Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage
25
Clip Size
200
Carry Limit
400 Bullets
Accuracy
Poor
Rate Of Fire
920 Bullets Per Minute
Rocket Launcher
Guided missle launcher, well suited to the anti-armor role.
Damage
80
Clip Size
1
Carry Limit
5 Rockets
Accuracy
Good
Rate Of Fire
20 Bullets Per Minute
Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures.
Damage
110
Clip Size
1
Carry Limit
10 Rounds
Accuracy
Excellent
Rate Of Fire
15 Rounds Per Minute
Equipment
Equipment are all hand-held objects that may prove useful to the playing class. They range from binoculars to anti-personnel/anti-tank mines.
Used by: All classes, depends on the equipment
Scout binoculars
Used to observe enemy activity and call in strikes.
Brenodi Mine
Defensive landmine that is effective for infantry and armor.
Damage
110
Carry Limit
5 Mines
Northern Faction Mine
Defensive landmine that is effective for infantry and armor.
Damage
110
Carry Limit
5 Mines
Smoke Grenade
Effective for assaults or temporary visual cover.
Concussion Grenade
A blinding flash grenade that effects turrets and infantry.
Explosive Grenade
A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).
Seismic Grenade
Extremely effective at destroying buildings and defensive structures.
Carry Limit
5 Grenades
Engineer Tool - Used by the Engineer class to build friendly structures, heal friendly units or deconstruct enemy structures / vehicles.
Damage: 26
Carry Limit: N/A
Tips
Various skills can modify these default values. For example, the general "Ammo Increase" skill will double the ammo carrying capacity of all weapons and grenades, and the Rifleman's class specific skill "Damage Increase" will increase damage dealt by your pistols and rifles by 10%.
You can prime grenades. All grenades have a fuse of 6 seconds (except the concussion grenade, it has a fuse of 4 seconds). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds. You cannot blow yourself up when priming a grenade