Weapon add ons

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Hard Sarge
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Weapon add ons

Post by Hard Sarge »

so far, from what it looks like in game

Laser adds 5 to range and lowers burst fire cost

the fancy sight, adds range, and lowers single shot cost

scope adds range

Imp Slide lowers burst fire by 2
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Joram
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RE: Weapon add ons

Post by Joram »

Silencer of course makes it quiet, but it also reduces range.  Is there an AP hit too?
Edit: Reduces number of rounds in burst by 1. - Thanks Trifler

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Hard Sarge
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RE: Weapon add ons

Post by Hard Sarge »

you know I was thinking about that, what we got is a serpresser, not a Silencer

a Serpresser, lowers mussle blast (which makes it quieter) but it also reduces recoil (so, make it more Acc)

maybe we should ask for two types ?
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Trifler
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RE: Weapon add ons

Post by Trifler »

ORIGINAL: Joram

Silencer of course makes it quiet, but it also reduces range.  Is there an AP hit too?

The Silencer also reduces the number of rounds fired in a burst by 1 round.
Joram
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RE: Weapon add ons

Post by Joram »

ORIGINAL: Hard Sarge

you know I was thinking about that, what we got is a serpresser, not a Silencer

a Serpresser, lowers mussle blast (which makes it quieter) but it also reduces recoil (so, make it more Acc)

maybe we should ask for two types ?

I know what you are talking about. That would make an interesting mod for sure. Wonder how hard it would be to come up with a new graphic and tell weapons to accept it.

PS "Suppressor" btw. :)
Tagwyn
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RE: Weapon add ons

Post by Tagwyn »

HS: I am sorry to "jump" this thread but, I need help. I have killed or chased away all the guards. I have the pass. The maurauders are not identified as an enemy. I want to heal and get on with the game. What do I do next? I have read the manual. Please help me. T [&:]
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Reinforce
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RE: Weapon add ons

Post by Reinforce »

Tagwyn
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RE: Weapon add ons

Post by Tagwyn »

Reinforce:  Much love to you!!  Thanks.  t
arras
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RE: Weapon add ons

Post by arras »

Imp Slide also rise number of bullets in burst. Probably by three.

Scope also rise ap cost to fire by one, makes field of view narrower but longer which means you can spot enemy from farther away. You must have gun with scope equipped.

nior
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RE: Weapon add ons

Post by nior »

ORIGINAL: Hard Sarge
you know I was thinking about that, what we got is a serpresser, not a Silencer

a Serpresser, lowers mussle blast (which makes it quieter) but it also reduces recoil (so, make it more Acc)

maybe we should ask for two types ?

I'm not exactly well verse with guns but if I'm not mistaken, "suppressors" and "silencers" are the same thing. I heard that it's a regional terminology, in America (North, Central & South) and most countries with US influence calls it a "silencer" while in Europe (specially England) it's called a "suppressor". Basically it's like Americans says "elevator" while English men says "lift". But anybody can correct me if I heard wrong.

ORIGINAL: arras

Imp Slide also rise number of bullets in burst. Probably by three.

Scope also rise ap cost to fire by one, makes field of view narrower but longer which means you can spot enemy from farther away. You must have gun with scope equipped.

Depends on which weapon you attach them too. Sometimes 1-3, sometimes none... for example, shotguns don't get extra rounds as it doesn't have burst option.



About the game, I was wondering why these weapon add-on had a rather inaccurate wear factor. For instance, I had a weapon with silencer, laser sight, collimator sights, slides and grenade launcher. The thing is I have not use burst or shoot grenades but both slide and launcher have deteriorated as much as the other 3 add-ons. Not logical wouldn't anybody agree?
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