| Weapons | ||||
| A. Primary Weapons these weapons can be mounted to anything, ----- The format is as follows: (Weapon Type) Range: (Range of Weapon) Strengths: (Strengths of Weapon) Weaknesses: (Weaknesses of Weapon) ----- Bazooka: Range: 200m Zaku BZ- 1000 Raketen BZ-2500 Giant BZ- 4000 R-Launcher-3500 Hyper Bazooka-5000 Strengths: Easily capable of destroying most targets with a single shot, good range. Weaknesses: Most mobile suits (with the exception of Dom types) have to stop and crouch to fire these weapons, which leaves them vulnerable. The shot itself also has a slow speed and is fairly easy to dodge Special Note: The Giant BZ also has the added effect of preventing an enemy suit from firing their primary weapon for a short period of time, similar to the Heat subweapons. Beam Gun: Range: 160m Feddie Weapons of this type: Beam SG-2500 Beam Gun-3000 Strengths: Ummm. None that I have found. Weaknesses: Low damage (if any) and short range. Only possible use would be to shoot a suit from behind, but it can even fails in that regard. Go for an MG unless you really want that extra 10m of range. Beam Rifle: Range: 160m Beam Rifle -3000 Beam Rifle of RX-78-3000 Strengths: Very powerful. Good rate of fire. Able to fire through obstacles. Weaknesses: Reload can be very slow without Reloader gear. The range is also somewhat lacking. Cannon: Range: 400m Feddie Weapons of this type: Cannon(used by guntank and is mounted on the shoulders, lowers speed by half)-5500 Strengths: This weapon has the best range in the game and is easily capable of wiping out a team of three mobile suits or even a Gundam in a single shot. Cannons can also fire over obstacles. Weaknesses: Slow reload rate. Impossible to attain blue kills due to targets detecting the incoming shot. Difficult to hit targets moving horizontally. Gouf Weapons: Range: 150m 75mm Vulcan-4500 Gatlin Gun-6500 Strengths: Quick reload time and can destroy multiple targets with a few shots. Weaknesses: Mobile suits must pause to fire these guns, which which leaves them vulnerable. Short Range. Not very effective in face to face encounters with other mobile suits. Machine Gun: Range: 150m 120mm MG,-4000 90mm MG-2500 100mm MG-3500 Strengths: Rapid fire, can easily destroy a large number of small targets in a short amount of time. Quick reload time. Weaknesses: Short range and not very effective against other mobile suits. Missile Launcher: Range: 200m M-Launcher-6500 Strengths: Good range. Good Power. Homes in on target. Weaknesses: Mobile suits must pause to fire. Targets are able to detect incoming missiles, which prevents blue kills. Rifles Range: 250m 120mm AR-2500 90mm AR-3700 Rifle-2500 Strengths: Long range. Good power on the 90mm AR. Reload time is fairly short. Weaknesses: The 120mm AR and Federation Primer-based Rifle are both on the weak side, particularly when compared to the stopping power of 90mm AR. Not the best weapon to have when surrounded by several units either. Shotgun Range: 150m Shotgun-4500 Strengths: Shotguns hit really hard and can hit multiple targets with one shot. Anything from a group of helicopters, tanks, even a team of mobile suits (if struck from behind) can be destroyed with a single shot. Mobile suits do not have to pause to fire the shotgun either. The shotgun also fares well against other mobile suits. Weaknesses: Reload time is on the long side. Short range. ----- B. Proximal Weapons ----- Beam Saber Used by Gundam and GM types. Basically beam energy held in form by an I-field made up of Minovsky particles. Strongest and quickest melee attack in the game. Heat Hawk Axe with a heated blade to help cut through armor. Often used by Zaku units. Weakest of the proximal weapons with the exception of Guncannon's punching. Heat Saber Saber with a heated blade to help cut through armor. Often used by Gouf units. 2nd Strongest of the heat weapons. Heat Sword Sword with a heated blade to help cut through armor. Often used by Dom units. Strongest of the heat weapons. None Only available to Guntank and Guncannon types. Guntanks can do nothing in close combat. Guncannons can deliver punches to enemy units, but they are ineffective for the most part. VII. SUPPLIES ============================================================================== Okay, this section will be really basic. I will list the parts in alphabetical order, provide the description for it, and list the number of slots required. I will also add any notes that I believe are noteworthy. Upgrade Gear will be presented first, and then Combat Gear. A. Upgrade Gear Note: Upgrade Gear improves/upgrades the performance of your mobile suit. Simple eh? ^^ Armor A I *1500 Armor is reinforced by a factor of 1.5x. 3 Slots Armor A II * 2000 Armor is reinforced by a factor of 2x. 5 Slots Armor A III* 2500 Armor is reinforced by a factor of 3x. 7 Slots Armor B I *1500 Lessens enemy beam effect on armor. 3 Slots Armor B II *2000 Lessens enemy beam effect on armor and shields. 5 Slots Armor B IIII *2500 Lessens enemy beam effect more than Grade II. 7 Slots Bullets *1000 Increase the ammo of main weapon. 2 Slots. Cool Device I* 1000 Heat output lower by 10%. Less thermal detection. 1 Slot Cool Device II * 1250 Heat output lower by 20%. Less thermal detection. 2 Slots Cool Device III * 1500 Heat output lower by 30%. Less thermal detection. 3 Slots Magazine * 1500 Increase magazines of main weapon. 2 Slots Night Scope I *1000 Increase night vision with Night Scope. 2 Slots Night Scope II*2000 Increase Night Scope I power by 25%. 3 Slots Night Scope III*3000 Increase Night Scope I power by 50%. 4 Slots Scope I*2500 Increase main weapon's hit ratio. 2 Slots Scope II*5000 Increase main weapon's hit ratio more than I. 3 Slots Scope III*10000 Increase main weapon's hit ratio more than II. 4 Slots ---- B. Combat Gear ----- These can only be called if you own them in a carrier Dopp I Call attack support from Dopp by aiming x2. Dopp II Call attack support from Dopp by aiming x3. Dopp III Call attack support from Dopp by aiming x4. Note: More accurate than Magella attacks, but require 20 seconds to aim, and target will be lost if you lose sight of it. Heat Grenade I*600 Disables weapons for a short time x2. 2 Slots Heat Grenade II*1200 Disables weapons for a short time x4. 4 Slots Heat Grenade III*3400 Disables weapons for a short time x6. 6 Slots Note: It prevents the enemy from firing at you for a little while, usually only hits one unit, but can affect a team in tight formation. Stun Grenades are slightly better though. Heat Rod I*600 Gouf Heat Rod hits enemy with high voltage x2. 2 Slots Heat Rod II*1600 Gouf Heat Rod hits enemy with high voltage x4. 4 Slots Heat Rod III*2600 Gouf Heat Rod hits enemy with high voltage x6. 6 Slots Note: Similar to Heat Grenades in that it prevents an enemy from using their primary weapon. The Heat Rod is very difficult to avoid though. The enemy will also be unable to move while they are being shocked, which easily allows a teammate to finish off a target. These can only be called if you own them in a carrier Magella I Call attack support from Magellas by aiming x2. Magella II Call attack support from Magellas by aiming x3. Magella III Call attack support from Magellas by aiming x4. Note: Powerful, but the shells seem to land in a random fashion Smoke Grenade I -500 Smoke Screen. Can't lock-on with smoke x2. Smoke Grenade II-800 Smoke Screen. Can't lock-on with smoke x4. Smoke Grenade III-1200 Smoke Screen. Can't lock-on with smoke x6. Note: Several units carry these, and they are essential starting out in the game. These grenades create a huge smoke cloud that prevents anything inside of it to target outwards, or anything outside to target inwards. Their best use is to get close to the Federation command vehicles, even though I'm sure some individuals have found creative uses for them. ^^ Spraybeam I-2500 Disable enemy camera and sensors for a set time x2. 2 Slots Spraybeam II-5000 Disable enemy camera and sensors for a set time x4. 4 Slots Spraybeam III-10000 Disable enemy camera and sensors for a set time x6. 6 Slots Note: Great item. Disables a single enemy or even a group from attacking you, and their sensors will go into blue mode. Basically the enemy will be unable to fight back and you can destroy them for the maximum points allowed. Stun Grenade I-2500 Flash impact disables enemy camera & sensors x2. 2 Slots Stun Grenade II-5000 Flash impact disables enemy camera & sensors x4. 4 Slots Stun Grenade III-10000 Flash impact disables enemy camera & sensors x6. 6 Slots Note: Same effect as the Spraybeam, but you will typically only stun one unit at a time and they are somewhat easy to dodge. Great combat gear overall, just not as good as the Spraybeam. |
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