09-12-2008, 4:35 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
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4. Weapons/Enemies(quick tip) You
are allowed to carry only 3 weapons at a time. Once you have 3
different weapons, you'll need to drop one of them before you can pick
up a new type of weapon.
Throughout the game's levels you'll
also find ammo crates. You can refill the ammo for your weapons at
these crates, allowing you to fill up to the maximum amount of ammo you
can carry for your weapons.
the only weapon you cannot refill ammo for at an ammo crate is the Surge Gun, which uses its own unique energy as ammo. KM-33: [Pistol]
•Damage: 35 •Rate of Fire: 200 rpm •Clip Size: 16 •Max Ammo: 112 + 16
•Primary Fire: Single shot Secondary Fire: 4-shot burst
First Acquired: Level 1: ArrivalDescription: The
KM-33 is the game's standard sidearm, a select-fire pistol with a large
magazine that can be fired in either single shots, or 4-shot bursts.
It's one of the first weapons you acquire in the game. Enemy Usage:Very few enemies carry KM-33 pistols. A few Engineers carry KM-33s, and one or two Krone Police fight with them also. The pistol does slightly more damage to you than the KM 2103 Karbine, but overall the relatively low damage and rate of fire make this weapon not much of a threat to you.
Enemies with pistols use the single-shot primary fire at long range for accuracy, and the 4-shot burst secondary fire at close-to-medium range.
KM 2103 Karbine: [Assault Rifle]
•Damage: Primary Fire: 15 Secondary Fire: ~ 200
•Rate of Fire: 600 rpm •Clip Size: Primary Fire: 30 Secondary Fire: 2
•Max Ammo: Primary Fire: 210 + 30 Secondary Fire: 2 + 2
•Primary Fire: Automatic rifle Secondary Fire: Grenade launcher
First Acquired: Level 1: ArrivalDescription: The KM 2103 Karbine is the standard weapon used by the majority of the enemy soldiers you fight in Timeshift. It's a basic FPS "assault rifle" type weapon, with an undermounted grenade launcher attached. You'll probably be using it as your main weapon for the game's first several levels, until you can get your hands on better weaponry.Enemy Usage: The KM 2103 Karbine is the standard weapon of Krone's military, and the majority of enemies in the game carry one. Enemies with Karbines have a high rate of fire and pretty good accuracy, even at long range. The individual bullets are relatively weak, and you can survive a moderate amount of Karbine fire (you die after about 23 to 25 hits). Still, with their high rate of fire and good accuracy, enemies can drain your shields very quickly. It's best to use cover extensively to avoid damage and allow your energy shields to recharge.
Krone Police and Krone Guard soldiers can use the Karbine's secondary fire to launch impact grenades at you. These do good damage, and can knock off more than 1/2th of your health with a direct hit. The earlier Krone Police enemies rarely use the grenade launcher, but the later Krone Guards will frequently use it against you. ShatterGun: [Shotgun]
•Damage: 35 x 6 •Rate of Fire: 160 rpm •Clip Size: 8 •Max Ammo: 112 + 8
•Primary Fire: Single shot Secondary Fire: Double shot
First Acquired: Level 1: Arrival
Description: The ShatterGun is essentially a combat shotgun that fires a tight spread of 6 pellets with each shot. It has a good rate of fire and packs a powerful punch, and can kill most enemies with a single blast at close range, or 2 or 3 well-aimed shots at medium range. It's a fairly common firearm, and you acquire one very early in the game. Enemy Usage: Many enemy soldiers are equipped with Shatterguns, especially in the earlier stages of the game, as well as in indoor levels. Enemies with shatterguns are murderous, and can kill you in just 4 shots on Skilled (Normal) difficulty. You really must kill them as quickly as possible, preferably using Time Slow to increase your reflexes and kill them before they can shoot you.
Surge Gun: [Energy Cannon]
•Damage: Primary Fire: ~ 750 Secondary Fire: ~ 160
•Rate of Fire: Primary Fire: 60 rpm Secondary Fire: 600 rpm
•Battery Charge: 150
•Primary Fire: Energy ball Secondary Fire: Energy beam
First Acquired: Level 17: SabotageDescription: This
huge energy cannon is by far the most powerful weapon in Timeshift's
arsenal. It's the weapon used by the Warp Guards, the game's toughest
enemies, and won't be available to you until the last 1/4th of the
game. An incredibly powerful beam weapon that can also shoot exploding
energy balls.
Enemy Usage: Surge Guns are used exclusively by the powerful Warp Guards. They attack you with the powerful secondary fire lightning beam, and will make you explode into little pieces with less than a second of constant fire. The Surge Gun beam is also undodgeable; Warp Guards won't miss as long as you're in their line of sight. The only way to survive their assault is to either take cover behind a solid object, or kill them before they can open fire. Clutch Grenades:
•Damage: 1000+ •Max Ammo: 3 (quick tip)
If you get stuck by a clutch grenade, you can use Time Reverse to "rewind" the grenade off you and send it back to the soldier who threw it. Description: Clutch grenades are the only grenade type available in the game's single-player campaign.
they work similar to frag grenades, in that they explode about a second or two after landing. The damage radius is reasonably large, and can kill multiple enemies. Enemy Usage: Enemy soldiers will often toss clutch grenades at you; they're actually very accurate throwers, and will usually tag you with the grenade unless you dodge quickly. Clutch grenades are dangerous, but not instantly lethal; as long as you have full shields, a direct clutch grenade hit should take away about 75% of your shields, but leave you still alive.
If you are tagged with a grenade, you can use Time Reverse to unstick the grenade from you and send it back to the guy who threw it. Note that the grenade will return to your position once you turn off Time Reverse, so you'll want to move to another position before that happens.
Echo Rifle: [Sniper Rifle]
•Damage: 125 •Rate of Fire: 120 rpm •Clip Size: 4 •Max Ammo: 20 + 4
•Primary Fire: Single shot Secondary Fire: Variable scope
First Acquired: Level 7: GetawayDescription: The Echo Rifle is a very accurate sniper rifle with both a laser-sight and a variable scope for sniping distant enemies. The bullets are hitscan, and will strike your target the instant you pull the trigger. The Echo Rifle has an extremely long range (with a maximum zoom of 9x, according to the game's manual), and allows you to pick off enemies from a safe distance. However, it has a very low clip size, and needs to be reloaded after every 4 shots. It's also poor for close-range combat, since it has no crosshair when unzoomed and thus is difficult to aim when firing from the hip. Enemy Usage: You'll occasionally see enemy snipers armed with Echo Rifles, typically positioned high up in guard towers or catwalks where they can snipe at you from long range. Fortunately, echo rifles emit a red laser targeting beam that gives away the position of the sniper.
Enemy snipers are very dangerous. They can bring you down to 1% health on Skilled (Normal) difficulty, and kill you in 2 shots on Elite (Hard) difficulty. Also, thanks to their laser targeting system, snipers are very accurate and have nearly perfect aim. Fortunately, there's a second or two delay between their shots, allowing you to dodge behind cover.
Enemy snipers are best counter-sniped with your own Echo Rifle or ThunderBolt crossbow. As always, using Time Slow to increase your speed makes killing them much, much easier.
ThunderBolt: [Crossbow]
•Damage: ~ 500 •Rate of Fire: 60 rpm •Clip Size: 10 •Max Ammo: 30 + 10
•Primary Fire: Single shot Secondary Fire: Variable scope
First Acquired: Level 9: Better Late...
Description: My favorite weapon in the entire game, the ThunderBolt crossbow fires rocket-propelled crossbow bolts with small explosive charges attached to them. After the bolt sticks into an enemy, the charge will detonate, blowing the enemy into small red body parts. The ThunderBolt is equipped with a variable scope, allowing you to snipe enemies at long range with it. It has a good clip size and a decent rate of fire, allowing you to tag several enemies with explosive bolts before needing to reload. Enemy Usage:In the second half of the game, ThunderBolt crossbows are frequently carried by the Krone Guard soldiers you'll be fighting. Practically every squad of soldiers has one guy armed with a ThunderBolt. The ThunderBolt bolts are much like mini-rockets; they travel quickly (but slower than bullets), explode on contact, and do decent damage. On Skilled (Normal) difficulty, 6 crossbow hits will reduce you to 1% health.
the plus side, Krone Guards with ThunderBolts only have average accuracy, and will often miss you at long range. Their rate of fire is also pretty average. Bloodhound: [Rocket Launcher]
•Damage: ~ 550 •Rate of Fire: 60 rpm •Clip Size: 4 •Max Ammo: 12 + 4
•Primary Fire: Single shot Secondary Fire: Variable scope + laser-guided rocket
First Acquired: Level 10: Point of ImpactDescription: The Bloodhound is a powerful shoulder-fire rocket launcher. The rockets do lots of damage, with a decent splash damage radius, and can kill any enemy (with the exception of Warp Guards) with a single shot. The rocket launcher is also the only weapon you have that is effective against enemy vehicles, such as Sentry mech robots or Helo attack helicopters. Enemy Usage: Only a handful of enemy soldiers carry rocket launchers. However, the ones that do are EXTREMELY dangerous; a direct rocket hit will drop your health down to 1% on Skilled (Normal) difficulty, and kill you outright on Elite (Hard) difficulty. The rockets also have a fairly large damage radius. Enemy rocket launcher soldiers typically snipe at you from long range, from guard towers or catwalks.
Fortunately, your suit's S.S.A.M.A.I. will usually warn you when a soldier with a rocket launcher is about to appear. Take cover and counter-snipe them with an echo Echo Rifle or ThunderBolt crossbow.
E.M.F. Cannon: [Energy Rifle]
•Damage: Primary Fire: 75 Secondary Fire: ~ 120 to 1000+
•Rate of Fire: 300 rpm •Clip Size: 20 •Max Ammo: 100 + 20
•Primary Fire: Single shot Secondary Fire: Charged shot
First Acquired: Level 11: Liberation
Description:
The E.M.F. Cannon is essentially an electromagnetic rifle that fires white-hot magnesium projectiles. The weapon has a good clip size and a reasonably high rate of fire, and works great for close-to-medium range combat. The E.M.F. Cannon can also be charged to fire a much more powerful energy blast.
About halfway through the game, Krone Guards begin carrying E.M.F. Cannons quite frequently, and use it as a standard weapon alongside the KM 2103 Karbine. Enemy Usage: The E.M.F. Cannon is frequently carried by Krone Guard soldiers in the later half of the game (they use it almost as much as they use the KM 2103 Karbine), which they use to rapid-fire arcing energy projectiles at you. The energy projectiles are slower than bullets, but still travel at decent speed and have slight splash damage when they land. Enemy E.M.F. Cannons are about twice as powerful as their KM 2103 Karbines, and can reduce you to 1% health in just 12 shots. Kill these guys as quickly as possible with your own heavy weapons, such as the E.M.F. Cannon or ***-Fire submachine gun. ***-Fire: [Submachine Gun]
•Damage: Primary Fire: Varies Secondary Fire: ~ 160
•Rate of Fire: Primary Fire: 600 rpm Secondary Fire: 600 rpm
•Clip Size: Primary Fire: 45 Secondary Fire: 20
•Max Ammo: Primary Fire: 315 + 45 Secondary Fire: 220 + 20
•Primary Fire: Incendiary rounds Secondary Fire: Flamethrower
First Acquired: Level 13: Forced Entry Description: The ***-Fire submachine gun is the signature weapon of Krone's Storm Guards. This small, pistol-sized automatic weapon might not look particularly fearsome, but it rapid-fires powerful incendiary thermite bullets that can kill enemy infantry with only a few hits. The ***-Fire is also equipped with a white phosphorus/carbon disulfide flamethrower for barbequing enemies at short range. The ***-Fire has a large clip size, and is also quite accurate, allowing you to shoot enemies at medium-long range using zoom mode. Enemy Usage: The ***-Fire is the signature weapon of the Storm Guards, who are always armed with one. They can use the primary fire to mow you down in a couple seconds, or the flamethrower secondary fire to bbq you faster at close range. Their ***-Fires make Storm Guards extremely dangerous at close-to-medium range, so you'll want to keep as far away as possible.
Generally, normal human soldiers aren't equipped with ***-Fires. However, on the last level of the game (Level 24: COnsequences), you'll find two Krone Police Sergeants armed with ***-Fires. These guys will ambush you at close range, so watch out or they'll kill you in a second or two. A Krone Guard can also be seen wielding a ***-Fire towards the end of Level 23: En Route. Surge Gun: [Energy Cannon]
•Damage: Primary Fire: ~ 750 Secondary Fire: ~ 160
•Rate of Fire: Primary Fire: 60 rpm Secondary Fire: 600 rpm
Battery Charge: 150
•Primary Fire: Energy ball Secondary Fire: Energy beam
First Acquired: Level 17: Sabotage
Description: This massive energy cannon is by far the most powerful weapon in Timeshift's arsenal. It's the weapon used by the Warp Guards, the game's toughest enemies, and won't be available to you until the last 1/4th of the game. An incredibly powerful beam weapon that can also shoot exploding energy balls, it's a LOT of fun to use. Enemy Usage:Surge Guns are used exclusively by the powerful Warp Guards. They attack you with the powerful secondary fire lightning beam, and will make you explode into little pieces with less than a second of constant fire. The Surge Gun beam is also undodgeable; Warp Guards won't miss as long as you're in their line of sight. The only way to survive their assault is to either take cover behind a solid object, or kill them before they can open fire.
Debate Enthusiast. desynch's Minion #000001
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