This superweapon is the objective of the RamboMatch gamemode. It is fast and deadly and can kill in one shot. Players tend to hunt Rambo with M79s and Barrett M82A1s since Rambo regenerates health and injurious damage dealt with most other weapons tends to become wasted. Try to stay in open spaces, and don't bother with grenades, as they'll only slow you down. Don't be afraid to fire randomly: the Bow has the fastest reload of any weapon. The regular goes through colliders too, so take out any people hiding while reloading their M79 or Barrett M82A1. However, the Bow wont be able to take down vested targets instantly. You would need three shots to take one up.

Flamed Arrows

Flaming arrows can be used by changing weapons after obtaining the Rambo Bow.

  • Advantages (as opposed to regular arrows)
    • Explosive
    • Can ricochet
    • M79-like boost effect
    • ALWAYS Instant-kill
  • Disadvantages (as opposed to regular arrows)
    • Slower arrows
    • Slower rearming
    • Readied arrow lights up; gives away Rambo's location if attempting to hide
    • Reduced range

Flaming arrows are extremely powerful but yet manage to be balanced when compared to regular arrows. They bear a slower firing rate and reduced range but nothing can withstand its massive power, not even a vest.

"Perished" Weapons

M4-Carbine

The M4-Carbine was an old weapon which existed in v0.94c, before being replaced by the Steyr AUG.

Technical Details

Nearly all are modelled after real-world weapons:

Primary Secondary Tertiary Special "Perished" Weapons
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