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Old 12-20-2004, 06:10 AM
FenixTheBanished FenixTheBanished is offline
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Classes

Classes and the guns that go with them, plus a breif description.
  • ~Marine
Pistol -

gr18 - Small, 5 round automatic pistol. Has alot of spray, and is best used dual weilded in short range.

Rifle -

Smg - 25 round automatic rifle, fairly straight but has spray 100 pixels or so out. Offers less manevurability than the kv24, but is faster.

Shotgun - 2 round, 12 gauge pump shotgun. Great in all situations, however, shoot-stop, reload-stop is abit hard to deal with. There are afew glitches in it, but all around a good gun.

Melee -

Combat Knife - short, slow, but lethal. Moderate damage, close range, high manevurability. Good weapon to have on hotkey, but not a main.
  • ~ Sapper
Pistol -

Apripper - One round, fairly straight moderately damaging pistol. Good when dual wielded, and supports medium and close range battle.

Rifle -

Shotgun - 2 round, 12 gauge pump shotgun. Great in all situations, however, shoot-stop, reload-stop is abit hard to deal with. There are afew glitches in it, but all around a good gun.

Crossbow - Single boat lever-action reload (obviously not lever). Very straight, and good damage. Good for long range, or when hotkeys come into play. Not a good close range, but does okay in medium range. Also has a slow feature (like stepping in the goonadier).

ebeamer - Energy/ammo quick rate rifle, two bullets fly out rather quick with wide spray. Saps energy quick, and only has 50 default ammo. Not good for the spray and pray type. Good manevurability.
  • ~ Grenadier
Belt -

Frag Grenade - Projectile thrown at enemy, when it hits it does good damage. Easy to aim, and high manevurability.

Grenade - Same thing as above, but it blows up.

Gas Grenade - As it says.

Proximity Mine - Small black mine that applies to the ground. Blows up when neared, moderate damage. Can be destroyed with motor/nade. (unsure of guns, PM me and let me know)

Pistol -

Apripper - One round, fairly straight moderately damaging pistol. Good when dual wielded, and supports medium and close range battle.

Rifle -

kr90 - Pistol shape, but three-round burst rifle action. High spray, semi-narrow, with high manevurability. Good damage, best used in Close and medium combat.

lrpulsar - Perfectly straight energy crossbow (instyle), saps 4-5 energy (+ cooldown) per shot. Best used in groups, and long range. Avoid using until getting hotkeys.

Melee -

Combat Knife - short, slow, but lethal. Moderate damage, close range, high manevurability. Good weapon to have on hotkey, but not a main.

Electron - Short range tazer, deals high damage and is very quick. High manevuability with it, but very limited.
  • ~ Chemical Trooper
Belt -

Gas Grenade - What is says.

Pistol -

Apripper - One round, fairly straight moderately damaging pistol. Good when dual wielded, and supports medium and close range battle.

Rifle -

Shotgun - 2 round, 12 gauge pump shotgun. Great in all situations, however, shoot-stop, reload-stop is abit hard to deal with. There are afew glitches in it, but all around a good gun.

Fire Support -

Goonadier - Slow, short range muck is displayed from this weapon. Sticks to the ground, and does moderate damage upon hitting the target. Does 5 damage per step walked onto it, and makes victim very slow. Best used in groups or with hotkeys.

Gravitron - Energy counterpart to the shotgun, 12 bullets of low damage are widely sprayed with no reload time (energy use though), with low ammo withheld. Okay in medium, but great in close range.

Melee -

Combat Knife - short, slow, but lethal. Moderate damage, close range, high manevurability. Good weapon to have on hotkey, but not a main.
  • ~Scout
gr18 - Small, 5 round automatic pistol. Has alot of spray, and is best used dual weilded in short range.

Apripper - One round, fairly straight moderately damaging pistol. Good when dual wielded, and supports medium and close range battle.

Appirces - My favorite gun. Two rounds from each gun, in a shotgun spray manner. 8 Shots dual weilded until need for reload. Moderately high damage, high manevurability.

Rifle -

Crossbow - Single boat lever-action reload (obviously not lever). Very straight, and good damage. Good for long range, or when hotkeys come into play. Not a good close range, but does okay in medium range.Also has a slow feature (like stepping in the goonadier).

Melee -

Combat Knife - short, slow, but lethal. Moderate damage, close range, high manevurability. Good weapon to have on hotkey, but not a main.
  • ~Light Infantry
Belt -

Frag Grenade - Projectile thrown at enemy, when it hits it does good damage. Easy to aim, and high manevurability.

Grenade - Same thing as above, but it blows up.

Pistol -

Apripper - One round, fairly straight moderately damaging pistol. Good when dual wielded, and supports medium and close range battle.

Rifle -

Kv24 - Automatic Rifle, abit slower than the SMG but alot more manevurability, and higher damage output. Straighter shots, and abit more controlled spray. Great in any situation.

ebeamer - Energy/ammo quick rate rifle, two bullets fly out rather quick with wide spray. Saps energy quick, and only has 50 default ammo. Not good for the spray and pray type. Good manevurability.

Melee -

Combat Knife - short, slow, but lethal. Moderate damage, close range, high manevurability. Good weapon to have on hotkey, but not a main.

Murasama - Katana like sword, when swong does 50 + damage. Close range combat, incredible manevurability, and has a Rank displacement. [Must be Soldier to weild.]
  • ~Heavy Infantry
Pistol -

Apripper - Apripper - One round, fairly straight moderately damaging pistol. Good when dual wielded, and supports medium and close range battle.

Rifle -

kr90 - Pistol shape, but three-round burst rifle action. High spray, semi-narrow, with high manevurability. Good damage, best used in Close and medium combat.

Shotgun - 2 round, 12 gauge pump shotgun. Great in all situations, however, shoot-stop, reload-stop is abit hard to deal with. There are afew glitches in it, but all around a good gun.

Enhanced Pulsar - Triple Beam shot (like another line to an = sign), quick pace, but eats 8 energy per shot, starts with 50 ammo, and does moderate damage. Highly manevurable.

Fire Support -

Mortor - One-way Mortor. Launches rocket shells 900 pixels away (just ouside of a default 1024x768 graal screen, the default that is). High damage, but very limited mobility.

Melee -

Combat Knife - short, slow, but lethal. Moderate damage, close range, high manevurability. Good weapon to have on hotkey, but not a main.

  • ~Ripper Infantry
Pistol -

Apripper - Apripper - One round, fairly straight moderately damaging pistol. Good when dual wielded, and supports medium and close range battle.

Appirces - My favorite gun. Two rounds from each gun, in a shotgun spray manner. 8 Shots dual weilded until need for reload. Moderately high damage, high manevurability.

Rifle -

Smg - 25 round automatic rifle, fairly straight but has spray 100 pixels or so out. Offers less manevurability than the kv24, but is faster.

Shotgun - 2 round, 12 gauge pump shotgun. Great in all situations, however, shoot-stop, reload-stop is abit hard to deal with. There are afew glitches in it, but all around a good gun.

Kv24 - Automatic Rifle, abit slower than the SMG but alot more manevurability, and higher damage output. Straighter shots, and abit more controlled spray. Great in any situation.

Melee -

Combat Knife - short, slow, but lethal. Moderate damage, close range, high manevurability. Good weapon to have on hotkey, but not a main.




~~


Hope that helps, it sure as **** took along time. I might add GFX to it, or one of you could provide me those and I'll edit them in.
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-Fenix Vimes (GP Admin) - Graal Kingdoms

Last edited by FenixTheBanished; 12-20-2004 at 06:45 AM..
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