Weapons:
SR-1 TACTICAL COMBAT BLADE
Standard issue, the Combat Blade is a melee-only weapon, meaning you can only use it against enemies at close-range. Razor sharp and extremely lethal, it can kill an enemy soldier with a single strike.
Using the Combat Blade also adds an extra element of stealth, as using it will not reveal your position on the enemy’s map.
BRADFORD & COOK UCP 10MM SERVICE PISTOL
Standard issue, the Pistol is a semi-automatic hang gun that is capable of firing a barrage of bullets from its clip. Equipped with an unlimited supply of ammo, the Pistol has incredible accuracy at close range, but
is not effective at medium-to-long range distances.
MODEL 18 AUTOMATIC RIFLE
The Automatic Rifle has longer range than the standard ground troop Pistol and its bullets will pierce the armor of some vehicles. Its large magazine and clip capacity, as well as a fast reload rate, make it an all-around solid offensive weapon.
MPSTA/S-19 MAN-PORTABLE RADAR HOMING MISSILE
This is a devastating long-range weapon. Equipped with a lock-on function, it’s possible to target and lock-on to enemies by holding r1 when they are in your Weapon Reticle’s sights. The Rocket Launcher’s main downside is that it only holds six rockets and it takes a few seconds to reload in between shots.
SK-3 SNIPER RIFLE
The Sniper Rifle is an extremely accurate and deadly weapon. Firing a single shot, it’s possible take out an enemy with a well-aimed shot to the head. Offering two levels of magnification through its scope, you can zoom in on enemies by clicking down on r3.
FLAMETHROWER, MAN-PORTABLE, TYPE 2
The Flamethrower is a powerful short-range weapon that can be used against ground troops and vehicles. Great for defensive maneuvers when being attacked at close-range, the Flamethrower has a large-capacity fuel tank that is capable of unleashing a steady-stream of gasignited flame. The Flamethrower is also a great weapon to use for safely clearing enemy proximity mines.
BU/AS LASER TARGET DESIGNATING BINOCULARS
Not only are the Binoculars good for reconnaissance, they can also be used to request Artillery Strikes. With the Binoculars equipped, zoom in to your target by clicking down on f. To request an Artillery Strike, press and hold rwhile you have the target in sight. Keep your aim steady, otherwise the targeting will take more time.
MK37 FRAGMENTATION GRENADE
Frag Grenades are good against both ground troops and vehicles, as they have a fairly large and damaging blast radius. It’s wise to use caution when throwing one, however, as they can be equally deadly against you if you are not clear of the explosion. Aiming upwards will increase the range of a Frag Grenade toss.
AIR WEAPONS:
AA-19 LONG RANGE ACTIVE RADAR HOMING MISSILE
The AA-190‘s guidance system enables for target acquisition at long range and faster navigational
updates once the missile is in-flight. The AA-19 can also be deployed in ‘dumb-fire’ mode—releasing the weapon before a lock is achieved—making it an exceptional air-toground
weapon. Although ground vehicles and troops don’t produce enough radar signatures to enable a target-lock, the AA-19 can still acquire all aircraft and heavy turrets.
AAS-21 FAST-TRACKING ACTIVE RADAR SWARM MISSILE SYSTEM
This multi-target weapon can deploy a maximum salvo of eight warheads, either “stacked” on a single target or distributed among several simultaneously. Despite its multiple warhead yields, each warhead delivers only a fraction of the damage and armor penetration of the more heavy-hitting missiles. Additionally, the in-flight targeting avionics are not as robust as the AA-19, thus making it easier to shake off.
PRCM/D CHAFF DISPENSER
The PRCM/D is deployed to confuse an incoming missile’s avionics. It is guaranteed to
shake off 100% of the incoming missiles at the time the chaff is deployed.
CB-4 COMBINED EFFECT CLUSTER MUNITION
The CB-4 is a devastating, altitude-triggered, anti-ground weapon that delivers a payload of 25 high-explosive bomblets. The explosive charge in each bomblet rivals that found in the warheads of the AAS-21 Swarm Missile System. The CB-4 is equally effective against armored units as it is against ground troops.
S E R I E S - 7 STEALTH AVIONICS PACKAGE
An indispensable piece of electronics, the Series-7 scrambles an aircraft’s RADAR and LIDAR signature. Once activated, enemy missile systems will be unable to acquire target lock and the aircraft will not be visible on other player’s mini-maps. The only downside: it requires a significant amount of power to operate and can only be sustained for short periods of time.
AAM PROXIMITY-FUSED AERIAL MINE
Best deployed as a defensive measure, the AAM is primarily used to dissuade or destroy enemy units when they penetrate critical airspace. The mine utilizes a proximity fuse in conjunction with a FF reader, which results in a detonation when in proximity to enemy units or when there is a direct collision by any type of aircraft. Deployment of weapon found to be too close to ground features or terrain will be preempted by the aircraft’s weapon system and the AAM will not be deployed.
XK-2 DIRECTED ENERGY WEAPON
Still in the experimental stage, the XK-2 has yet to be fully authorized for battlefield deployment.
Drawing power from an ultra-high-charge ceramic capacitor, this energy weapon can be fired in either short-range Arc-Mode or in full-charge Electro-Plasma Blast Mode. Arc-Mode can be extremely useful in tight dogfights when missile systems are not as effective. Once triggered in this mode, the XK-2 lashes out with an electrical arc that is nearly as effective as a single warhead deployed from an AAS-21 Swarm Missile System. The Electro-Plasma Blast Mode is geared for very different uses. Traveling at hypersonic speeds, the blast will continue to cause damage once it has struck a target, arching to any metal targets that come within its area of effect. Only once the Electro- Plasma Blast has expended all of its energy will it stop damaging its surroundings.
AS-3 TOW MISSILE SYSTEM
Easily the most devastating weapon, the AS-3 provides pinpoint, pilot-controlled delivery
of a 2000-lb explosive payload. Due to its unique targeting system, pilots must have their aircraft in hover-mode configuration prior to launch. If a pilot fails to prepare hover mode before deploying the AS-3, the aircraft’s control fail-safe will automatically engage hover mode. Several advance features separate the AS-3 from previous TOW Missile System versions. The AS-3 now enables pilots to pre-detonate the explosive payload in mid-flight. And the AS-3’s engine and fuel system allow direct control over the mixture and burn-rate of its primary thruster, which mean pilots can trigger a fast-burn of fuel that will greatly increase the speed of the missile.
VEHICLES:
THE WARHAWK AND NEMESIS
These agile aerial-combat machines are extremely fast, highly maneuverable, and capable of
taking down the heaviest of armored units. Their advanced controls enable them to evade incoming
missiles by using a combination of airbrakes and throttle to perform smooth powerslide
moves in the air. In addition, close air support is a role they can provide for ground troops. While
in their hover modes, the Warhawk and Nemesis can act as defenders, floating over primary
choke points to support troops and other armored units. They are also very nimble in hover
mode, making them a difficult target as they smoothly strafe back and forth.
4X4
Capable of holding up to three people, the 4x4 is an off-road vehicle that provides very little in
the way of armored protection, but compensates for this with its speed, allowing troops to cover
ground quickly. A rear-mounted automatic machine gun allows a passenger to provide back up
support while traveling in hostile zones.
TANK
The tank is a slow-moving, heavily armored vehicle that can hold up to two people. While its
heavy weight and bulk make it an easy target, its thick armor is capable of withstanding repeated
hits from the strongest of weaponry. The perfect tool for busting through enemy lines,
the tank is equipped with one deadly mortar-firing cannon that can even blast aircraft from the
sky. In addition, a second rider can pop in and out of the tank’s turret hatch to provide support.
TURRETS:
AAA/P 30MM ANTI-AIRCRAFT EMPLACEMENT
This heavy weapon turret is ideally suited for anti-air attacks and is not very functional against
ground units. With a small ammo storage capacity and long reload rates, using the Anti-Aircraft
Emplacement in a hot zone is a risky proposition.
STA/S-19 EMPLACED ACTIVE RADAR HOMING MISSILE SYSTEM
The Missile System is a great long-range weapon that comes with an additional lock-on function.
To lock-on to an enemy, hold rwhen it is inside the Weapon Reticle’s sights. Like the
Anti-Aircraft Emplacement, using the Missile System leaves you vulnerable to enemy attacks
from the rear, and it also has a slow reload rate.
MK29 .50 CAL MOUNTED HEAVY MACHINE GUNS
This weapon is identical to the rear-mounted machine gun on the back of the 4x4. It is a good
all-purpose heavy weapon and can be used against vehicles and troops. Due to its high rate of
fire, this mounted Heavy Machine Gun can overheat, leaving it temporarily inoperable until it
cools down.
GAME MODES:
There are four Game Modes in Warhawkâ¢: Deathmatch, Team Deathmatch, Capture the Flag,
and Zone. Each mode offers a unique and intense multiplayer experience with up to 32 players
online.
DEATHMATCH
Choose to fight as either a Eucadian or Chernovan soldier and take down as many enemies as
possible. Once the match is complete, the team with the most accumulated combat points wins
the match. Players can spawn an unlimited number of times within one play session and can
spawn at any base on the map.
TEAM DEATHMATCH
Players are organized into teams, each with their own kill count. In addition, teams have their
own main bases along with the option to capture neutral bases in the map. Once a neutral base
has been obtained, the capturing team can then use the base as a spawn point. To capture a
base, players must move into its center and stand their ground until the Capture Meter is filled.
The team with the highest number of Combat Points at the end of the match wins.
CAPTURE THE FLAG
Capture the Flag (CTF) is a combination of traditional CTF and Team Deathmatch. Like Team
Deathmatch, capturing bases allows for forward spawning. Players can use captured bases to
spawn near their enemies’ flag in an attempt to capture it quickly. Once captured, they must return
the flag to their base and touch the enemy flag with their own flag while it’s at their base
in order to receive points and win the match.
ZONE MODE
Like Team Deathmatch, Zone Mode is all about capturing bases. However, once a base has been
captured, players can “grow” the boundaries of the base by continuing to stay within its zone
radius. Once two zones are large enough, the bases will merge and provide more spawn points,
more vehicles, and faster points accrued. In addition, large zones take longer to neutralize by
the opposing team. To win, your team must earn more points in either the allotted time, or earn
enough points to achieve the score limit.
2007-12-10 17:36:51
·
answer #3
·
answered by Agent 47 7
·
2⤊
0⤋