Games PC FEAR COMBAT-MULTIPLAYER User Manual

Game Experience May Change
During Online Play.
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F.E.A.R. COMBAT
BRIEF DESCRIPTION:
is the complete multiplayer component of
F.E.A.R. (First Encounter Assault Recon)
.
includes all the updates, all the new official maps and new official modes released for F.E.A.R. multiplayer in one free downloadable file.
users will be able
to play against the owners of the retail version of
F.E.A.R.
as well as other
users. To play, simply visit www.joinfear.com to download the file and register for a free Combat keycode.
Features include:
• 10 Multiplayer Game Modes
• 19 Multiplayer Maps
• 12 different weapons
• Punkbuster™ anti-cheat support
• The capability to download user generated content
MULTIPLAYER MODES:
Deathmatch (DM): Deathmatch is a free for all, where it’s every man for himself. Slowmo Deathmatch (SDM): Slowmo Deathmatch is a version of Deathmatch with the exception that there is a slowmo hypo that any player can obtain. Once the power up is fully charged, that player can slow the whole game down and utilize the speed advantage given by the power up. Team Deathmatch (TDM): Team Deathmatch is a team based free for all, where the only goal is to kill as many of the other team as possible. Slowmo Team Deathmatch (STDM): Slowmo Team Deathmatch is the slowmo version of Team Deathmatch, with the exception that there is a slowmo hypo that any player can obtain for their team. Once the power up is fully charged, that player can slow the whole game down and utilize the speed advantage for their whole team. Elimination (ELM): Elimination is game of last man standing. Every player starts with one life and must fight to be the last man standing in order to win. Team Elimination (TELM): Team Elimination is the team based version of Elimination, where one team must eliminate the other in order to win. Capture the Flag (CTF): Capture the Flag is a team based
mode, where each team’s objective is to capture the other team’s flags. The team with the most flag caps at the end of the round will win. Slowmo Capture the Flag (SCTF): Slowmo Capture the Flag is a version of CTF with the exception that there is a slowmo hypo that any player can obtain for their team. Once charged and activated one team will be able to utilize the speed advantage given when the whole game is running in slowmo, giving many strategic advantages for that team. Conquer All (CA): Is a form of Capture and Hold, where Two teams compete for three Control Points. Teams earn points for each Control Point they hold. To win, your team must reach the score limit before enemy team or have the highest score when the time limit expires. Control (CON): Control is also a form of Capture and Hold, but with a slightly different scoring system. Two teams compete for five Control Points. Team points are earned for neutralizing or capturing a Control Point as well as killing enemy players. To win, your team must capture all five Control Points, reach the score limit before enemy team does, or have the highest score when the time limit expires.
Multiplayer Maps
(Map-Available Modes);
Asylum - DM, SDM, TDM, STDM, ELM, TELM, CON Cafeteria - DM, SDM, TDM, STDM, ELM, TELM, CON Campus - DM, SDM, TDM, STDM, ELM, TELM, CON Construction - DM, SDM, TDM, STDM, ELM, TELM, CON Dead Wood - CTF, SCTF, CA Depot - CTF, SCTF, CA Docks - DM, SDM, TDM, STDM, ELM, TELM, CON Evacuation - DM, SDM, TDM, STDM, ELM, TELM, CON Facility - CTF, SCTF, CA Factory - DM, SDM, TDM, STDM, ELM, TELM, CON Heliport - CTF, SCTF, CA High Tech - DM, SDM, TDM, STDM, ELM, TELM, CON Labs - CTF, SCTF, CA Office - DM, SDM, TDM, STDM, ELM, TELM, CON Refinery - DM, SDM, TDM, STDM, ELM, TELM, CON SpillKill - CTF, SCTF, CA Stockpile - DM, SDM, TDM, STDM, ELM, TELM, CON Streets - CTF, SCTF, CA Waterworks - DM, SDM, TDM, STDM, ELM, TELM, CON
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MULTIPLAYER MAYHEM
UN-SAFETY IN NUMBERS
In addition to its chilling single-player game, F.E.A.R. features a full online multiplayer mode with a variety of game types that will test seasoned first-person shooter fans, as well as welcome newcomers into the fold. The online game is composed of 10 different maps, several of which can be used in the different game types, with all maps based on locations from the single-player game.
GAME TYPES
When you host a game, you can select the type of game you wish to play, such as Capture the Flag or Deathmatch. When other players log on to the servers, they see the types of games in the on-screen list and can decide which match to participate in. There are eight online game types:
• Deathmatch
• Slo-Mo Deathmatch
• Team Deathmatch
• Slo-Mo Team Deathmatch
• Capture the Flag (CTF)
• Slo-Mo Capture the Flag (SMCTF)
• Elimination
• Team Elimination
Deathmatch/Slo-Mo Deathmatch
Deathmatch rounds are free-for-all carnage calls where players rush for the best weapons, seek out the best vantage points, and try to rack up the most kills before the timer runs out. Slo-Mo Deathmatch rounds add a Slo-mo Recharge to the map, which can be held by only a single player at a time. When the player holding the Slo-mo Recharge is neutralized, the Slo-mo Recharge falls to the ground and can be picked up by another player. While having access to slo-mo puts you at an advantage over other players, with only one Slo-mo Recharge in play, there is no better way to paint a target on your back.
Available Maps
• Campus
• Construction
• Docks
• Evacuation
• Factory
• High Tech
• Office
• Refinery
Hosting a Deathmatch game? Consider making it a melee-only match, where players put down their guns and settle things like the gentlemen of yesteryear.
Team Deathmatch/ Slo-Mo Team Deathmatch
Team Deathmatch divides the players into two factions, so instead of engaging in every-man-for-himself combat, you kill for the greater good of your team. When the time limit expires, the team with the most kills wins. Turning on friendly fire is an option in Team Deathmatch; every time you pop a teammate, your team loses points. In the slo-mo variation of this game type, a Slo-mo Recharge enables participants to use slo-mo to pull off some pretty amazing moves.
Available Maps
• Campus
• Construction
• Docks
• Evacuation
• Factory
• High Tech
• Office
• Refinery
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Capture the Flag/ Slo-Mo Capture the Flag
Capture the Flag (CTF) games again divide all players into two camps. Each team has a flag, which must be protected at all costs. The goal is to cross the map and take possession of your opponents’ flag (simply touch the flag to acquire it) and then return it to your flag to score a point. There are options for limiting the number of captured flags required for a victory, as well as a sudden death mode, should the time limit expire when the score is tied. The slo-mo version of this game introduces a Slo-mo Recharge to the mix.
Available Maps
• Facility
• Streets
Elimination/Team Elimination
Elimination rounds are last-man-standing affairs, where players must focus on survival, because getting shot takes you out of the game. Daredevil tactics can be employed to great fanfare in this game type, but heroics that get you killed result only in a personal loss. The team variation of this game splits the players into two factions.
Available Maps
• Campus
• Construction
• Docks
• Evacuation
• Factory
• High Tech
• Office
• Refinery
Weapon Select
When you host an online match, you can decide which types of weapons players can use. When players join the game, they choose their base weapon, which they always carry after they spawn. These are the default available weapons—notice the lack of hardware such as the Type-7 Particle Weapon. Put something like that in regular rotation and nobody will even bother with weapons such as pistols.
• AT-14 Pistols
• RPL Sub-Machinegun
• VK-12 Combat Shotgun
• G2A2 Assault Rifle
• 10mm HV Penetrator
• ASP Rifle
Chat
Players have the option of chatting while playing an online game. To open a dialogue and speak to all game partici­pants, press t. You can then type out a quick message on the keyboard and send it by pressing the return key . While this is a good way to identify friends and have fun with a little trash-talk, remember that while typing your message, you’re a sitting duck. Every single player can see you standing there, so don’t write a novella. And because you never know who you are playing with, try to keep it clean—nobody likes playing with somebody who acts like he just learned how to curse.
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CAMPUS
Talented snipers are definitely considered the big men on Campus. The central courtyard is a danger zone for casual players if a sniper armed with a Type-7 Particle Weapon is perched in a window bay looking down on them. There are several interior corridors where gunners and melee fanatics can try to circumvent snipers, but a good sniper will know to expect this and be ready for anything.
MULTIPLAYER MAYHEM
LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
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In the following maps, some letter icons appear. These indicate connection points between the layers of a level. So, A on the upper floor leads to the A on the lower floor.
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GOTTA-HAVES
Every map has a choice selection of weapons and gear that you must be aware of to survive and thrive. Hunt down the best weapons as soon as possible. Don’t let your opponents grab them first and find a nice camping spot to frag you when you come looking for the hardware.
The MOD-3 Multi-Rocket Launcher isn’t a precision weapon by any means, but if you can stand out of view of a sniper and fire in his general direction, you can splash him with damage.
The MP-50 Repeating Cannon is tucked inside the unfin­ished area of the campus. Swipe it off the counter, and if you are feeling especially punishing, crouch
behind the counter and wait for the next person to arrive.
Snipers can start the match with the ASP Rifle, but they should upgrade to the Type-7 Particle Weapon as soon as possible.
STRATEGIES
Courtyard Combat
The central courtyard in the middle of the map is where snipers will earn most of their points. Thankfully, there are only a few sniping positions, so not everybody will attempt to settle in, leaving the courtyard a ghost town.
Break windows and stand back from them to decrease your visibility to the other players. Everybody will scan the upper perches and ledges for any
sign of a sniper, so if you stand back, you decrease your chances of being spotted. Even this far back from the window, you can still see fairly deep into the courtyard.
Shattering glass is always a good heads-up that other players are nearby. Noise carries, so if you hear the crinkling of broken glass or can see a few fragments cascading through the air, make sure your weapon is at chest level, because somebody is stirring it up nearby.
Players have to enter the courtyard somehow, sometime. Take up position opposite the doors that lead outside, and snipe soldiers as they step through them.
So, don’t just brazenly walk through any door leading outside. Jump through doors or slide through them by performing a slide kick—just do anything to keep yourself from being an easy kill.
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Tired of getting sniped? Try sniping them right back. Locate and pick up the Type-7 Particle Weapon and take refuge in another sniping position, somewhere near the last place you got plastered all over the wall. Lean out and return fire. By the time the sniper can zero in on you, the last thing he’ll see through the scope will be your incoming round.
Missile Madness
Sniping is a finesse art, but it’s not for everybody. Sometimes sheer firepower and brutality are just as lethal as a fine sniping shot, and if you can score the MOD-3 Multi­Rocket Launcher, you can dish out incredible damage.
The MOD-3 Multi-Rocket Launcher has very limited ammunition; you cannot just pepper everything you see with rockets and hope for the best. Choose your shots wisely, but take comfort in knowing that the rockets’ blast radius will make up for any lack of accuracy.
Just because you don’t have a sniper rifle doesn’t mean you cannot take up position in the windows. Haul your rockets up to a perch and look down on the
courtyard. Because your rockets travel much slower than a sniper’s bullet, though, you must plan in advance.
You can hide from snipers in an overhead cover in the courtyard’s center. Crouch down near the central planters and target players as they seek cover in the map’s center.
If you take up a position in the middle of the map like this during team play, make sure you have somebody watching your back.
If you have friendly fire turned on, watch out for firing rockets near your teammates. The splash from the rocket attack can injure them—and possibly even kill them.
Key Features
Keep these map features in mind while you are hunting your online opponents.
If you start running low on ammunition, seek out the Ammo Boxes and restock your rounds.
Fire extinguishers are highly volatile. If you shoot one, it explodes, sending out shrapnel and a cloud of flame-retardant powder. An enemy standing near it will be killed by the blast.
MULTIPLAYER MAYHEM
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CONSTRUCTION
Construction is an excellent map for players to hide and wait for just the right opportunity to surprise opponents. Building debris, stacks of drywall sheets, and tables provide excellent cover for leaners, making this site well-known for protracted showdowns between experienced shooters.
LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
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4 9 4
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A
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C
Lower
Upper
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GOTTA-HAVES
An AT-S Proximity Grenade is tucked in the finished hallway, directly across from the bay of computer screens. Grenades make for excellent traps, if you know exactly where to hide them.
Look for the MOD-3 Multi­Rocket Launcher on top of this yellow box.
The Medical Station heals your injuries as long you stand next to it, but notice the complete lack of cover. While you are trying to heal yourself, another player has ample openings to shoot you.
STRATEGIES
Remote Control
The M77 Remote Bombs are devilishly clever weapons in the hands of a smart player. Once you pick them up, there are a handful of excellent places you can hide them to do the maximum amount of damage.
M77 Remote Bombs adhere to whatever surface you throw them on, even people. Because they are black and have a discreetly flashing light once set, you can
easily hide them against busy surfaces such as this stack of drywall. Most players won’t even notice the Remote Bomb as they run by. Even better, if you stick the bomb on an object that many players use for cover, you can set it off once you notice a camper settling into his favorite location.
Consider attaching a M77 Remote Bomb to the back of the Medical Station in the hallway with the screens. Because you can see only the front of the station
from the hallway entries, chances are most players will not suspect such a trap. Hide behind a chair or a pillar and wait until a wounded (and unlucky) player attempts to heal, then blow him sky high.
Proximity Grenade Protocol
M77 Remote Bombs require you to actually set them off, while AT-S Proximity Grenades detonate on their own as soon as the presence of somebody other than the player
MULTIPLAYER MAYHEM
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who set it is detected. However, in exchange for this convenience, AT-S Proximity Grenades have a blinking light that starts the moment the grenade is set.
Do not set an AT-S in a dark area, as players can easily spot the telltale flashing light and avoid the trap. Instead, place the grenade in a well­lit hallway, or at
least behind an object so big that players won’t see the flashing light until it is too late.
If you set a chain of AT-S Proximity Grenades close enough to each other, you can set off a chain reaction injuring more than one player.
If you have a sniping weapon, you can give somebody setting an AT-S a deadly surprise. As soon as he sets the grenade on the ground, snipe it and it will blow up in his face.
Voyeurism
Use this control panel to access all of the security cameras in the map. Pressing f while standing in front of the screen switches between cameras, revealing what kind of action
is happening elsewhere on the map. The security cameras are hidden behind black shells that cannot be destroyed, so you never have to worry about somebody obstructing your view by conventional means.
You can shoot the walls to kick up enough dust to block security cameras, which might be a good idea for players trying to hide M77 Remote Bombs in rooms with security cameras.
The Roof
You have access to the roof, giving players a more open­air environment to use for heated gunplay.
Use this stack of crates to scale to the interior’s upper level. Remember, though, while jumping up the crates, you have absolutely no cover and are a very easy target for enter­prising sharpshooters.
Once on the roof, collect this Body Armor as soon as possible. Up here you can engage in some furious firefights and you’ll need all of the protection you can get.
Look for the skylight that opens into the building below. After breaking the window, snipers can make some deliriously accurate head shots while players run by in search of gear and
other soldiers. If you are discovered, simply step away from the skylight—but beware of possible grenades being thrown up to the roof in retaliation.
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DOCKS
The docks on the waterfront offer both interior and exterior shooting galleries. The large outdoor shipping yards host great firefights with players using shipping containers for cover while exchanging volleys of bullets. The inside locations, such as a packing room and some small side offices, are better for one-on-one shootouts between friends. And snipers have no shortage of perches and posts for practicing their deadly art.
MULTIPLAYER MAYHEM
LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
1
8
8
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4 4
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4 4
3
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GOTTA-HAVES
The MP-50 Repeating Cannon is just the kind of bruiser you need to perform quick kills without limiting yourself to a sniper-style weapon.
If you are playing a Slo-Mo match, you find the Slo-mo Recharge in this small office. Remember, everybody wants this item, and if players realize
they are too far away from it, they may opt to just target the office and shoot you through the windows.
Find an AT-S Proximity Grenade in the office next to the vending machines. Throw it behind some crates or a stack of barrels, or in a particularly popular sniping spot, to achieve the maximum effect.
STRATEGIES
Shipping Yard
The middle of the shipping yard sees a lot of action, but you can hang back on the periphery and dish out major damage without exposing yourself. However, as soon as players discern your location, you may see a team effort to take you out.
Use the stacks of crates around the edges of the shipping yard as cover. If you arm yourself with a sniper rifle, you can take the time to aim some proper head
shots without too much concern for discovery.
Use the pallets of shrink­wrapped boxes at the end of the long alley to pop players as they walk past the armored truck in the yard. The two doorways just on
the other side of these stacks also are likely to see high traffic, so use this location to drop players, too.
This office offers more than Body Armor and grenades. From the windows, you can look out over the shipping yard and snipe a few players before discovery.
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While it is hard for another player to charge your sniping position and gun you down, beware of grenades. While you’re staring through the scope at a player, you may not notice the N6A3 Fragmentation Grenade that just sailed over your head and dropped behind you.
Interior Motives
Use cover whenever possible inside the buildings surrounding the shipping yard. Take cover behind a stack of barrels near the top of the main stairwell, and blast anybody who tries to come upstairs. Use the MP-50 Repeating Cannon for a guaranteed kill.
Inside the main shipping room, use crates and the wide metal support poles as cover. Lean out and train your weapon on anybody you see coming.
Hide in the shadows beneath the shipping platform, and players in a hurry might not spot you. Somebody coming down these steps is unlikely to see
you until your muzzle flash illuminates the corner, but by then, you’ve gotten off a couple of good shots.
In this hallway in the main shipping room, you can see three entrances to the room, as well as the entire central area. Watch your back while sniping from here, however, since anyone can surprise you from behind in this hallway.
Since this hallway is near the MP-50 Repeating Cannon spawn point, this is a useful place to camp and refill your ammo whenever you run out.
Use the security cameras to keep tabs on the other players in this match. Access this control panel to switch between the different cameras and
track where the action is. If you are severely wounded, this is a good way to plan a safe route through the map.
MULTIPLAYER MAYHEM
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EVACUATION
Good snipers can evacuate their opponents to the great beyond on this map, which offers a rooftop arena full of venti­lation shafts and air-conditioning units. While the roof will certainly be a central area for combat-hungry players, plenty of gunfire can be exchanged in interior locations too. Slo-Mo matches on this map can even the odds against favored snipers by giving the carrier a chance to avoid the lightning-fast rounds from the Type-7 Particle Weapon.
LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
Lower
B
7
8
9
2
10
8
7
1
A
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GOTTA-HAVES
The Type-7 Par ticle Weapon is on the roof, perched on top of an air-condi­tioning unit. The only problem is that if another player has
already grabbed it, he has a great vantage point above here to snipe players searching for their own Type-7.
Look for this shelf holding three M77 Remote Bombs— more than enough to cause some real trouble with.
The MP-50 Repeating Cannon is on top of some crates near the stairwell, just a stone’s throw from the shelf with the M77 Remote Bombs. Use this techno­logical terror to eliminate
runners with a shot to the back.
MULTIPLAYER MAYHEM
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STRATEGIES
Environmental Hazards
This map is replete with fire extinguishers and electrical boxes that can be used offensively by players with sharp eyes and a little patience.
Fire extin­guishers are not entirely unlike M77 Remote Bombs. One is located right next to the Medical Station, so if you can hide in a corner with a
sniping weapon, you can detonate the fire extinguisher right next to a wounded player’s head—effectively finishing him off.
It’s also dangerous to stand next to electrical boxes. If you shoot one, it explodes, sending shrapnel everywhere as well as a short flash of electrical arcs. So, look for the small yellow triangles, and keep away from them.
Smart Sniping
This map has no shortage of sniping positions. As soon as you get the Type-7 Particle Weapon, a whole new set of options opens to you for dealing out a little death and destruction.
Try hiding beneath the stairs on the far side of the roof from where you snagged the Type-7 Particle Weapon. The Type-7 rounds are narrow
enough to easily slip between the steps and snipe people all the way on the other side of the roof.
Jump up and tuck yourself behind this venti­lation shaft on the roof. The position is bathed in shadow, so it’s difficult for other players to spot you as you rain down bullets from above.
If you currently carry the Slo-mo Recharge, you have a small triangle above your head indicating your bounty to the other players. This makes it a little harder to effectively hide.
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Use the window bay overlooking the roof to pepper the other players with bullets. If you already have the Type-7, this is a great position for punishing other players trying to get it.
Getting the Drop
Use the catwalk overlooking the steps down here to drop any players on their way to the roof outside. You cannot camp up here because
there are too many access points, but if you are running across the catwalk, make sure to look down for easy prey.
The interior areas are dark, so sandwich yourself between machines and wait for other players to run by or use nearby doors.
Because M77 Remote Bombs are also available on this map, you can rely on this great trick for finishing off players who think they will find their salvation at
this Medical Station. Plant the M77 behind the station box and then melt into the corner of the room and wait with detonator in hand. The only drawback is if players are on to you, they may peek around the corner and snipe you. Because you have the detonator in hand, it’s impossible to defend yourself right away.
MULTIPLAYER MAYHEM
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LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge 12 . F l a g
FACILITY
The Facility map is based on the Vault environment from the single-player game. It’s filled with small labs, science equipment, and no shortage of crates and boxes that can be used for hiding spots during high-frag Capture the Flag matches. The map is small compared to the other CTF map, Streets, which definitely keeps the action frantic. The best feature of this map is the plethora of yellow barrels, which can be popped like party favors when a player is spied standing dangerously close.
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D
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Lower
Upper
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GOTTA-HAVES
Heavy-duty weapons are few and far between on this map. The basement holds an MOD-3 Multi-Rocket Launcher, but as there’s an easy view down into the treasure room, you can
expect gunfire and grenades from above.
In such cramped quarters, where firefights will be frequent, seek out Body Armor such as this (located upstairs) to provide some semblance of protection against the torrent of bullets.
Tiny corners reveal great surprises, such as M77 Remote Bombs. Use them to mine the hallways leading between the flag bays. Cut off all routes, and the opposing team will have no
option besides sacrificing players to detonate the bombs before they can kill the flag-bearer.
STRATEGIES
Flag Bays
The goal of Capture the Flag matches is to snake the other team’s flag from their presumably fortified flag bay and return it to your own.
Even though the Facility map is small, your view still includes a triangle icon that displays the general direction of the opposing team’s flag bay.
Not every player in a CTF match should make a break for the opposing team’s flag. At least one player should hang back and protect your flag bay. Boxes
and shelves surrounding the flag bays can serve as sniping positions. From vantage points such as this, you can monitor the doors. You also enjoy a clear shot at your own flag bay, so should the opposing team mount a hydra-headed assault, you can at least direct your attention on the prize.
The flag bays are surrounded by explosive yellow barrels that the opposing team will use to incinerate a flag defender. Before the other team can use them to their advantage, back away from your flag bay and shoot the barrels. Just make sure you coordinate with team members about keeping distance from the barrels. Hard feelings are sure to erupt if friendly fire results in a team death.
Red or green wall signs announce which flag bay you are close to. Teams have “territories” in CTF maps, and because these hallways start looking similar during a flag run, the signs are useful tools.
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Hazardous Materials
The entire map is loaded with yellow barrels, many of which are nearby prime hiding spots or along well­traveled routes.
The impor­tance of yellow barrels cannot be understated. They are superior to grenades and gunplay as far as lethal effec­tiveness is concerned. (And,
frankly, a certain amount of satisfaction comes from watching an opponent’s rag-doll body bounce off a wall after being blasted for standing too close to a yellow barrel.) You must maintain constant awareness of your position in relation to one of these barrels, lest you be caught in a blast radius. It’s unnecessary to use the missile launcher to pop a barrel—the rockets are slow enough for a fast-moving player to dive out of the way, and the rockets themselves are explosive enough—so players should probably stick to using bullets as triggers.
Body Armor will not save you if you are standing right next to a barrel when it explodes.
Hiding Spots
Despite the fact that this is a smaller map, there are still a few good hiding spots where enterprising (and patient) players can deal serious setbacks to the opposing team.
Downstairs in one of the darker labs, there is a shelving unit without a back. Slip behind the shelving and train your weapon at head- or chest-level. Because players
need to swing down here to get to and from the flag area, you won’t have to fish for very long before you get a bite.
Use the walls to mask your approach to the opposing team’s flag bay. The curved hallways in the middle of the room have well-lit bottom levels, so watch
out for snipers on the walkways or ledges above, and use the supports and odd corners to hide and frag an unwary foe as he speeds by.
A few series of alcoves along the hallways are just big enough for a player to back into and wait until an opponent comes rushing by. If you are holding the flag,
either try to avoid these gauntlets or work with another team member to clear the alcoves before you come trucking through.
Use the walkways above the central hub to paint the walls with flag-bearers as they come screaming through to take the prize back to their flag bay. Warning: you’re fairly exposed up here, especially if you’re only looking down.
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FACTORY
This factory produces one thing and one thing only: corpses. An assembly line of mayhem runs right through the middle of this map, providing an open-air arena where braver players can stand their ground. However, the machine shops and storage rooms off the central area are cavities where stealthy soldiers can practice the finer arts of sneaking and shooting the legs out from under their opponents. This map has also been infused with some killer weaponry, such as the Type-7 Particle Weapon. Memorize the weapon locations, and as soon as the green flag is dropped on the chaos, make a beeline for the good stuff.
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LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
4 4
9
8
10
6
11
7
8
8
1
7
8
7
3
8
5 5 5
2
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GOTTA-HAVES
The MOD-3 Multi-Rocket Launcher has been cleverly dropped in the center of the factory’s shipping yards. There’s no cover—only speed and a nimble finger on the jump button will keep you
from getting jacked while grabbing this coveted weapon.
You can make a spectacular entrance to a firefight with the MP-50 Repeating Cannon. It’s on some boxes in the north­ernmost chamber, but the catwalk surrounding the MP­50 Repeating Cannon gives other players ample vantage points for taking you down.
The Slo-mo Recharge is a precious commodity in Slo­Mo matches, but it’s not exactly easy to get to first. The power­up is in the easter nmost
room, but you must run a gauntlet of other rooms before reaching it.
Stop by the shelf full of M77 Remote Bombs and take all three before another player can get to them.
STRATEGIES
Doorways to Death
Snipers have no shortage of perches from which to disperse their death-valentines. One of the best locations snipers can cover are doorways, which are used constantly. There is simply no way to move around this map without passing through doors, so never use one without either peeking out first or flying through at a dead run.
Position yourself across from a door and draw a bead at head- or chest-level. Always seek cover before trying to snipe a door—if you’re standing straight up in the open, your quarry could lean out and see you before running through the door. A bay of windows (with only one or two windows shot out) or a stack of crates and barrels make excellent cover.
Sniping requires patience and a willingness to keep your back turned on a potential route to your position. Use AT-S Proximity Grenades to cover your rear.
When you’re trying to cover wide doors, such as this entrance to a shipping bay, use a weapon with a larger blast radius. The Battle Cannon’s area of effect will
eliminate an opponent trying to slip through an entrance not directly in your sights.
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Use the hole in the floor in the central chamber either to snipe players running through this hallway, or to stand over and pick off players who walk too close to the crates you use to ascend through the opening.
Of course, almost every tactic has a shortcoming. Standing in the hole leaves your legs partially exposed, while standing above leaves your entire frame open to attack. Consider this opening as more of a target of oppor­tunity. Don’t bank your entire game on camping here, but check in from time to time to see if there’s an easy kill.
Yellow Barrel Fever
Use objects in your environment, such as exploding barrels, whenever possible. Only yellow barrels can be detonated with gunfire—regular blue barrels are harmless.
The factory yard is full of exploding barrels. Sometimes they are easier to shoot than the actual player, as it takes only one bullet to blow a barrel.
When you spy another player standing danger­ously close to a yellow barrel, aim for the barrel and pull the trigger. The resulting explosion is more than enough to
kill him. However, be aware that several hiding spots in this map are near yellow barrels. Make sure you’re safe before crouching down and waiting for a kill.
Dumpster Diving
Always be on the lookout for hiding spots, especially if you prefer to snipe rather than directly engage. The factory is full of nooks and crannies that are the perfect size for a human body.
There is a small refuse dump opposite the MOD-3 Multi­Rocket Launcher. Jump into the garbage and fire upon players as they try to grab the MOD-3 Multi-
Rocket Launcher from the flatbed trailer.
Use weapons as bait. The lure of grabbing some high­powered hardware is too much, and players often zip right out in the open for the promise of a better weapon.
Speed is extremely important in online matches, so remember that the weapon you hold affects your running rate. Bigger weapons, such as the missile launcher and battle cannon, really sap your speed. Smaller instruments, such as a pistol, have little effect. For maximum speed, empty your hands and put up your dukes. A new weapon is just a scroll wheel away, or you could rely on a melee attack such as a flying kick. One of these to the back of the head can be just as lethal as a bullet.
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HIGH TECH
This small map is perfect for duels or game with a limited number of players. The tight hallways and shrunken rooms keep the round on full throttle, as players have few places to effectively hide from the competition. Most of the lab spaces are surrounded by windows, too, so it’s easy to peer into rooms as you run by them at top-speed, desperately trying to identify a target while fleeing from a pursuer.
LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
8
9
11
4
3
10
8
6
5
5
5
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GOTTA-HAVES
The MOD-3 Multi­Rocket Launcher is situated against some crates in this dark room. It’s the only super­powered weapon on the map, so it
will be heavily coveted. If you aren’t the first player there, chances are good you’ll have a surprise waiting for you.
Beneath the slanted window bay in one of the main rooms, find an AT-S Proximity Grenade. It’s on the desk, next to the computer equipment. Grenades can be
used to great effect in this small map, particularly if you mine the area surrounding the MOD-3 Multi-Rocket Launcher.
STRATEGIES
Environmental Hazards
A few features in this map can cause great harm indiscrimi­nately. Use these to your advantage whenever possible.
There is a crackling energy beam in the central chamber, surrounded on the top floor by a walkway and some pipes. Do not enter the beam, as it will drain your health with remarkable
speed. It might be possible to push an opponent into it
with the shotgun or a firm punch, but in most cases the beam should just be avoided at all costs.
It takes several circuit breakers to regulate the juice pumping through that energy beam, so the walls of this map are adorned with electrical boxes. Use these as wall-mounted explosives and shock your opponents by shooting them when they stand too close to one. Conversely, make a point of never stopping and standing by one yourself.
Pipe Dreams
Use the network of pipes running along the ceiling not only as travel routes, but also as vantage points for shooting players from above.
The pipes often intersect, so you can jump from one pipe to another and keep moving. Many pipes also slither past doorways and passages where you can
disappear into another room if you are spotted from below.
The pipes are close enough to the ground that you won’t take damage from jumping off.
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Prime Positions
Because real estate is so tight on this map, attempt to secure a few can’t-miss positions. These prime shooting spots give you great views of high-traffic areas, guaran­teeing plenty of points.
There is a bay of slatted windows directly over a central chamber (where you find the AT-S Proximity Grenades) that many players must pass
through to cross the map. From behind the windows, you can look down at the well-traveled route. But the first shot breaks the glass and increases visibility for not only you, but also the people on the ground floor.
Ammunition stocks are going to be popular on this map, so hang back and fire through this window at players rushing in to grab a fresh clip. (The window is too narrow for you to step through.) Of course, if you are going to monitor the ammunition station, keep glancing left and right, as these are open routes.
If you suspect that other players have this same idea, use the barrels to the right of the window as cover and fire upon people trying to shoot up the ammo stocks.
The catwalks that connect the upper floors often look down on high-traffic routes, such as this doorway and Medical Station. With the MOD-3 Multi-Rocket Launcher, you can finish off any wounded player hoping to heal at the Medical Station. Just be sure you look down at a shallow angle so you can also monitor the doorway opposite of the catwalk to avoid being surprised.
Use this security panel to monitor the action in a few of the laboratory’s rooms by pressing f when standing next to it. All action happens in real-time, so you can assess the situations on the fly and make your move with the benefit of extra intel.
The footage comes from wall-mounted security cameras, hidden behind black plastic bubbles. As with other maps, these bubbles cannot be broken and the cameras cannot be deactivated.
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OFFICE
Somebody’s working late tonight.
The Office map is two stories of fragging madness, especially if you can lure a few players into the central lobby where few environmental features impede the unloading of heavy artillery. The individual offices upstairs, and the winding corridors that connect them, moderate only the speed of kill shots, not the intensity. Play hide-and-seek games within the cubicle farms, crouching down and waiting for just the right moment to spring up and drop a few slugs into an unsuspecting passerby. Some might call that camping—but the game registers it only as points.
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LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
1
8
6
8
8
10
11
5 5
5
8
9
4 4
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GOTTA-HAVES
Executives always get the best toys. The MP-50 Repeating Cannon is in a corner office upstairs, accessed by the walkway over the
main lobby. You have a limited number of shots, but with good aim, each one will do enough horrific damage to boost your score.
The Medical Station—where all wounds are healed—is tucked in a small room upstairs, near the cubicle farm. Beware of a player camping out in the cubicle directly
across from the entrance. Always enter the room back first, making sure nobody has a surprise planned for you.
If you are playing a Slo-Mo match, there’s typically a mad rush for the Slo­mo Recharge, which is stashed in a small alcove on the map’s upper level.
STRATEGIES
Lobby Showdowns
The central lobby in the heart of the map is often the sight of some spectacular gunplay, thanks to the wide open space.
Use the planters near the bottom of the stairs to fire on incoming players. The assault rifle can cut down players streaming in from the right and left. Working with a teammate armed with a more close-quarters weapon, such as the shotgun, will help you fortify this position.
You are extremely vulnerable to a grenade here. Repeat gunfire will kick up a lot of dust, which could potentially obscure the sight of a grenade zooming overhead.
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The walkway circling the lobby overhead grants players a vantage point for firing down on foes in the lobby. When holding down the fort on the main level, always keep one eye on the sky (or have a teammate doing so) to prevent getting sniped from above.
Corridor Hunt
Every room in this map is somehow connected, making the hallways extremely well-traveled. The rapid traffic keeps the action going, even away from the hot spots, such as the main lobby.
Never underestimate the use of corners as cover. Before entering a larger area, such as this foyer, peek around the corner. You may spot another player in the middle of doing something else (such as trying to mine this receptionist’s desk), and that’s when you lower the boom.
Use AT-S Proximity Grenades in desks, cubicles, or under stairs. A potential camper looking for a place to hide might not notice the blinking light until it’s too late.
Cubicle Cat-and-Mouse
The cubicle farm on the lower level provides some excellent cover for players who prefer stalking their prey or for wounded players who need a place to catch their breath before making a run for the Medical Station.
The cubicle desks are just the right height for crouching. The desk blocks some of your torso, so if you dig in, it’s possible that other players will not see you as they go running by. As soon as your foe’s back is turned, you can draw a bead and remind him of your presence.
Of course, there are caveats to camping techniques such as this. Should other players become wise to your position, you could find yourself on the receiving end of a grenade. The three-walled cubicles leave only one way out, and by the time you pop up and try to clear the desk, it may be too late.
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REFINERY
The Refinery is another small map, which guarantees high-scoring matches thanks to intense firefight situations. The architecture is based on the wastewater treatment plant, so the cramped rooms are full of generators and storage tanks with sewage and water pipes spidering out in every direction. Most of the hallways are dank and dingy—so learn to make the most of such a low-light scenario. Hiding becomes easier, as running players are more likely not to notice slightly out-of-place shadows and outlines.
LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
Upper
8
4
11
4
7
8
9 4
10
5 5 5
D
E
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MULTIPLAYER MAYHEM
LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge
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Middle
Lower
D
G
H
C
B
E
F
10
5 5 5
7
8
10
8
9 4
8
A
G
C
H
B
6
9
F
3
1
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GOTTA-HAVES
Quick players can grab the MOD-3 Multi-Rocket Launcher in the “basement” level of the map, where water pipes line every passageway. It’s easy just to drop down from this hole in the floor and grab it, but you can also access the weapon by slipping into the main trench and following it to the MOD-3.
The Ammo Box is on top of one of the control panels, next to a N6A3 Fragmentat ion Grenade. This room has multiple access points, making it a hotbed of activity.
Throw a grenade into the room the moment you spot even a single pixel of another player.
The MP-50 Repeating Cannon is tucked inside a stairwell, on the small concrete landing where the steps change direction. The hallway is going to be popular, so
linger at the top or bottom to peel off a few rounds on players who try to access the stairs.
STRATEGIES
Lean and Mean
Lean out and peer down the dark hallways before stepping out. The Body Armor pick-up in the middle of this hall is sure to attract players. By leaning out first, you can possibly pick off an opponent en route to the Body Armor. Remember, always minimize your exposure—it’s one of the best ways to last longer in an online match.
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MULTIPLAYER MAYHEM
Vantage Point
The ladder to the “basement” actually has quite a bit of space behind it. It’s more than big enough for a player to stand in and wait until an opponent either descends the ladder or drops through the hole from the floor above. Beware of using the MOD-3 in these tight spaces, though, as the damage splash from an exploding rocket can injure you.
This map has three layers—the basement, the main floor, and a system of catwalks that look down on the floor. From this vantage point at the top of the map, you can look all the way down to the bottom level.
The water processing generators are big and clunky enough to offer significant cover while you’re trying to hunt down other players. The
space between the tanks is obscured by shadow, so if you stand close to one of the large units, you’ll be difficult to spot. The downside to standing in the dark is that the second you fire, the muzzle flash quickly alerts anybody in the area of your presence.
Always be careful using highly volatile weapons such as the MOD-3, MP-50 Repeating Cannon, and grenades in close-quarter maps such as the Refinery. Some rooms are so tight that the blast radius covers almost the entire area, costing you precious health.
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Upper
Lower
12
13
10
4
4
8
8
9
5
5
5
8
6
7
1
8
7
7
5 4
11
7
4 5 7
8
1
7
6
8
13
8
9
5 55
8
10
4
4
12
A
B
A
B
3
8
8
LEGEND
1. MP-50 Repeating Cannon
2. Type-7 Particle Weapon
3. MOD-3 Multi-Rocket Launcher
4. N6A3 Fragmentation Grenade
5. M77 Remote Bomb
6. AT-S Proximity Grenade
7. Medkit
8. Body Armor
9. Ammo Boxes
10. Medical Station
11. Slo-mo Recharge 12 . F l a g
13. Turret
STREETS
The Streets is a much larger Capture the Flag map than Facility. A major avenue runs straight through the center of the map and connects the two flag bays—but getting from “here” to “there” is no trip down easy street. Repeating guns near the flag bays with unlimited ammunition will quickly chew up oncoming players. Sound attack and defense strategies and team cooperation are the keys to winning a CTF match on this map.
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GOTTA-HAVES
The MP-50 Repeating Cannon is on an old dresser in an abandoned room. The weapon will be a huge draw, so hang back on the balcony just
outside the door, watching for players coming up the stairs to fetch it. They may not see you in their fervor, but you’ll certainly see them—right down the barrel of your shotgun.
This map is perfect for snipers, so get your hands on the Type-7 Par ticle Weapon. The rundown buildings that line the streets are full of cracks and windows that you
can fire through, taking down players either on the street or in the side alleys that jut off in intervals.
This room has a view of the entrance to either flag bay, making it a perfect place to camp and use the MP-50 Repeating Cannon and Type­7 Particle Weapon
to take out any opponents making a grab for the flag. Cover your back with a Proximity Grenade to ensure you don't get backdoored.
With as much shooting and sniping as there will be on this map, seek out Body Armor whenever possible. This set is lying on the couch in the old lobby.
STRATEGIES
Flag Bays
The two flag bays are nestled into nearly identical-looking empty garages at each end of the map. You must commu­nicate with your team and fortify the flag bay if you want to keep in the lead.
Stairs lead down to your flag bay. The main entrance to the bay is via the garage door, so stand up here and keep your weapon trained down on the flag.
With a weapon such as the MP-50 Repeating Cannon, you can knock encroachers out of the room with a single blast.
Also, take advantage of the crates and the locker bays that flank the flag bay. Use them as cover so when an opponent sees the flag bay, he will mistakenly believe you are away. When foes enter, pop up and surprise them with a major show of force. And if the enemy has organized a raiding party, the fortified positions offer valuable cover in the ensuing firefight.
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PRIMA OFFICIAL GAME GUIDE
Snipers with the ASP Rifle or the Type-7 Par ticle Weapon can peer into your flag bay from the street and get off some good shots. Stand clear of the
garage door to avoid being an easy target. With a Type-7 in play, you have to assume that you could be sniped at any second from any angle.
Repeating Guns
The two repeating guns next to each team’s flag bay cause major trouble for any player attempting a full frontal assault.
The guns have unlimited ammunition, so to unleash a torrent of hot lead, just drop down behind the weapon and press f. You can fire as long as
you like, blasting anybody who comes around the corner and tries to take your flag.
There is debris between the gun and the corner leading to the flag bay. The burned out automobile and the mailbox are big enough for opponents to crouch behind and hide. You can keep blazing to pin them down, but they can also coordinate a response, such as running inter­ference while one player throws a grenade at you.
Firing the repeating gun gives you a real feeling of power, but if you take a moment to look around, you can see that power is indeed fleeting. Snipers can fire
upon you from vantage points above the guns. A head shot from the ASP is possible from these open corners in the surrounding buildings, and all it takes is a shot from the Type-7 at any point on your body to kill you.
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If the other team gets the word out that you are behind the repeating gun, they will work hard to eliminate you. Use the repeating gun only when necessary.
Trouble Spots
You can use counters in the lobbies as cover. Crouch behind the counter and position yourself far enough back that you can raise your gun to head-level.
Stairs connect to the second story of most buildings, but clambering up this series of crates gets you to the top of the center much faster. And the corner behind the crates is an excellent spot for players to hide in, waiting for somebody to come along and use the crates.
A few alleys jut off of the main avenue. Use these as cover to fire upon players as they run by. For example, this alley overlooks the ammunition restock. While the shotgun isn’t the best weapon to use from this kind of distance, a player with a sniping weapon can eliminate an opponent with a single, smartly-placed shot.
Filthy windows make good cover. You can fire through them and neutralize an opponent, but the obscuring grime may prevent your foe from seeing you until he
hears broken glass. And, by then, it may be too late.
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