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Homefront: The Revolution (Updated Title)

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Domayv
Just getting started
Just getting started
 
Posts: 17
Member since: 31.03.2012, 23:39
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Re: Homefront 2 by Crytek

Postby Domayv » 14.04.2012, 03:15

Well, I would like to see levels in Europe where the GKR retaliates against them by expanding their offensive into there because Europe is supporting free America. I also would like to see the SAS (of the UK), French Army (of France), and German Army (of Germany) as playable factions in both the campaign and multiplayer. Other changes I would like to see include the Multiplayer, such as the change of Perks, Killstreaks, more weapons, more vehicles, and a survival mode-like gametype.

Combat Rifles:
M16A4
Damage: 45-30
Damage Multipliers: 1.4x Head & Neck (63-42); 1.1x Chest & Stomach (49.5-33); 1.0x Limbs (45-30)
Magazine Size: 30 rounds (45 with Extended Mags)
Unlocked at: Level 4 (Multiplayer), Level 1 (Survival Mode)
Cost (Survival Mode): $3000
Starting Ammunition: 30+60
Maximum Ammunition: 240
Reload Time: 2.03 seconds
Rate of Fire: 800 RPM per burst (960 with Rapid Fire)
Recoil: Low-Moderate
Penetration: Moderate (60%)
Fire Mode: 3-round burst
Used by: Army Rangers

The M16A4 is the default weapon for the Army Rangers’ Assault class and is an unlockable weapon for Army Rangers’ Engineer and Support classes. The weapon is unlocked at Level 4. The weapon fires at 800 RPM and deals the same amount of damage as the HK417 and SCAR-H/G3, making it have a higher damage per second than the latter. However, it’s limited to a 3-round burst. One of its main advantages is its low recoil, allowing it to be used at range with ease. Compared to the QBZ-95, it’s less reliable in close quarters. However, the gun has a higher minimum damage than the QBZ-95 and better range. However, there are no maps that show the Army Rangers (which uses the M16A4) fighting against the 718 Division (which uses the QBZ-95), so it won’t be a problem. It should be noted that the Rapid Fire attachment does NOT increase the time between bursts, but increases the rate of each burst. Equipping it with any Sight slot attachments that increase zoom lower the gun’s recoil significantly. Because of its low recoil and superior range, the Markman perk can be useful at long range and counter-sniping. Quickdraw can also come in handy, as firing first may prevent issues with flinching throwing bullets off target and causing the user to have to use another burst (provided that they survive). Overkill Pro can be useful since, aside from the addition of another primary weapon taking the sidearm slot, it also grants the use of two weapon proficiencies, and when coupled with either Stability, Kick, Range, or Marksman for the two proficiencies, and either the Sight, Hybrid Sight, or Hybrid Thermal, the weapon becomes a Sniper version of itself. Scavenger can also be effective, because despite being a burst fire weapon, it can whittle through ammunition quickly and leave the user relying on their sidearm.

SCAR-H/G3
Damage: 50-30
Damage Multipliers: 1.4x Head & Neck (70-42); 1.1x Torso & Stomach (55-33); 1.0x Limbs (50-30)
Magazine Size: 25 rounds, (45 with Extended Mags)
Unlocked at: Level 68 (Multiplayer); Level 24 (Survival Mode) (SCAR-H)
Cost (Survival Mode): $3000
Starting Ammunition: 25+50
Maximum Ammunition: 200
Reload Time: 2.85s loaded, 3.03s unloaded (SCAR-H); 2.75s loaded, 3.5s unloaded (G3)
Rate of Fire: 666 RPM (799 with Rapid Fire)
Recoil: Low-Moderate
Penetration: Moderate (60%)
Fire Mode: Automatic
Used by: Army Rangers (SCAR-H), 718 Division (G3)

The SCAR-H and the G3 is an unlockable weapon for the Assault, Engineer, and Support classes of the Army Rangers and the 718 Division. The SCAR-H and G3 are unlocked at Level 68. Both perform similarily to the HK417, such as the moderate-high damage and controllable recoil due to the lower rate of fire. Both weapons do have considerable recoil when firing. However, their recoil is significantly lower due to the fact that they are able to reset to their original positions between rounds. Their iron sights are also simple and clear, providing ample amounts of peripheral vision while aiming down them. One interesting advantage of both these weapons is the faster draw time, equal to that of a sidearm. This means that switching to the SCAR-H/G3 is as fast as switching to a secondary, with arguably much more killing power. Taking overkill with a SCAR-H/G3 is an excellent alternative to carrying a sidearm. Both guns have the longest kill range of all the fully automatic assault rifles. This means that the suppressor is a very effective attachment to use; it will still be easy to kills in most medium engagements even with the range reduction. The Telescopic Sight is not recommended, as although it will remove the visual recoil of the rifles, it instead gives them non-visual horizontal and vertical recoil, essentially decreasing range capabilities. The Red Dot Sight and Reflex Sight are better choices, granting clear vision on the target and anyone nearby.

L85A2
Damage: 35-20
Damage Multipliers: 1.5x Head & Neck (52.5-30); 1.1x Torso & Stomach (38.5-22); 1.0 Limbs (35-20)
Magazine Size: 35 rounds (45 with Extended Mags)
Unlocked at: Level 6 (Multiplayer); Level 5 (Survival Mode)
Cost (Survival Mode): $3000
Starting Ammunition: 35+70
Maximum Ammunition: 280
Reload Time: 2.45s loaded, 3s unloaded
Rate of Fire: 750 RPM (900 with Rapid Fire)
Recoil: Low
Penetration: Moderate (60%)
Fire Mode: Automatic
Used by: SAS

The L85A2 is the default weapon for the SAS’s Assault class and is an unlockable for the SAS’s Engineer and Support classes. The L85A2 is unlocked at level 6. It possesses a high rate of fire, low recoil, and good, unobstructed iron sight. It does, however, deal the lowest damage per bullet (35) of any combat rifle at close range. This makes it problematic when it comes with getting kills against fully armored enemies. It makes up for this with impressive range and gradual damage falloff; its damage drops off at 1200 units, which is second to the SCAR-H/G3 in the full-auto combat rifle gallery. Its low unlock makes it extremely common in SAS vs. 718 Division matches. Scavenger can be a good perk to use, as it chews through ammo quite quickly. A unique advantage to this gun is its ADS speed (the same as that of a Submachine Gun), making Quickdraw a waste. All attachments that increases zoom (Reflex Sight, Telescopic Sight, Thermal Sight, Hybrid Sight, and Hybrid Thermal) do not affect the recoil at all, so it can be used for a higher zoom without a loss of image definition.

HK417
Damage: 50-30
Damage Multipliers: 1.4s Head & Neck (70-42); 1.1x Torso & Stomach (55-33); 1.0s Limbs (50-30)
Magazine Size: 20 Rounds, 30 Rounds (Extended Mags)
Unlocked at: Level 18 (Multiplayer); Level 43 (Survival Mode)
Cost (Survival Mode): $3000
Starting Ammunition: 25+50
Maximum Ammunition: 200
Reload Time: 2.33s loaded, 2.7s unloaded
Rate of Fire: 625 RPM
Recoil: Low-Moderate
Penetration: Moderate (60%)
Fire Mode: Automatic
Used by: SAS, French Army, Heer

The HK417 is an unlockable weapon for the SAS, French Army, and Heer’s Assault, Engineer, and Support classes. It is unlocked at level 18 in Multiplayer, and is one of the deadliest Combat Rifles because of its high damage, relatively good iron sights, and good handling. This allows it to excel in all engagements, be it far, medium, and short ranges, where it performs with lethal force due to its high damage. It should be noted that the HK417 is at a slight disadvantage compared to other Combat Rifles in core gametypes; other Combat Rifles featured in maps that show the SAS fight against the 718 Division, the French Army fight against the 718 Division, and the Heer fight against the KPA, such as the AK-47 and the HK416 boast good damage per second at close range, but lower recoil and higher fire rate, as the HK417 has the lowest fire rate out of all the Combat Rifles. The HK417 also has the lowest hip-fire accuracy out of the Combat Rifles, equal to that of a Machine Gun, making Steady Aim a necessity to use it effectively in close range. Because of its bulky iron sights, the Red Dot Sight and Reflex Sight are useful, though not necessary. The Silence is also effective since the HK417 has high minimum damage. Attachments is also useful to create a setup to the player’s preference and Focus to reduce flinching when getting shot.

FAMAS
Damage: 30-25
Damage Multipliers: 1.7s Head & Neck (51-42.5); 1.1x Chest & Stomach (33-26.4); 1.0x Limbs (30-24)
Magazine Size: 40 rounds (60 with Extended Mags)
Unlocked at: Level 78 (Multiplayer); Level 32 (Survival Mode)
Cost (Survival Mode): $3000
Starting Ammunition: 40+80
Maximum Ammunition: 320
Reload Time: 2.8s loaded, 3.56 seconds unloaded
Rate of Fire: 925 RPM (1110 with Rapid Fire)
Recoil: Moderate
Penetration: Moderate (60%)
Fire Mode: Automatic
Used by: French Army

The FAMAS is the default weapon for the French Army’s Assault class and an unlockable weapon for the French Army’s Engineer and Support classes. It is unlocked at level 78 in Multiplayer, being the last Combat Rifle unlocked. The FAMAS has an extremely high rate of fire, at 925 RPM, but also has the lowest damage of any Combat Rifle (its minimum damage is still higher than the HK416 and L85A2, however). It should be noted that the FAMAS has 40 rounds compared to the other Combat Rifles, which have either 35 rounds or lower. Although the high rate of fire and the relatively large magazine come at the cost of very low damage, the FAMAS is still a good weapon for CQB and even medium range combat. Interestingly, the FAMAS has the highest Head & Neck modifier of any weapon in the game at 1.7x, making it a 2-hit kill to the head & neck at close range. Additionally, aiming down the sights is as fast as a Submachine Gun, making Quickdraw a waste.

HK416
Damage: 40-20
Damage Multipliers: 1.4 Head & Neck (56-28); 1.1 Chest & Stomach (44-22); 1.0 Limbs (40-20)
Magazine Size: 35 rounds (45 with Extended Mags)
Unlocked at: Level 4 (Multiplayer); Level 1 (Survival Mode)
Cost (Survival Mode): $3000
Starting Ammunition: 35+70
Maximum Ammunition: 280
Reload Time: 2.03s loaded , 2.36s unloaded
Rate of Fire: 800 RPM (960 with Rapid Fire)
Recoil: Low-Moderate
Penetration: Moderate (60%)
Fire Mode: Automatic
Used by: French Army

The HK416 is an unlockable weapon for the French Army’s Assault, Engineer, and Support classes. It is unlocked at level 4 in Multiplayer. It has low to moderate recoil and a fast rate of fire. The Damage up close is high, but at range is very low, requiring even eight successful hits to the body, making the HK416 more suited to close-quarters. It also suffers from slower ADS speed & lower hip-fire accuracy (both are between that of Combat Rifles and Machine guns), making Quickdraw and Steady aim a necessity, respectively. Because it has one of the fastest kill times of all the Combat Rifles at close range, as well as one of the fastest reload times, the HK416 is a great choice for an aggressive style of play. The Stalker perk is useful in this regard, making strafing at enemies at mid-close range easier and allows one to check quickly check corners while aiming down the sights. Scavenger is very useful due to the weapon’s high fire rate. Due to the weapon’s low recoil, Kick is not required for short to medium range engagements, freeing up the proficiency slot for other useful options, such as Attachments, Impact or Focus. Because of the considerably cluttered iron sights, optics are recommended.

G36
Damage: 40-25
Damage Multipliers: 1.4 Head & Neck (56-35); 1.1 Chest & Stomach (44-27.5); 1.0 Limbs (40-25)
Magazine Size: 30 rounds (45 with Extended Mags)
Unlocked at: Level 42 (Multiplayer); Level 39 (Survival)
Cost (Survival Mode): $3000
Starting Ammunition: 30+60
Maximum Ammunition: 240
Reload Time: 2.43s loaded, 3.46s unloaded
Rate of Fire: 750 RPM (900 with Rapid Fire)
Recoil: Low-Moderate
Penetration: Moderate (60%)
Fire Mode: Automatic
Used by: Heer

The G36 is the default weapon for the Heer’s Assault class and an unlockable weapon for the Heer’s Engineer and Support classes. It is unlocked at level 42 in Multiplayer. The G36 is a versatile weapon – it has fairly high damage and low to medium recoil with an upward trend. Its rate of fire is also quite high, making it a good balance between close and medium-long range combat. The weapon’s iron sights are somewhat obstructive, making optical attachments a favorable option. An advantage to this gun is its fast draw time (equal to that of a sidearm and the SCAR-H/G3), making it an excellent Secondary weapon with Overkill equipped. Extended Mags is also a good attachment for taking on larger numbers of targets without needing to reload. If a player is comfortable with the iron sights, then the silencer is a great choice as it allows for stealthy gameplay and removes the weapon’s muzzle flash. The Scavenger perk is very useful on the G36 as it burns through ammo relatively quickly. Quickdraw is also useful to give the player an edge in a combat situation. The Kick proficiency is recommended to compensate for the weapons moderately high vertical recoil. Other viable attachments are Focus and Attachments.

AK-47
Damage: 45-25
Damage Multipliers: 1.4 Head & Neck (63-35); 1.1 Chest & Stomach (49.5-27.5); 1.0 Limbs (45-25)
Magazine Size: 30 rounds, 45 rounds (Extended Mags)
Unlocked at: Level 50 (Multiplayer)
Cost (Survival Mode): $3000
Starting Ammunition: 30+60
Maximum Ammunition: 240
Reload Time: 2.5s loaded, 3.25s unloaded
Rate of Fire: 705 RPM (846 with Rapid Fire)
Recoil: Very Low
Penetration: Moderate (60%)
Fire Mode: Automatic
Used by: KPA

The AK-47 is the default weapon for the KPA’s Assault class and is an unlockable weapon for the KPA’s Engineer and Support classes. It is unlocked at level 50 in Multiplayer. It has good damage and fairly lower recoil than most Cobat Rifles, especially with the Kick proficiency equipped. These stats make the AK-47 a potent weapon, particularly at long range. However, the AK-47 does have a significantly lower rate of fire than some other Combat Rifles such as the HK416 and the G36. This means that it will often lose in close-quarters engagements as SMGs and Combat Rifles with higher rates of fire. The iron sights are simple and clear, providing ample amounts or peripheral vision while aiming down them. The idle sway, while low compared to other Combat Rifles, can make it difficult to get all shots at a target at long range, though this can be negated with Stability. If the player does not have Stability yet (as it is unlocked at weapon level 28), Kick is also ideal for longer range. Attachments can be used to have another slot attachment. Scavenger can be a good choice for the AK-47, as it can exhaust its ammo supply quickly. For the tier 2 slot, Hardline is a viable choice depending on what Strike Package the player uses. Quickdraw and Assassin are good options for rushing. Because the AK-47 excels in long-range combat, Marksman is great for spotting the enemy at a distance.

SVT-40
Damage: 75-50
Damage Multipliers: 1.5 Head & Neck (112.5-75); 1.1 Chest & Stomach (82.5-55); 1.0 Limbs (75-50)
Magazine Size: 20 rounds (30 with Extended Mags)
Unlocked at: Level 60 (Multiplayer)
Starting Ammunition: 20+40
Maximum Ammunition: 160
Reload Time 2.76 seconds
Rate of Fire: 625 Firecap (750 with Rapid Fire)
Recoil: Low
Penetration: Moderate (60%)
Fire Mode: Semi-Automatic
Used by: KPA

The SVT-40 is an unlockable weapon for the KPA’s Assault, Engineer, and Support classes. It is unlocked at level 60 in Multiplayer. It has low capped rate of fire, but it has high power. This rifle has one of the longest effective range of all Combat Rifles. Its recoil is very controllable, especially when combined with the kick proficiency. Due to its high damage and hipfire accuracy, it is often favored in Hardcore game modes as a makeshift sniper if using the Attachments proficiency and equipping a Telescopic Sight and Suressor, as the silencer’s range penalty is mitigated by the fact that it is still a one-hit kill at most ranges in Hardcore mode, unless the target has Ballistic Vest. Rapid Fire has a unique effect on the SVT-40; because the weapon is semi-automatic, Rapid Fire simply raises the fire rate cap, allowing for marginally a faster fire rate. This can be useful in close quarters and when facing many enemies that need to be quickly dispatched; however, for most situations though, it’s not necessary.

QBZ-95
Damage: 55-20
Damage Multipliers: 1.4 Head & Neck (77-28); 1.1 Chest & Stomach (60.5-22); 1.0 Limbs (55-20)
Magazine Size: 30 rounds (45 with Extended Mags)
Unlocked at: Level 32 (Multiplayer)
Starting Ammunition: 30+60
Maximum Ammunition: 240
Reload Time 2.76s loaded, 3.3s unloaded
Rate of Fire: 1000 RPM per burst (1200 with Rapid Fire)
Recoil: Low
Penetration: Moderate (60%)
Used by 718 Division

The QBZ-95 is the default weapon for the 718 Division’s Assault Class and is an unlockable weapon for the 718 Division’s Engineer and Support classes. It is unlocked at level 32 in Multiplayer. It is a three-round burst weapon and has a high rate of fire per burst. Its high damage and fast rate of fire lead to one-burst kills quite often, making it versatile in almost all situations. The QBZ-95 can kill in only 3 bullets up close, but suffers from high damage drop-off at range, so at extreme ranges it may take up to 8 bullets (three bursts with no more than one bullet missed) to kill. As such, almost any proficiency is useful, especially impact. Aside from the Type 95’s two-shot kill at close range, it also has hip-fire accuracy equal to that of a Submachine Gun, making it an excellent close-quarters weapon. Marksman can assist the QBZ-95’s naturally long range strength by displaying enemy tags at a greater distance.


Submachine Guns:
Vector
Damage: 30-20
Damage Multipliers: 1.4x Head & Neck (42-28); 1.1x Torso & Stomach (33-22); 1.0x limbs (30-20)
Magazine Size: 40 rounds, 60 rounds (Extended Mags)
Unlocked at: Level 74 (Multiplayer); Level 13 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 40+80
Maximum Ammunition: 320
Reload Time: 2.2s loaded, 3.0s unloaded
Rate of Fire: 925 RPM (1110 with Rapid Fire)
Recoil: Very low
Penetration: Low (40%)
Fire Mode: Automatic
Used by: Army Rangers

The Vector is the default weapon for the Army Rangers’ Engineer class and an unlockable weapon for the Army Rangers’ Recon and Medic classes. It is unlocked at level 74 in Multiplayer, making it the last Submachine Gun unlocked. It features the second highest capacity of 40 rounds, second only to the P90’s 50 round magazine, and has a moderately high rate of fire as well as moderate power and very low recoil. It also has slightly higher damage at range compared to most submachine guns, killing in eight shots. All these features together allow the Vector to be a reliable close combat spraying weapon, as well as an effective long range weapon when needed. Its low recoil, high magazine capacity, and slightly higher damage at range makes it similar to a Submachine Gun and Combat Rifle hybrid, with Submachine Gun handling and Combat Rifle versatility. Its idle sway can certainly throw off the player’s aim. As such, the proficiencies Stability or Range (or both with Overkill Pro) are recommended to either reduce sway or make the shots that do connect more effective (or both with Overkill Pro). The Vector’s low damage per bullet can be partially remedied with the Rapid Fire attachment, making it more comparable with other Submachine Guns.

UMP45
Damage: 40-35
Damage Multipliers: 1.4x Head & Neck (56-49); 1.1x Torso & Stomach (44-38.5); 1.0x limbs (40-35)
Magazine Size: 30 rounds, 45 rounds (Extended Mags)
Unlocked at: Level 4 (Multiplayer); Level 1 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 30+60
Maximum Ammunition: 240
Reload Time: 2.5s loaded, 3.03s unloaded
Rate of Fire: 800 RPM (160 with Rapid Fire)
Recoil: Moderate
Penetration: Low (40%)
Fire Mode: Automatic
Used by: SAS, Heer

The UMP45 is the default weapon for the SAS and Heer’s Engineer class, and is an unlockable weapon for the SAS and Heer’s Recon and Medic classes. It unlocked at Level 4. The gun features a 30 round magazine and a moderate recoil that is quite unpredictable. Compared to the other Submachine Guns, the UMP45 has a few merits – the P90 does the exact same damage with a larger magazine and a slightly faster rate of fire. The Vector also has a larger magazine, a faster rate of fire, and less recoil. However, since none of those weapons are available to the SAS and Heer, this wouldn’t be a problem.

P90
Damage: 35
Damage Multipliers: 1.4x Head & Neck (49); 1.1x Torso & Stomach (38.5); 1.0x limbs (35)
Magazine Size: 50 rounds, 75 rounds (Extended Mags)
Unlocked at: Level 38 (Multiplayer); Level 46 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition 50+100
Maximum Ammunition 400
Reload Time 2.76 seconds
Rate of Fire: 850 RPM (1020 with Rapid Fire)
Recoil: Low-Moderate
Penetration: Low (40%)
Fire Mode: Automatic
Used by: French Army

The P90 is the default weapon for the French Army’s Engineer class and an unlockable weapon for the French Army’s Recon and Medic classes. It is unlocked at level 38 in Multiplayer. It has a moderately high rate of fire and fairly low recoil for a Submachine Gun. It’s biggest strength, however, is its 50-round magazine which allows players to take on multiple opponents without reloading. This also grants the player 150 total rounds of starting ammunition, the most of any Submachine Gun, the first being the PPSh-41. It also does not have any damage falloff, making it effective at range because of it. Because of the large, it makes the Rapid Fire attachment an excellent choice, as it will raise the kill speed and still allow the multiple targets to be engaged, despite the large probability of rounds being wasted, a trait that without Extended Mags, the other Submachine Guns do not have.

MP7
Damage: 50-20
Damage Multipliers: 1.4 Head & Neck (70-28); 1.1 Chest & Stomach (55-22); 1.0 Limbs (50-20)
Magazine Size: 32 (48 with Extended Mags)
Unlocked at: Level 4 (Multiplayer) Level 4 (Survival Mode)
Cost (Survival Mode): $2000
Starting Ammunition: 32+64
Maximum Ammunition: 256
Reload Time: 3s loaded, 3.63s unloaded
Rate of Fire: 750 RPM (900 with Rapid Fire)
Recoil: Moderate
Penetration: High (80%)
Fire Mode: Automatic
Used by: Heer

The MP7 is an unlockable weapon for the Heer’s Engineer, Recon, and Medic Classes. It is unlocked at Level 4 in Multiplayer. It features a 32-round magazine, moderate recoil, and clear iron sights. Rapid Fire is a popular and effective attachment online, especially in conjunction with a Suppressor, particularly in Search and Destroy where the limited amount of enemy players makes up for the rapid ammunition consumption.

PPSh-41
Damage: 40-20
Damage Multipliers: 1.4 Head & Neck (56-28); 1.1 Chest & Stomach (44-22); 1.0 Limbs (40-20)
Magazine Size: 54 rounds (81 with Extended Mags)
Unlocked at: Level 28 (Multiplayer)
Starting Ammunition: 54+108
Maximum Ammunition: 432
Reload Time: 1.83s (loaded), 2.57s (empty)
Rate of Fire: 950 RPM (1140 with Rapid Fire)
Recoil: Low
Penetration: Low (40%)
Fire Mode: Automatic
Used by: KPA

The PPSh-41 is the default weapon for the KPA’s Engineer class and is an unlockable weapon for the KPA’s Recon and Medic Classes. It is unlocked at level 28. It doesn’t have high recoil, but it does have a somewhat obstructive muzzle flash. The PPSh-41 is a very versatile Submachine Gun, ideal for short to medium range combat. There are a variety of useful attachments for the PPSh-41. Silencer is a good choice since it eliminates muzzle flash, making it easier to stay on target. This is especially true at medium range, where damage drop off is not as much of an issue because of its very high fire rate and low recoil. Red dot is another good choice since it gives a clearer view on target and the muzzle flash is not as obstructive. Extended Mags or Rapid Fire make good attachments for this weapon, especially when coupled together. The increased magazine size can also compensate for the high rate of fire. This combo allows enemies to be quickly dispatched at close range, without fear of depleting the magazine. Scavenger makes for a good perk to help increase ammo. Steady Aim is very useful as the high fire rate makes it very easy to dispatch multiple enemies at close range without having to aim down the sights, saving time and potentially preventing the player’s death. Range is a useful Proficiency for the PPSh-41 as it removes one of the weapon’s main weaknesses and allows the user to be more flexible with the gun on larger maps.

Mini-Uzi
Damage: 30-20
Damage Multipliers: 1.4x Head & Neck (42-28); 1.1x Torso & Stomach (33-22); 1.0x limbs (30-20)
Magazine Size: 32 rounds (48 with Extended Mags)
Unlocked at: Level 56 (Multiplayer)
Starting Ammunition: 32+64
Maximum Ammunition: 256
Reload Time: 3.03 seconds (tactical), 3.97 seconds (empty)
Rate of Fire: 1000 RPM (1200 with Rapid Fire)
Recoil: High
Penetration: Low (40%)
Fire Mode: Automatic
Used by: 718 Division

The Mini-Uzi is the default weapon for the 718 Division’s Engineer class and an unlockable weapon for the 718 Divison’s Recon and Medic classes. It is unlocked at Level 56 in Multiplayer. Sporting a 32-round magazine, the Mini-Uzi has decent enough power and the fastest fire rate of any automatic weapon in the game at 1000, making the weapon very effective in close quarters. However, the Mini-Uzi has a slow reload time and high recoil, both of which can be partially cured by Sleight of Hand and Kick, respectively. Rapid fire is an interesting choice for the Mini-Uzi, as it increases the rate of fire to dizzying levels, and paired with Steady Aim, the Mini-Uzi becomes a devastating at close range and the small crosshairs allow it to be used out of medium range. Range will allow it to be more effective outside of medium range; overall the Mini-Uzi is extremely effective in close range combat due to its very high fire rate, but is outclasses by every other Submachine Gun encountered by the user’s enemy factions (SAS & French Army) in terms of recoil, magazine capacity, reload speed and penetration.


Machine Guns
M249/L108A1/Para
Damage40-20
Damage Multipliers: 1.4 Head & Neck (56-28); 1.1 Chest & Stomach (44-22); 1.0 Limbs (40-20)
Magazine Size: 200 (400 with Extended Mags)
Unlocked at: Level 34 (Multiplayer); Level 12 (Survival)
Cost (Survival Mode): $7000
Starting Ammunition: 200+200
Maximum Ammunition: 600
Reload Time: 7.8s
Rate of Fire: 925 RPM (1110 with Rapid Fire)
Recoil: Low- Moderate (Very Low-Low with Grip)
Penetration: High (80%)
Fire Mode: Automatic
Used by: Army Rangers (M249), SAS (L7), French Army (MAG 58)

The M249/L108A1/Para is the default weapon for the Army Rangers, SAS, and French Army’s Support class and an unlockable weapon for the Army Rangers, SAS, and French Army’s Assault and Medic classes. It is unlocked at Level 34 in Multiplayer. It has mild recoil for a Machine Gun, but enough to throw off aim at medium to long distances if firing full-auto. As a result, a Grip is recommended. The weapon has somewhat obstructive iron sights, the second fastest reload time, low damage, and an extremely high rate of fire. Scavenger is a good choice as the weapon expends ammunition quickly despite its large clip (200 rounds), however as a Machine Gun two two-hundred round belts is sufficient for most occasions. If used with a grip and Red Dot Sight, the M249/L108A1/Para can be very effective at all ranges if burst firing is used effectively.

M240/L7/MAG 58
Damage: 50-30
Damage Multipliers: 1.4 Head & Neck (70-42); 1.1 Chest & Stomach (55-33); 1.0 Limbs (50-30)
Magazine Size: 150 (300 with Extended Mags)
Unlocked at: Level 4 (Multiplayer); Level 48 (Survival)
Cost (Survival Mode): $7000
Starting Ammunition: 150+150
Maximum Ammunition: 450
Reload Time: 6.45s
Rate of Fire: 750 RPM (900 with Rapid Fire)
Recoil: Moderate (Low with Grip)
Penetration: High (80%)
Fire Mode: Automatic
Used by: Army Rangers (M240), SAS (L7), French Army (MAG 58)

The M240/L7/MAG 58 is an unlockable weapon for the Army Rangers, SAS, and French Army’s Assault and Support classes, respectively. It is unlocked at Level 4 at Multiplayer. It features fairly average damage statistics such as moderate rate of fire, recoil, and damage values. It is also the primary weapon for the for the Army Rangers, SAS, and French Army with the Juggernaut point streak, along with the .44 Magnum (Army Rangers only) and the Desert Eagle (SAS & French Army only) It does have one exceptional characteristic, however, sporting the fastest reload time of any Machine Guns. The M240/L7/MAG 58 resets exceptionally fast after firing, so using fast single-shot bursts gives it very potent stopping power over medium to longer ranges. Fully automatic fire is not advised unless at very close range. With the Grip and/or Kick proficiency, the weapon gets much needed accuracy allowing more rounds to hit a target at range. Going prone with the M240/L7/MAG 58 will (like other Machine Guns) reduce recoil to very low levels.

MG4
Damage: 40-20
Damage Multipliers: 1.4 Head & Neck (56-28); 1.1 Chest & Stomach (44-22); 1.0 Limbs (40-20)
Magazine Size: 175 (350)
Unlocked at: Level 4 (Multiplayer); Level 41 (Survival)
Cost (Survival Mode): $7000
Starting Ammunition: 175+175
Maximum Ammunition: 525
Reload Time: 9.7s
Rate of Fire: 850 RPM (1020 with Rapid Fire)
Recoil: Low (Very Low with Grip)
Penetration: High (80%)
Fire Mode: Automatic
Used by: Heer

The MG4 is the default weapon for the Heer’s Support class, and an unlockable weapon for the Heer’s Assault & Medic classes. It is unlocked at Level 4 in multiplayer. It is a 5 shot kill, and 6 shots when silenced. It has the lowest damage per second out of the Machine Guns. The MG4 can be, however, a very effective weapon. The low recoil means that is is effective when fired full auto even without the Grip. Without a Grip, it is about as accurate as the HK416. Otherwise, when used with a Grip, it is essentially a Machine Gun version of the AK-47, with no damage loss over range, larger magazine, a higher rate of fire, and the slower Handling of a Machine Gun. Even with the Telescopic Sight, this weapon can be fired with minimal loss of accuracy. These qualities mean the MG4 is mostly outclassed at short and medium range. It excels at longer range battles, where accuracy regularly trumps power. To make up for the lower damage per second, slow reload, and ineffectiveness at close range, the MG4 has the same mobility as that of a Submachine Gun and ADS mobility as that of a Combat Rifle, making it perfect for offense type games.

HK121
Damage: 50-30
Damage Multipliers: 1.4 Head & Neck (70-42); 1.1 Chest & Stomach (55-33); 1.0 Limbs (50-30)
Magazine Size: 125 rounds (250 with Extended Mags)
Unlocked at: Level 18 (Multiplayer); Level 18 (Survival)
Cost (Survival Mode): $7000
Starting Ammunition: 125+125
Maximum Ammunition: 375
Reload Time: 8.06s
Rate of Fire: 700 RPM (840 with Rapid Fire)
Recoil: Moderate (Low with Grip)
Penetration: High (80%)
Fire Mode: Automatic
Used by: Heer

The HK121 is an unlockable weapon for the Heer’s Assault, Support, and Medic classes. It is unlocked at Level 18 in Multiplayer. It has medium recoil and damage. It is also the primary weapon for the Heer with the Juggernaut point streak, along with the Desert Eagle. It is manageable to fire fully automatically at close range targets, but burst firing, is essential for long ranges unless the Kick proficiency or Grip is used, in which case is can be used full-auto at medium ranges fairly easily. The rapid fire attachment when used with the Grip makes the HK121 extremely deadly at close-mid range, but 3-4 round burst are recommended for longer ranges.

RPD
Damage: 45-25
Damage Multipliers: 1.4 Head & Neck (63-35);1.1 Chest & Stomach (49.5-27.5); 1.0 Limbs (45-25)
Magazine Size: 175 rounds (350 with Extended Mags)
Unlocked at: Level 54 (Multiplayer)
Starting Ammunition: 175+175
Maximum Ammunition: 525
Reload Time: 8.67 seconds
Rate of Fire: 800 (960 with Rapid Fire)
Recoil: Moderate (Low with Grip)
Penetration: High (80%)
Fire Mode: Automatic
Used by: KPA, 718 Division

The RPD is the default weapon for the KPA and 718 Division’s Support class and an unlockable weapon for the KPA’s Assault class. It is unlocked at Level 54 in Multiplayer. It is a relatively versatile Machine Gun, having moderate-high power, medium recoil, good range, and a high rate of fire. The Grip attachment is very useful on this Machine Gun. Sleight of Hand is recommended, as reload time is very long at nearly 9 seconds. Quickdraw is another good perk, since the ADS time of the Machine Guns is generally the slowest among all other weapons. On top of everything, Steady Aim can also be a good choice to help with the bad hipfire spread typically found on Machine Guns

PKM
Damage: 60-40
Damage Multipliers: 1.4 Head & Neck (84-56); 1.1 Chest & Stomach (66-44); 1.0 Limbs (60-40)
Magazine Size: 100 rounds (200 with Extended Mags)
Unlocked at: Level 72 (Multiplayer)
Starting Ammunition: 100+100
Maximum Ammunition: 525
Reload Time: 9.7 seconds
Rate of Fire: 600 (720 with Rapid Fire)
Recoil: Moderate-High (Low-Moderate with Grip)
Penetration: High (80%)
Fire Mode: Automatic
Used by: KPA, 718 Division

The PKM is an unlockable weapon for the KPA and 718 Division’s Assault and Support classes. It is unlocked at Level 72 in Multiplayer. It features extremely high damage, the highest for any fully automatic weapon, but a slow rate of fire and the slowest reload time of a Machine Gun (tied with the MG4). It also the primary weapon for the KPA and 718 Division equipped with the Juggernaut point streak, along with the MP412. The PKM’s iron sights are clear, but small, making the optical attachments possibly favorable. To counter the PKM’s slow fire rate, reload, and high recoil, it has the same the same mobility as that of a Submachine Gun and ADS mobility as that of a Combat Rifle, making it perfect for offense type games. Recoil can be compensated for by using Kick or the Grip attachment. If a player is comfortable with the iron sights, both the Grip and Kick can be used. Rapid Fire is an interesting choice, as it allows the player to dispatch enemies very quickly at close to medium range; however, recoil is also dramatically increased. Using Kick or Attachments to pair the Grip with Rapid Fire can mitigate this somewhat.


Sniper Rifles
M21 EMR/MSG-90
Damage: 70
Damage Multipliers: 1.5 Head & Neck (105); 1.1 Chest & Stomach (77); 1.0 Limbs (77)
Magazine Size: 20 rounds (30 with Extended Mags)
Unlocked at: Level 29 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 20+40
Maximum Ammunition: 160
Reload Time: 2.7s loaded (M21 EMR), 3.8s unloaded (M21 EMR); 3.s loaded (MSG-90), 3.5s unloaded (MSG-90)
Recoil: Moderate, None (while prone)
Rate of Fire: 950 firecap
Penetration: Large (100%)
Fire Mode: Semi-automatic
Used by: Army Rangers (M21 EMR), Heer (MSG-90)

The M21 EMR/MSG-90 is the default weapon for the Army Rangers and Heer’s Recon class, respsectively. It has the highest magazine capacity and the lowest recoil among Sniper Rifles, making it the most user-friendly weapon in this category. This, however, comes at the cost at having the lowest damage too, although thigh shouldn’t be too problematic since the two hit kill requirement is relatively easy to achieve. Playing Hardcore game types also mitigates the damage, and in fact makes it one of the better Sniper Rifles, considering the fire rate and magazine size. The Suppressor is a great choice, the M21 EMR/MSG-90 already takes two shots to kill and works well with Assassin Pro. The Variable Zoom is also good, as it adds versatility to the weapon, allowing to hit targets easily at range. The Telescopic Sight, on the other hand, is useful if one wants to use the M21 EMR/MSG-90 up close, although the SVT-40 is more suited for CQB. However, the SVT-40 is exclusive to the KPA and the M21 EMR/MSG-90 is exclusive to the Army Rangers and Heer, respectively, so this wouldn’t be a problem when it comes with choosing one of the two. The M21 EMR/MSG-90 and the Dragunov are, more or less, the same as each other, but there are some differences: The Dragunov has higher damage multipliers to the Chest than the M21 EMR/MSG-90 and has higher mobility while the M21 EMR/MSG-90 has double the magazine size, maximum ammunition and starting ammunition, and has lower recoil than the Dragunov.


M107/L82A1/M82/G82
Damage: 98 (70 Suppressed)
Damage Multipliers: Head, Neck, Shoulders, Chest & Stomach: x1.5 (147 (105 Suppressed)); Limbs: x1.0 (98(70 Suppressed))
Magazine Size: 10 rounds (15 with Extended Mags)
Unlocked at: Level 4 (Multiplayer); Level 49 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 10+20
Maximum Ammunition: 80
Reload Time: 3.917s loaded, 4.25s unloaded
Rate of Fire: 1200 Firecap
Recoil: Very High
Penetration: Large (100%)
Fire Mode: Semi-Automatic
Used by: Army Rangers (M107), SAS (L82A1), French Army (M82), Heer (G82)

The M107/L82A1/M82/G82 is an unlockable weapon for the Army Rangers, SAS, French Army, and Heer’s Recon class, respectively. It is unlocked at level 4 in Multiplayer. It is capable of a one-hit kill from the chest & stomach and beyond, but comes at the cost of mobility, equal to an LMG, and high recoil. However, crouching or going prone will reduce its recoil and sway. It is a good idea to pair of Sleight of Hand with this as it can great reduce the reloading time. However, the 10-round magazine, semi-automatic firing mode, and large potential for a one-shot kill means the said perk is not mandatory.

AWM
Damage: 98 (70 Suppressed)
Damage Multipliers: Head, Neck, Shoulders, Chest & Stomach: x1.5 (147 (105 Suppressed)); Limbs: x1.0 (98(70 Suppressed))
Magazine Size: 5 rounds (9 with Extended Mags)
Unlocked at: Level 35 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 5+10
Maximum Ammunition: 40
Reload Time: 3.03s loaded, 4.3s unloaded
Rate of Fire: 65 firecap
Recoil: High
Penetration: Large (100%)
Fire Mode: Bolt-Action
Used by: SAS

The AWM is the default Sniper Rifle for the SAS. It has high damage multipliers, killing in one shot reliably from the stomach up. It has high recoil, but since it resets while the bolt cycles, this isn’t much of an issue. Its rate of fire is quite slow and can make the user vulnerable if they are faced with multiple opponents at once. Its reload is manageable but slow, and can only be partially mitigated with Sleight of Hand. The FRF2 is often more preferable than the AWM due to its faster bolt cycling, but because the FRF2 is restricted to the French Army (which is a friendly faction like the SAS), this is offset.

FRF2
Damage: 98 (70 Suppressed)
Damage Multipliers: Head, Neck, Shoulders, Chest: x1.5 (147 (105 Suppressed)); Limbs & Stomach: x1.0 (98(70 Suppressed))
Magazine Size: 5 rounds (9 with Extended Mags)
Unlocked at: Level 7 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 5+10
Maximum Ammunition: 40
Reload Time: 2.268s loaded, 3.867s unloaded
Rate of Fire: 69 firecap
Recoil: High
Penetration: Large (100%)
Fire Mode: Bolt-Action
Used by: French Army

The FRF2 is the default Sniper Rifle for the French Army. It is nearly identical to the AWM, but features a different scope, faster fire rate, and faster reload. As with all Sniper Rifles, Quickdraw is a great perk to speed up its lethargic aim time. Sleight of Hand Pro can also be useful, as one can quickly switch to another weapon in a close quarters pinch, and the faster reload can save one’s life when faced with many enemies at once.

Dragunov
Damage: 70
Damage Multipliers: 1.5x Head, Neck, & Torso (105); 1.0x Limbs & Stomach (30-20)
Magazine Size: 10 rounds (15 with Extended Mags)
Starting Ammunition: 10+20
Maximum Ammunition: 80
Reload Time: 2.75s loaded, 3.55s unloaded
Rate of Fire: 1200 Firecap
Recoil: Moderate
Penetration: Large (100%)
Fire Mode: Semi-Automatic
Used by: KPA, 718 Division

The Dragunov is the default Sniper Rifle for the KPA and 718 Division. It kills reliably from the chest up. The Telescopic sight is a useful optic as, since the rifle cannot fire a second shot very quickly, it is important to get into midrange to lessen the recoil; the Telescopic sight will provide more peripheral vision and solidify the Dragunov as a mid-range marksman rifle, comparable to the SVT-40. The Kick proficiency is useful as the recoil becomes much more manageable, making follow-up shots much easier to perform. However, one may also take full advantage of the Dragunov’s high mobility by using the Speed proficiency, which will bring its mobility level to SMG level. If one were to combine both, then the Overkill Pro perk is also very useful as it allows two proficiencies. The Supressor is also useful (since it does not reduce the damage of lower-damage Sniper Rifles). Extreme Conditioning can be a synergistic perk to bring the Dragunov to its optimum range so that its recoil is less of a hindrance. Quickdraw can help eliminate the slow ADS time, as with all Sniper Rifles. Unique to the Dragunov, the player consider giving up Marksman, a traditional “Sniper Perk”, in lieu of another Tier 3 perk, as the Dragunov’s strengths lie more in mid ranges rather than longer ranges.

OSV-96
Damage: 98 (70 Suppressed)
Damage Multipliers; Head, Neck, Shoulders, Chest & Stomach: x1.5 (147 (105 Suppressed)); Limbs: x1.0 (98(70 Suppressed))
Magazine Size: 5 rounds (9 with Extended Mags)
Unlocked at: Level 22 (Multiplayer)
Starting Ammunition: 10+20
Maximum Ammunition: 40
Reload Time: 3.56s loaded, 4.46s unloaded
Rate of Fire: 950 Firecap
Recoil: Moderate
Penetration: Large (100%)
Fire Mode: Semi-Automatic
Used by: KPA, 718 Division

The OSV-96 an unlockable Sniper Rifle for the KPA and 718 Division. It is unlocked at level 22, making it the last unlockable Sniper Rifle. It has low recoil, high power (a one-shot kill from the stomach up), and a five round magazine. The OSV-96 is a unique scope with a 2.4x zoom, lower than other Sniper Rifles’ default 4.8x zoom making it more suitable for use at closer ranges than other Sniper Rifles. With this lower zoom, the sway is less noticeable as well. However, the lower zoom also means that it is less useful at longer ranges. The Variable Zoom can be very useful on the OSV-96, as the scope retains the close zoom, but can be zoomed in for taking out players that otherwise the default scope would have trouble hitting. Extended Magazines is a good option, as it will assist in prolonged engagements that otherwise would require constant reloading. On the other hand, the Silencer is not recommended as it severely decreases the chances of a one-shot kill, which is one of the its key advantages. Stability is effective, as it will lower the sway of the scope.


Shotguns
M590
Damage: 35-20 x18 = 630-360
Magazine Size: 6 (9 with Extended Mags)
Unlocked at: Level 4 (Multiplayer); Level 26 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 6+12
Maximum Ammunition: 48
Reload Time: .66s per shell
Rate of Fire: 41 RPM
Recoil: Moderate (Low with Grip)
Penetration: Small (20%)
Fire Mode: Pump-action
Used by: Army Rangers

The KSG is the default weapon for the Army Rangers’ Medic class and an unlockable weapon for the Army Rangers’ Engineer class. It is unlocked at Level 4 in Multiplayer. It is a high-damage pump-action shotgun dealing low damage against fully armored enemies, but does kill in one shot. It does feature the largest amount of pellets of any manual-action shotgun, as well as firing slower than other shotguns at 41 RPM. In addition, the damage at the edge of the KSG’s range is moderate, but kills at this range are unlikely due to the slow pump-action.

AA-12
Damage: 20-10 x8 = 160-80
Magazine Size: 8 (12 with Extended Mags)
Unlocked at: Level 26 (Multiplayer); Level 44 (Survival)
Cost (Survival Mode)" $2000
Starting Ammunition: 8+16
Maximum Ammunition: 64
Reload Time: 2.75s loaded, 3.58s unloaded
Rate of Fire: 400 RPM
Recoil: Moderate (Low with Grip)
Penetration: Small (20%)
Fire Mode: Automatic
Used by: Army Rangers

The AA-12 is an unlockable weapon for the Army Rangers’ Engineer and Medic classes. It is unlocked at level 26. While the gun is fully automatic, it has a small clip, poor range, and a wide spread for a shotgun. These make extended mags, Damage, and Steady Aim a necessity, respectively.

L91/M3/R870
Damage: 30-10 x8 = 240-80
Magazine Size: 8 (12 with Extended Mags)
Unlocked at: Level 8 (Multiplayer); Level 16 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 8+16
Maximum Ammunition: 64
Reload Time: .66s per shell
Rate of Fire: 65 RPM
Recoil: Moderate (Low with Grip)
Penetration: Small (20%)
Fire Mode: Automatic
Used by: SAS (L91), French Army (M3), Heer (R870)

The L91/M3/R870 is the default weapon for the SAS, French Army, and Heer’s Medic class, respectively, and an unlockable weapon for the SAS, French Army, and Heer’s Engineer class, respsectively. It has a reasonably sized magazine, although with its pump-action nature, follow-up shots are harder to get and missing can often be fatal. The Impact proficiency is a good choice to improve the gun’s stats; however, it remains the last proficiency to be unlocked. The Kick Proficiency and the Grip are somewhat unnecessary, as the pump-action means that recoil settles between each shot anyway.


L128A1
Damage: 30-10 x9 = 270-90
Magazine Size: 6 (9 with Extended Mags)
Unlocked at: Level 4 (Multiplayer); Level 6 (Survival)
Cost (Survival Mode): $2000
Starting Ammunition: 6+12
Maximum Ammunition: 48
Reload Time: .6s per shell
Rate of Fire: 300 Firecap
Recoil: Moderate (Low with Grip)
Penetration: Small (20%)
Fire Mode: Semi-Automatic
Used by: SAS

The L128A1 is an unlockable weapon for the SAS’s Engineer and Medic classes. It is unlocked at Level 4 in Multiplayer. It has the smallest magazine capacity of all the Shotguns and a considerably slow reload, making Extended Mags and/or Sleight of Hand a necessity, respectively. Nevertheless, the L128A1 has the highest range of the Shotguns (tied with the L91/M3/R870), but has low damage at the edge of its range. Impact and/or Range is highly recommended, as with all shotguns.

TOZ-194
Damage 40-20 x8 = 320-160
Magazine Size: 7 (9 with Extended Mags)
Unlocked at: Level 62 (Multiplayer)
Starting Ammunition: 7+14
Maximum Ammunition: 56
Reload Time: .6s per shell
Rate of Fire: 65 RPM
Recoil: Moderate (Low with Grip)
Penetration: Small (20%)
Fire Mode: Semi-Automatic
Used by: KPA, 718 Division

The TOZ-194 is the default weapon for the KPA and 718 Division’s Medic class and an unlockable weapon for the KPA and 718 Division’s Engineer class. It is the last unlocked Shotgun, unlocked at Level 62 in Multiplayer. It has decent damage at range for a shotgun, but it features the second slowest fire rate of all shotguns, tied with the L91/M3/R870, and only slightly faster than the M590. This can cause problems when encountering more than one enemy at once, or if a single shot fails to kill the enemy, as well as the second-worst pellet spread, after the AA-12 which causes it not to get one shot kills unless in very close quarters. When in a head-on gunfight, it’s advised to fire from cover to get ready for the next shot, it more than one is needed. The Damage Proficiency is highly recommended, as with all shotguns. The Range proficiency is arguably more useful on the TOZ-194 than any other shotgun, due to the damage drop at long range being relatively low.

Saiga 12
Damage: 30-15 x6 = 180-90
Magazine Size: 12 (18 with Extended Mags)
Unlocked at: Level 48 (Multiplayer)
Starting Ammunition: 12+24
Maximum Ammunition: 96
Reload Time: 2.5s loaded, 3.25s unloaded
Rate of Fire: 352 RPM
Recoil: Moderate (Low with Grip)
Penetration: Small (20%)
Fire Mode: Semi-Automatic
Used by: KPA, 718 Division

The Saiga 12 is an unlockable weapon for the KPA and 718 Division’s Engineer and Medic classes. It is unlocked at Level 48 in Multiplayer. The Grip attachment and/or the Kick proficiency can remedy this, using both greatly increases ease of use. Range is a useful proficiency for the Striker, making it easier to take out enemies at medium ranges. The Damage proficiency is also highly recommended, as with all Shotguns, as it makes the Striker even more lethal.


Sidearms
M9/PAMAS
Damage: 40-20
Damage Multipliers: 1.4 Head & Neck (56-28); 1.1 Chest & Stomach (44-22); 1.0 Limbs (40-20)
Magazine Size: 16 (24 with Extended Mags)
Cost (Survival Mode): $750
Starting Ammunition: 16+32
Maximum Ammunition: 128
Reload Time: 1.6s loaded; 1.8s unloaded
Rate of Fire: 937.5 Firecap
Recoil: Low
Penetration: Low (40%)
Fire Mode: Semi-Automatic
Used by: Army Rangers (M9), French Army (PAMAS)

The M9/PAMAS is the default Sidearm for the Army Rangers and the French Army, respectively. It has the lowest damage of any handgun in Multiplayer, as it takes 7 shots to kill against fully armored enemies, but has the lowest recoil of the handguns, and the fastest reload time. The handgun also sports the fastest Raise/Draw Time of any other weapon in the game. Also, the M9/PAMAS has a firecap of 937.5 RPM in the game, second only to the Makarov in the Sidearms category. The M9/PAMAS is also the sidearm equipped with the Juggernaut Recon pointstreak for the Army Rangers and French Army, respectively, along with a riot shield.

.44 Magnum
Damage: 50-30
Damage Multipliers
1.4 Head & Neck (70-42); 1.1 Chest & Stomach (55-33); 1.0 Limbs (50-30)
Magazine Size: 6
Unlocked at: Level 46 (Multiplayer); Level 20 (Survival)
Cost (Survival Mode): $750
Starting Ammunition: 6+12
Maximum Ammunition: 48
Reload Time: 3s
Rate of Fire: 700 Firecap
Recoil: High
Penetration: Moderate (60%)
Fire Mode: Automatic
Used by: Army Rangers

The .44 Magnum is an unlockable Sidearm for the Army Rangers. It is unlocked at Level 46 in Multiplayer. While the gun works well in close range due to the high damage and moderate penetration, taking 4 shots to kill depending on where the enemy is, it suffers at mid-long ranges due to its lower damage and high recoil at range, where at maximum range, it will take 4-6 shots to kill depending on where the enemy is. It is the sidearm equipped with the Juggernaut pointstreak for the Army Rangers, along with the M240.

G18
Damage: 40-30
Damage Multipliers: 1.4 Head & Neck (56-42); 1.1 Chest & Stomach (44-33); 1.0 Limbs (40-30)
Magazine Size: 36 (54 with Extended Mags)
Unlocked at: Level 2 (Multiplayer); Level 37 (Survival)
Cost (Survival Mode): $750
Starting Ammunition: 36+72
Maximum Ammunition: 288
Reload Time: 2.3s loaded, 2.76s unloaded
Rate of Fire: 1100 RPM (1320 with Rapid Fire)
Recoil: High
Penetration: Low (40%)
Fire Mode: Automatic
Used by: Army Rangers

The G18 is an unlockable sidearm for the Army Rangers. It is unlocked at level 2, and has a high fire rate, high damage up close and a large magazine. However, it has very high recoil, short effective range, and moderate sway, limiting its effectiveness outside of close range.

L105A1/P8
Damage: 45-20
Damage Multipliers: 1.4 Head & Neck (63-28); 1.1 Chest & Stomach (49.5-22); 1.0 Limbs (45-20)
Magazine Size: 12 (18 with Extended Mags)
Cost (Survival Mode): $750
Starting Ammunition: 12+24
Maximum Ammunition: 96
Reload Time: 1.62s loaded; 1.91s unloaded
Rate of Fire: 700 Firecap
Recoil: Moderate
Penetration: Low (40%)
Fire Mode: Semi-Automatic
Used by: SAS (L105A1), Heer (P8)

The L105A1/P8 is the default sidearm for the SAS and Heer, respectively. It features the fastest reload time out of any handgun but is otherwise quite ordinary. Compared to other pistols (The M9/PAMAS and Makarov), the L105A1/P8 has the lowest firecap and a greater amount of visual recoil (with the pistol bouncing up more than the other two). It does have an interesting range profile, the bullets dropping off from a 6-hit kill slightly sooner than the other two, but maintaining their damage for longer. This makes the weapon less effective at close range but more effective as it approaches medium range. The L105A1/P8 is also the sidearm equipped with the Juggernaut Recon pointstreak for the SAS and Heer, respectively, along with a riot shield.


MP9
Damage: 35-25
Damage Multipliers: 2 Head & Neck (70-50); 1.1 Chest & Stomach (38.5-27.5); 1.0 Limbs (35-25)
Magazine Size: 32 (48 with Extended Mags)
Unlocked at: Level 16 (Multiplayer); Level 17 (Survival)
Cost (Survival Mode): $750
Starting Ammunition: 32+64
Maximum Ammunition: 256
Reload Time: 2.1s loaded, 2.93s unloaded
Rate of Fire: 900 RPM
Recoil: Moderate
Penetration: Low (40%)
Fire Mode: Automatic
Used by: SAS, French Army, Heer

The MP9 is an unlockable sidearm for the SAS, French Army, and Heer. It is unlocked at level 16 in multiplayer. With its high fire rate, large magazine, moderately fast reload, and low, but unpredictable recoil, it is a very versatile weapon. It actually has the lowest recoil of all machine pistols, making it useful even for midrange combat. However, it has a few downsides; first, it has the slowest switch time of all the sidearms, with a draw time of 0.8 seconds. This means that the MP9 cannot be easily pulled out in a heated firefight, such as when one’s primary weapon needs to reload. Secondly, it has low minimum damage and range, taking 10 shots to kill at longer distances against a fully armor target. This is rare, however, as the MP9 has significantly higher range than any other machine pistol, and given the range it is intended to be used on, it will almost never come to the point. One of the main advantages of the MP9 is its headshot multiplier, dealing twice the damage: It’s the highest multiplier of any gun, only matched with the Skorpion. It excels in close range encounters as its recoil can easily get headshots but if facing multiple enemies extended mags could be useful, especially given its low penetration. The Silencer is also great, as its range is not significantly hampered and will also take out the obstructive muzzle flash and keep the player off the radar.


Desert Eagle
Damage: 50-35
Damage Multipliers: 1.4 Head & Neck (70-49); 1.1 Chest & Stomach (55-38.5); 1.0 Limbs (50-35)
Magazine Size: 8
Unlocked at: Level 76 (Multiplayer); Level 11 (Survival)
Cost (Survival Mode): $750
Starting Ammunition: 8+16
Maximum Ammunition: 64
Reload Time: 1.96s loaded, 2.1s unloaded
Rate of Fire: 700 Firecap
Recoil: Very High
Penetration: Moderate (60%)
Fire Mode: Semi-Automatic
Used by: SAS, French Army, Heer

The Desert Eagle is an unlockable sidearm for the SAS, French Army, and Heer. It is unlocked at level 76 in Multiplayer. It has high damage for a handgun, killing in 4 shots to the chest on a fully armored enemy, a large magazine for a magnum, and a high firecap, but has very high recoil. The sheer amount of recoil makes a follow-up shot at range incredibly difficult, and as good relegates it to close range. It is the sidearm equipped with the Juggernaut pointstreak for the SAS, French Army, and Heer, along with the L7, MAG 58, and HK121, respectively.

Makarov
Damage: 50-20
Damage Multipliers: 1.4 Head & Neck (70-28); 1.1 Chest & Stomach (55-22); 1.0 Limbs (50-20)
Magazine Size: 12 (18 with Extended Mags)
Starting Ammunition: 12+24
Maximum Ammunition: 96
Reload Time: 1.62s loaded; 1.91s unloaded
Rate of Fire: 1200 Firecap
Recoil: Moderate
Penetration: Low (40%)
Fire Mode: Semi-Automatic
Used by: KPA, 718 Division

The Makarov is the default sidearm for the KPA and 718 Division. It has the highest firecap of any semi-automatic sidearm at 1200 RPM. It also features the highest damage up close for any low-caliber sidearm. It also features slightly lower visual recoil than the L105A1/P8, which is quite controllable. The Makarov is the sidearm equipped with the Juggernaut Recon pointstreak for the KPA and 718 Division.

MP412 REX
Damage: 50-30
Damage Multipliers: 1.4 Head & Neck (70-28); 1.1 Chest & Stomach (55-22); 1.0 Limbs (50-20)
Magazine Size: 20 (30 with Extended Mags)
Unlocked at: Level 30 (Multiplayer)
Starting Ammunition: 6+12
Maximum Ammunition: 48
Reload Time: 4.16s loaded
Rate of Fire: 700 Firecap
Recoil: High
Penetration: Moderate (60%)
Fire Mode: Semi-Automatic
Used by: KPA, 718 Division

The MP412 REX is an unlockable sidearm for the KPA and 718 Division. It is capable of 4-shot kills at close range against a fully armored target, and is the earliest sidearm capable of doing so. However, it features the longest reload time for a sidearm in the game at over 4 seconds, and the slowest non-Machine Gun reload time. This combined with 6 rounds, makes Sleight of Hand a necessity. Compared to the .44 Magnum, it has a higher hip-fire spread and longer reload time. However, it is unlocked earlier.

Skorpion
Damage: 30
Damage Multipliers: 2 Head & Neck (60); 1.1 Chest & Stomach (33); 1.0 Limbs (30)
Magazine Size: 20 (30 with Extended Mags)
Unlocked at: Level 36 (Multiplayer)
Starting Ammunition: 20+40
Maximum Ammunition: 160
Reload Time: 2.43s loaded; 3.23s unloaded
Rate of Fire: 800 RPM
Recoil: High(ADS), Hip-Fire (Very Low)
Penetration: Low (40%)
Fire Mode: Automatic
Used by: KPA

The Skorpion is an unlockable sidearm for the KPA. Compared to the MP9, it has a slower fire rate, smaller magazine, less overall ammunition, a slower reload, and more recoil – it has an unusual recoil pattern, that causes the weapon to harshly pull to the left, making the iron sights difficult to use during sustained fire. However, it has no damage falloff, making it kill in eight bullets to the chest against an armored enemy at all ranges, but because of its low damage, this is offset. It also has a slightly faster switch time, making it ideal to pull out at a moment’s notice. Additionally, the Skorpion does not have idle sway. It is also unique in the fact that it has a very small hip-fire spread. This trait makes it one of the best weapons to use with akimbo, as its tight spread and lack of recoil allows it to be used out to medium range. Interestingly, the Skorpion also has the highest headshot multiplier in the game at 2x the damage, only matched by the MP9. At medium ranges, one should fire the Skorpion in controlled bursts, and at long ranges, one should fire semi-automatically while aiming for the head to gain the headshot multiplier (which is possible due to lack of sway). However, the Skorpion is best suited for a role of a close-range backup weapon. It’s worth taking note that having this weapon equipped will increase the player’s sprint time by 75%. This trait is also present in the MP9 and L128A1.

Stechkin
Damage: 50-20
Damage Multipliers: 1.4 Head & Neck (70-28); 1.1 Chest & Stomach (55-22); 1.0 Limbs (50-20)
Magazine Size: 20 (30 with Extended Mags)
Unlocked at: Level 70 (Multiplayer)
Starting Ammunition: 20+40
Maximum Ammunition: 160
Reload Time: 1.63s loaded; 2.013s unloaded
Rate of Fire: 925 RPM
Recoil: Very High
Penetration: Low (40%)
Fire Mode: Automatic
Used by: 718 Division

The Stechkin is an unlockable Sidearm for the 718 Division. It is unlocked at Level 70 in Multiplayer. It has a high rate of fire, high damage up close and a large magazine. However, the Stechkin has very high recoil, short effective range, and moderate sway, limiting its effectiveness outside close range, making it best to avoid mid- to long-range combat. Extended mags can be helpful to make up for its high fire rate.
Last edited by Domayv on 14.04.2012, 18:20, edited 1 time in total.
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Re: Homefront 2 by Crytek

Postby themodman101 » 14.04.2012, 04:19

Ooooh, so is this that spectacular April project thing that they said they were going to announce?
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Re: Homefront 2 by Crytek

Postby Adsolution » 14.04.2012, 04:48

ClockworkOnion wrote:
hmmm wrote:Homefront seemed like a pretty mediocre game to me, awful storyline, some wierd moral tables turned stuff angle they were making such a big deal of and an MP which tried to get the best of both worlds without actually attempting to do anything of its own.

It annoys me a bit to see crytek taking it on, either they really like north korea or they like taking on other franchises.... both are a bad thing....

On the contrary the story was the only thing Homefront did RIGHT. However, the length of the campaign (3 and a half hours, seriously?!) coupled with outated looks and moments copied straight from Modern Warfare and the horrible multiplayer were what killed the game.

The game ended right when the story started to take off :/

I know this was an older post, but I just thought I'd say that I couldn't possibly agree more.
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Re: Homefront 2 by Crytek

Postby Domayv » 14.04.2012, 18:38

Now for Perks, Proficiencies, Killstreak Rewards, and XP

Tier 1
Recon (Default)
• Explosive damage paints the target on the mini-map for a minute
• Pro: Bullet damage paints the target on the mini-map for a minute
Sleight of Hand (Default)
• Reduces reload time by 50%
• Pro: Reduces weapon swap time by 50%
Blind Eye (Level 11)
• Undetectable by air support and sentries
• Pro: Launcher locks on quicker by 50% and increased damage against sentries, vehicles, and air support by 40%.
Extreme Conditioning (Level 22)
• Doubled sprint time
• Pro: Climb obstacles and capture points faster, such as capturing flags, arming and defusing bombs, & capturing positions
Scavenger (Level 39)
• Replenishes all ammo from dead enemies
• Pro: Spawn with max ammo

Tier 2
Quickdraw (Default)
• Halves ADS time by 50%
• Pro: Halves recovery time from equipment, grenade, & killstreak usage by 50%
Blast Shield (Default)
• Takes 65% less explosive and fire damage & immune to gas grenades
• Pro: Resistance to flash and concussion grenades by 90%
Hardline (Level 15)
• Poinstreaks awards take 20% less points to obtain
• Pro: Deathstreaks require one less death and allows player to “re-roll” a Care Package reward by double-tapping the action button
Assassin (Level 27)
• Undetectable by UAVs, portable radars, Thermal Scopes and Heartbeat Sensors
• Pro: Immune to Counter-UAVs and EMPs and prevents a red crosshair being displayed when an enemy aims at the player
Overkill (Level 47)
• Secondary weapon is replaced by a primary weapon (capable of accepting attachments, camouflages, and proficiencies)
• Pro: Allows both weapons to accept two proficiencies

Tier 3
Marksman (Default)
• Identifies enemy targets at a longer range
• Pro: Longer hold breath period
Stalker (Default)
• 100% walking speed while aiming down the sights (speed varies depending on the gun)
• Pro: Delays enemy mines by increasing the time between detection and detonation by 50%
SitRep (Level 19)
• Detects enemy equipment
• Pro: Enemy footsteps are four times louder and player’s and their teammates' footsteps four times quieter
Steady Aim (Level 30)
• Increases hip-fire accuracy by 33%
• Pro: Weapon is ready faster after knifing and exiting sprinting
Dead Silence (Level 55)
• Quieter movement; Recon perk is less effective as its effects will be reduced to 30 seconds
• Pro: Eliminates fall damage

Vehicle Tier
Water Cooler (Default)
• Decreases turret overheating
Greased Bearings (Default)
• Increased turret rotation speed & mobility
Ordnance Training (Level 13)
• Will give an effect similar to Sleight of Hand, halving the player's reload time by 50%
Warlord (Level 34)
• Adds additional turret to vehicle (BGM-71 TOW for Humvee, Panther, VAB, and Enok gunners; Konkurs for Tigr gunners; M240 for Abrams pilots; L7 for Challenger II pilots; MAG 58 for Leclerc pilot; HK121 for Leopard 2 pilots; PKM for T-90 pilots; Hellfire missiles for Apache, Apache AH-1, and Tiger HAP; PARS 3 LR for Tiger UHT; 9K114 Shturm for Havoc; Hydra 70 for Blackhawk, Puma, and NH90 pilots; CRV7 for Lynx pilots; S-8 for Orca pilots; MK.19 for Blackhawk & Puma gunners; GMG for Lynx & NH90 gunners; BGM-71 TOW for Bradley, Warrior, & Puma drivers; ERYX for VCBI drivers; Kormet for BTR-90 drivers)
Magic Wrench (Level 65)
• Driver’s vehicle self-regenerates health

Weapon Proficiencies (Primary weapons only)
Kick (All weapons)
• Reduces recoil by 20%
Range (Submachine Guns and Shotguns only)
• Increases the damage drop distance and maximum range by 25%
Attachments (All weapons)
• Equip two attachments of each slot (except for Optical and Extension) to the same weapon
Focus (All weapons)
• Reduces flinch when shot by 50%
Melee (Shotguns only)
• Faster melee rate by 33%
Stability (All weapons)
• Reduces idle and mobile weapon sway by 25%
Impact (All weapons)
• Increases penetration against armor
Speed (Machine Guns and Sniper Rifles only)
• Increases mobility by 20%
Breath (Combat Rifles only)
• Hold breath while aiming down the sights


Killstreak Rewards
25-point streaks:
Specialist
• Fourth Perk
50-point streaks:
Assault
• UAV (Reaper for Army Rangers, SAS, & USMC; Sperwer for French Army; X-2000 for German Army; Pchela for KPA & 718 Division)
• RC-XD
100-point streaks:
Assault
• Care Package (Chinook for Army Rangers & SAS; Cougar for French Army; Sea Stallion for German Army; Halo for KPA & 718 Division)
Support
• UAV (Reaper for Army Rangers & SAS; Sperwer for French Army; X-2000 for German Army; Pchela for KPA & 718 Division)
Specialist
• Fifth Perk
175-point streaks:
Assault
• I.M.S.
• UAV Missile (AGM-144 Hellfire for Army Rangers, SAS, & French Army; PARS 3 LR for German Army; 9K114 SHTURM for KPA & 718 Division)
• Sentry Gun (M2HB for Army Rangers, SAS, French Army & German Army; NSV for KPA & 718 Division)
Support
• Counter-UAV
• Ballistic Vests
• Airdrop Trap (Chinook for Army Rangers & SAS; Cougar for French Army; Sea Stallion for German Army; Halo for KPA & 718 Division)

250-point streaks:
Assault
• Precision Airstrike (F-35 for Army Rangers; Eurofighter Typhoons for SAS and German Army; Dassault Rafale for French Army; MiG-29 for KPA & 718 Division)
• Mortar Team (M327 for Army Rangers & USMC; L16 for SAS; TAMPELLA for German Army; RT F1 for French Army; 2S31 Vena for KPA & MEC)
Specialist
• Sixth Perk
350-point streaks:
Assault
• Attack Helicopter (MH-6 Little Bird for Army Rangers; Gazelle for SAS & French Army; Bo 105 for Heer; Z-11 for KPA & 718 Division)
• Guided Rockets (Javelin for Army Rangers, SAS, French Army, German Army, & USMC; Saxhorn-2 for KPA & MEC)
450-point streaks:
Support
• SAM Turret (Stinger for Army Rangers, SAS, French Army, Germany Army, & USMC; Igla for KPA & MEC)
Specialist
• All Perks
575-point streaks:
Assault
• Strafe Run (MH-6 Little Bird for Army Rangers; Gazelle for SAS & French Army; Bo 105 for Heer; Z-11 for KPA & 718 Division)
• Buzzard Overwatch
• Advanced UAV Missiles (AGM-144 Hellfire for Army Rangers, SAS, French Army, & USMC; PARS 3 LR for German Army; 9K114 SHTURM for KPA & MEC)


700-point streaks:
Assault
• Assault Drone (M2HB for Army Rangers, SAS, French Army & German Army; NSV for KPA & 718 Division)
Support
• Recon Drone
850-point streaks:
Assault
• Attack Dogs
1000-point streaks:
Assault
• Gunship (AC-130 for Army Rangers, & SAS; AC-160 for French Army and German Army; Lion for KPA & 718 Division)
• Armored Helicopter (Chinook for Army Rangers & SAS; Cougar for French Army; Sea Stallion for German Army; Halo for KPA & 718 Division)
Support
• Advanced UAV (Global Hawk for Army Rangers & SAS; Talarion for French Army; EuroHawk for German Army; Skat for KPA, Militia, & MEC)
• Remote Sentry (M2HB for Army Rangers, SAS, French Army & German Army; NSV for KPA & 718 Division)
1200-point streaks:
Support
• Bombing Run (B-52 for Army Rangers & SAS; Mirage 2000 for French Army; Eurobomber for German Army; Bear for KPA & 718 Division)
1400-point streaks:
Assault
• Juggernaut (M240 & .44 Magnum for Army Rangers; L7 & Desert Eagle for SAS; MAG 58 & Desert Eagle for French Army; HK121 & Desert Eagle for Heer; PKM & MP-412 REX for KPA & 718 Division)
1650-point streaks:
Assault
• Chopper Gunner (Chinook for Army Rangers & SAS; Cougar for French Army; Sea Stallion for German Army; Halo for KPA & 718 Division)
1900-point streaks:
Support
• EMP
• Juggernaut Recon (Riot Shield & M9 for Army Rangers; Riot Shield & L105A1 for SAS; Riot Shield & PAMAS for French Army; Riot Shield & P8 for Heer; Riot Shield & Makarov for KPA & 718 Division)
• Escort Airdrop (Chinook for Army Rangers & SAS; Cougar for French Army; Sea Stallion for German Army; Halo for KPA & 718 Division)
2200-point streak
All Strike Packages
• M.O.A.B.


XP
Kill – Kill a enemy: 10 points, 50 points in S&D
Down – Down an enemy: 5 points, 15 in S&D
Assist – Assist a teammate in killing an enemy: 5 points, 20 points in S&D
Anti-Bomber – Kill an enemy that was defusing: 10 points
Revenge – Kill an enemy responsible for your previous death: 5 points
Backstabber – Knife an enemy in the back: 5 points
Bank Shot – Kill an enemy with a banked Throwing Knife (the Throwing Knife must bounce off at least once before hitting the enemy): 10 points
Buzzkill – Kill an enemy who is on a pointstreak (For enemies with Assault Strike Packages, it has to be at least an enemy who is on a 175-point streak. For enemies with Support Strike Packages, it has to be an enemy at least on a streak of 5 kills. For enemies with Specialist Strike Packages, it has to be at least an enemy who is on a 100-point streak.): 10 points
Bulls-eye – Kill an enemy with a Throwing Knife: 5 points
Flag Runner – Pick up the enemy flag in Capture the Flag: 5 points
Stuck – Stick a Semtex grenade onto an enemy: 10 points
Rescuer – Save a wonded teammate by killing the player attacking him: 5 points
Hijacker – Steal an enemy care package: 5 points (50-575-point streak rewards), 10 points (700-1900-point streak rewards)
First Blood – Be the first person to get a kill in a match: 10 points
Offense – Kill a defender: 10 points
Defense – Kill an attack while near a point/flag the friendly team controls: 10 points
Comeback – Recover from a deathstreak: 5 (initial)-10 (more than one death whilst on a deathstreak) points
Position Secure – Take an objective: 15 points
Double Kill – Kill two enemies within 3 seconds of each other: 5 points
Triple Kill – Kill three enemies within 3 seconds of each other: 10 points
Quad Kill – Kill four enemies within 3 seconds of each other: 15 points
Multi Kill – Kill five enemies or greater within 3 seconds of each other: 20 points
Longshot – Kill an enemy from a distance (When the weapon reaches its minimum damage): 5 points; 25 in S&D
Share Package – Let a teammate obtain your care package: 5 (50-575-point streak rewards), 15 points (700-1900-point streak rewards)
Off the Air – Take out a Guided Missile: 10 points
One Shot One Kill – Kill an enemy with a single Sniper Rifle shot: 5 points
Killing Spree – Kill 5 enemies in a single life: 45 points
Rampage – Kill 10 enemies in a single life: 195 points
Unstoppable – Kill 15 enemies in a single life: 345 points
Invincible – Kill 20 enemies in a single life: 495 points
Godlike – Kill 25 enemies in a single life: 645 points
Helping Hand – Assist 5 teammates in row in a single life: 15 points
Military Intelligence – Mark 5 enemies who are then killed by someone else within 10 seconds: 25 points
Nemesis – Kill the same enemy 5 times without dying to that enemy: 25 points
Retribution – Kill your nemesis: 25 points
Grenade Hug – Kill an enemy while you're stuck with Semtex: 10 points
Clusterluck – Kill multiple enemies with a single frag, Semtex, incendiary, landmine, or gas grenade: 25 points per kill above 1
Oscar Mike – Kill a running enemy with a headshot: 10 points
Sapper Star – Kill an enemy with their own planted landmine: 10 points
Last Man Out – Be the only surviving member of your team: 15 points
Negotiations Order – Kill a meat shield-holding enemy with a headshot: 20 points
Special Delivery – Kill an enemy with a Bag-N-Tag: 20 points
No, Wait – Kill a reloading enemy: 5 points
Clutch – As the last man out, kill at least 3 enemies: 30 points
Lead by Example – As the VIP, kill 5 enemies in a single life: 50 points
Want Something Done – As the VIP, capture the enemy leader: 30 points
Revive – Revive a downed teammate: 10 points
Downer – Down 5 enemies in a row in a single life: 40 points
Medic – Revive 5 downed teammates in a single life: 250 points
Hat Trick - Headshot 3 enemies in a row in a single life: 30 points
Road Rage – Destroy an RC-XD: 10 points
Flag Return – Return the flag: 5 points
Headshot – Kill an enemy with a headshot: 5 points, 50 in Search and Destroy and Arena
Crowd Control – Have a teammate kill an enemy that is shooting at your Riot Shield whilst using the Recon Juggernaut pointstreak: 5 points for the assist
Afterlife – Kill and enemy while dead: 10 points
Assisted Suicide – Injure an enemy before that enemy kills himself: 35 points
Execution – Kill an enemy who is in Final Stand with a headshot: 10 points
Avenger – Kill an enemy within 3 seconds after killing a teammate: 5 points
Saboteur – Plant the bomb: 100 points in S&D, 20 points in Sabotage, 10 points in Demolition
Ninja Defuse – Defuse a bomb within 6 seconds after it has been planted: 100 points in S&D, 10 points in Demolition, 15 points in Sabotage
Hero – Defuse the bomb: 100 points in S&D, 10 points in Demolition, 15 points in Sabotage
Heroic – Capture a point while in Last Stand: 20 points
Destroying a Pointstreak Reward – Destroy an enemy Rointstreak reward (only applies to Assault & Support Pointstreak rewards): 5 points for 50-100-pointstreak rewards, 10 points for 175-250-poinstreak rewards, 20 points for 350-450-pointstreak rewards, 30 points for 575-850-poinstreak rewards, 40 points for 1000 & up-poinstreak rewards
Calling in a Poinstreak Reward – Call in a Poinstreak reward (only applies to Assault & Support Poinstreak rewards): 10 points for 50-100-poinstreak rewards, 15 points for 175-pointstreak rewards, 20 points for 250-350-pointstreak rewards, 25 points for 575-700-pointstreak rewards, 30 points for 850-pointstreak rewards, 35 points for 1000-1650-pointstreak rewards, 50 points for 1900-poinstreak rewards, 10 points for M.O.A.B.
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Re: Homefront 2 by Crytek

Postby commando2012 » 15.04.2012, 01:02

I actually enjoyed the sotry in homefront quite a bit, sure was a tab short but was one of my favorite SP fps games from last year..

Hopefully it will be even better now :)
Some 3D Models I have done.
http://dragon3d.webs.com
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Re: Homefront 2 by Crytek

Postby biochemsoftware » 16.04.2012, 17:31

I just hope they don't have that online pass thing which cam with Saints Row 3 X(
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Re: Homefront 2 by Crytek

Postby Domayv » 27.04.2012, 02:36

Now for Survival Mode and Executions

Survival Mode
Difficulties
Easy & Normal
Starting weapons and equipment: M9 (Army Rangers)/L105A1 (SAS)/PAMAS (French Army)/P8 (Heer), two Flashbang Grenades, Two M67s (Army Rangers and French Army)/L109s (SAS)/DM51s (Heer), full Body Armor, Self Revive
Hardcore
Starting weapons and equipment: .44 Magnum (Army Rangers)/Desert Eagle (SAS, French Army, and Heer), two flashbangs, no lethal grenades, full Body Armor, Self Revive
Insane
Starting weapons and equipment: M16A4 (Army Rangers)/L85A2 (SAS)/FAMAS (French Army)/G36 (Heer), M9 (Army Rangers)/L105A1 (SAS)/PAMAS (French Army)/P8 (Heer), no grenades, full Body Armor, no Self Revive

Enemies
Note: Enemy type (weapon(s)) – Points for being killed without downing, points when downed/points for being killed while down (extra information)
Light Troop (TOZ-194, Makarov, F1) – 100, 50/75 (have the same amount of health as a player; have 100 light armor)
Medium Troop (PPSh-41 for KPA, Mini-Uzi for 718 Division, MON-50) – 125, 65/100 (have 50% more health; have 125 medium armor)
Heavy Troop (SVT-40 for KPA, G3 for 718 Division) – 150, 75/115 (have 100% more health; have 150 heavy armor)
Commando Troop (AK-47 for KPA, QBZ-95 for 718 Division) – 200, 100/150 (have 25% more health; have 115 medium armor)
Heavy Commando Troop (RPD) – 275, 140/210 (have 75% more health; have 140 heavy armor)
Marksman (Dragunov) – 210, 105/168 (have the same amount of health as a player and have regular armor)
Flamer (AK-47 with Flamethrower for KPA, QBZ-95 with Flamethrower for 718 Division, Incendiary Grenades) - 245, 147/235 (have 50% more health; have 100 medium armor)
Sniper (OSV-96) – 175, 105/168 (have 50% more health; have 125 light armor)
Medic (Skorpion for KPA, Stechkin for 718 Division, Gas Grenades) - 420, 210/315 (Have 75% more health than a player; have 175 medium armor; Can heal & revive enemies)
Suicide Troops (Saiga 12, C4 strapped) - 150, 75/120 (Have the same amount of health as a player; have regular armor)
Armored Medic (PPSh-41 for KPA, Mini-Uzi for 718 Division) - 700, 350/525 (Have the 100% more health; have 200 Heavy armor; Can heal & revive enemies)
Attack Dog – 70
C4 Attack Dog – 105
Shrieker – (Skorpion for KPA, Stechkin for 718 Division) 315
Juggernaut (PKM) – 500
Rocket Juggernaut (RPG-29) – 385, 195/295
Flame Juggernaut (AK-47 with Flamethrower for KPA, QBZ-95 with Flamethrower for 718 Division, Flame Grenades) – 315, 160/240
Grinder (NSV) – 525, 265/400
Mauler (Riot Shield & RPD) – 525, 265/400
BTR-90 – 1400
T-90 – 2100
Tigr – 875
Havoc – 2800
Orca - 875

Weapons Armory
Refill Bullet Ammo: $750
Combat Rifles: $3000
Submachine Guns: $2000
Machine Guns: $7000
Shotguns: $2000
Sniper Rifles: $2000
Sidearms: $1000
Attachments:
Optical Slot Attachments
Reflex Sight: $1000 (Available for all primary weapons except shotguns)
Red Dot Sight: $750 (Available for all primary weapns)
Telescopic Sight: $1250 (Available for all primary weapons except shotguns)
Thermal Sight: $1500 (Available for all primary weapons except shotguns)
Barrel Slot Attachments
Grip: $750 (Available for Machine Guns and Shotguns)
Bayonet: $750 (Available for Assault Rifles and Shotguns)
Tactical Knife: $750 (Available for Pistols & Magnums)
Silencer: $1250 (Available for all weapons)
Magazine Slot Attachments
Rapid Fire: $750 (Available for all weapons)
Dual Mags: $875 (Available for Combat Rifles)
Heartbeat Sensor: $1000 (Available for all primary weapons)
Extended Mags: $1250 (Available for all weapons except Magnums)
Extension Slot Attachments
Hybrid Sight: $1500 (Available for Combat Rifles; Occupies Optical Slot)
HAMR Scope: $1500 (Available for Submachine Guns; Occupies Optical Slot)
Grenade Launcher: $1500 (Available for Combat Rifles)
Airburst Launcher: $1500 (Available for Combat Rifles)
EMP Launcher: $1500 (Available for Combat Rifles)
Shotgun: $1500 (Available for Combat Rifles)

Equipment Armory
Lethal Grenade Refill: $750
Tactical Grenade Refill: $1000
Lethal Grenades: $1000
Tactical Grenades: $1250
C4: $1500
SMAW (Army Rangers)/LAW 80 (SAS)/ABL (French Army)/Panzerfaust 3 (Heer): $2000
Body Armor: $2000
XM25: $2000
AT Mine: $2500
Self Revive: $4000

Perk Armory
Quick Revive: Self-revives; -50% revive time (Beer bottle with blue fluid) $1500
Speed: -50% reload, ADS, switch, time to recover from grenade & equipment usage, sprinting and knifing, and launcher lock-on time by 50%; -50% vehicle reload & cooldown time (Cola bottle with red fluid) $3000
Haste: +20% fire rate (Root beer bottle with red fluid) $2000
Juggernaut: Doubled health & health regeneration rate; Immune to Gas Grenades; Resistant to explosive % fire damage by 65%; Resistant to Stun & Flash Grenades by 90%; Resistant to bullet damage by 25%; Vehicle self-heals (Red milk carton) $2500
Lightmass: Increased speed by 10% (110% for Sidearms, SMGs, MG4, and PKM); Doubles sprint time; Walking speed is the same for all weapons regardless of mobility (110% walking speed); Eliminates fall & self-damage taken; Increased vehicle mobility by 35%; Vehicle speed is the same for all vehicles (APC +35% increase for land vehicles, Attack helicopter + 35% for aerial vehicles) (Plastic soda bottle with orange fluid)
Berserker: Increased bullet & explosive damage by 40%; Increased penetration; Increased damage vs. vehicles & buildings by 60% (Purple can with purple fluid)
Dead Shot: Increased hip-fire accuracy by 33%; Identifies enemies at longer ranges; Decreased recoil by 20%; Eliminates sway & flinch; Increased range; Auto-aims (Daiquiri with black fluid)
Bling: Adds 3rd weapon; Adds additional weapon for vehicles (Tequila bottle with green fluid); When downed a player can use the most recent sidearm he/she has purchased.

Air Support Armory
UAV Missile: $2500
Airstrike: $2500
Mortar Team: $3000
Support Squad: $3000
Riot Shield Squad: $5000
Mutators
Fun Mutators (No Change)
• Thunder: Enemies’ heads explode by fatal headshots
• Undead Soldier: Enemies will have a dead and decayed appearance
• Paintball: All bullet weapons fire paintballs instead of bullets
• Headless Chicken: If an enemy receives a fatal headshot, they will flair around, firing at their allies. However, if the last enemy alive is decapitated, that enemy will attack the nearest player or fortifications.
• Laugh Track: After every kill, a crowd will laugh, similar to that of a sitcom, and unlocks new, often humorous dialogue for the announcer.
• Flower Blood: All blood effects are replaced with pretty flowers. This does not effect gore.
• Birthday Party: Enemies’ heads explode with confetti instead of gore by fatal headshots. Note that the enemy will still be gibbed by a headshot.
• Cowbell: Physical Impulses are increased. Explosions launch characters further but damage is not affected.
• Piñata: Special tokens drop from every kill. Collect them go gather points. (Note: This is not additional points for kills. Each enemy would drop coins corresponding to the amount to the amount you would get from an enemy. They also disappear within a few seconds)
Hard Mutators (Adds points)
• Friendly Fire: Enables friendly fire (1.5x)
• Famine: Dropped weapons have half as much ammunition (2x)
• No Mid-Reload: Reloading whilst ammo is loaded in a clip is disabled and people can only reload when they deplete their clip (1.5x)
• Black Eyes: Automatic healing is disabled. Medkits, melees and executions will recharge health. (1.5x)
• Enemy Regeneration: Enemies regenerate health (2x)
• Thunderstorm: Enemies take 25% less bullet damage and 65% less explosive & fire damage (2x)
• Sticks & Stones: Players will start with no weapons but knives and grenades (1.5x)
• Body Armor: Enemies take damage by headshots only (2.5x)
• Victory: Eliminates the HUD. (3x)
• Mythic: Enemies’ health is doubled (2.5x)
• Fog: Mini-map is disabled (1.5x)
• Catch: Enemies throw grenades at an alarming rate (1.5x)
Easy Mutators (Decreases points)
• Super Reload: Reloads with an extra amount of bullets (which aren’t part of the gun’s ammo) shot into a full clip (-5%)
• Infinite Ammo: No reloading at all (-10%)
• Instagib Melee: Knifing will instantly kill an enemy regardless of health (-10%)
• Big Explosions: Blast Radius is increased (-5%)
• Comet: Sprinting makes the player build up energy until he ignites into a fireball that the player can unleash on impacting enemies. After sprinting, you will be unable to for a few seconds. However, while sprinting you will run clean through many enemies as they instantly explode. (-10%)
• Suicide King: Shoot explosive pistol rounds while downed (-10%)
• Berserker: Get three kills in 5 seconds to become berserk. When berserk, the player is invincible for 15 seconds, but can only use the knife. Killing 3 enemies in 5 seconds while berserk will extend the time. (-5%)


Executions (Hold Y for long execution and tap Y for Curb Stomp)

Curb Stomp
The aggressor flips his victim on his back then crushes his head.


Face Punch
The aggressor flip his victim on his back and starts punching him in the face. He can repeatedly tap 'Y' to continually beat the enemy's face, earning extra xp every punch, approximately 9xp. Once the player has released 'Y' or the time limit has been met, the player grabs the victim's "collar" and then crushes the enemy's head with his/her fist, exploding it into a chunky mess of gore and viscera. When all of the executions are unlocked, this execution remains only available to Pistols (the M9/PAMAS, L105A1/P8, Makarov) and Equipment


Combat Rifles, Machine Guns, and Submachine Guns (except Mini-Uzi) (Unlock by 40 kills with any of the weapons of this type)
The aggressor flips the Combat Rifle/Machine Gun/Submachine Gun around, stock facing down, and smashes the victim's head with it and then kneels down and repeatedly bashes the enemy's head until it explodes.


Sniper Rifles (Unlock by 40 kills with any of the weapons of this type)
The aggressor flips the Sniper Rifle so that the barrel is in the player's hand, then smashes the stock of the rifle onto the back of the victim's head.


Shotguns (Unlock by 40 kills with any of the weapons of this type)
The aggressor will use the butt of the Shotgun to smash the victim's head, much like using a Golf club.


Magnums (.44 Magnum, Desert Eagle, MP412 REX) (Unlock by 40 kills with any of the weapons of this type)
The aggressor twirls the Magnum amongst his finger, then pistol whips the enemy with the butt of the gun. The player then twirls the Magnum back into its original position.


Machine Pistols (G18, MP9, Skorpion, Stechkin) and Mini-Uzi (Unlock by 40 kills with any of the weapons of this type)
The aggressor stomps on the enemy's arm, breaking it, causing the downed player to fall. When he tries to lift himself off the ground, the aggressor pistol whips the victim's head with the handguard of the Machine Pistol.


Bayonet attachment (Available to Combat Rifles and Shotguns; Unlock by 40 kills with this attachment)
The aggressor will brutally stab the victim in the side of the chest under the arm, and then finish him/her by slashing the downed victim's throat. If a player has it equipped but has not gotten 40 kills with it, the player will either do a Face Punch execution or the Combat Rifles's or Shotgun's execution if they are unlocked.


Flamethrower attachment (Available to Combat Rifles; Unlock by 40 kills with this attachment)
The aggressor will jab the Flamthrower attachment's nozzle into the victim and shoot fire into hisbody, which causes flames to erupt from their eyes and mouth. If this isn't enough, there's also some screams of pain from the victim as well.


Meat Shield (Hold X when next to a downed player)
When a player uses a character as a Meat Shield, the player is limited to using only a sidearm (the one whom the player has spawned with), and cannot run, crouch, or go prone. Possessing a Meat Shield does not make a player invulnerable. A player can still be damaged or killed from behind and on the sides, with a fatal headshot, or with a direct hit (on the player, not on the Meat Shield) from an explosion (such as Lethal Grenades and Rocket Launcher equipment), fire, and pointstreak rewards. Suicide Troops, Attack Dogs, C4 Attack Dogs, and Juggernaut type enemies cannot be used as Meat Shields. The Meat Shield can only take a certain amount of damage; if the body absorbs too much damage, it will disintegrate and leave the player vulnerable. Weapons that are particularly effective at destroying Meat Shields are lethal grenades, lethal equipment, vehicles, and lethal Killstreak rewards. The meat shield can be instantly destroyed by a strong explosion (such as from a Rocket Launcher). If a player is used as a Meat Shield, his character is considered dead and the player is sent to the spawn screen to spectate and to respawn.


Bag & Tag (press Grenade buttons whilst holding a Meat Shield)
The player tags the meat shield with whatever grenade they happen to have in their inventory (except Throwing Knife) deployed, then kick him towards the enemy causing them to sort of quickly stumble toward the enemy if there is an enemy you're aiming at within proximity.


Neck Snap (press Y whilst holding a Meat Shield)
The player takes a downed enemy as a meatshield by pressing "X", then presses "Y" to grab the enemy's head and snap his neck.
Last edited by Domayv on 29.04.2012, 01:27, edited 4 times in total.
12345swordy
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Re: Homefront 2 by Crytek

Postby 12345swordy » 28.04.2012, 14:16

You know if I were you I would email to the game designer about your ideas.
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Adsolution
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Re: Homefront 2 by Crytek

Postby Adsolution » 28.04.2012, 18:58

Those are some brutally good ideas.

But screams coming from the person who has flames shooting out of their mouth? I don't think so. Their larynx would be fried in an instant. :P
Domayv
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Re: Homefront 2 by Crytek

Postby Domayv » 29.04.2012, 01:29

12345swordy wrote:
You know if I were you I would email to the game designer about your ideas.


You mean Crytek, and which email address?
Last edited by Domayv on 29.04.2012, 01:34, edited 2 times in total.
Domayv
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Re: Homefront 2 by Crytek

Postby Domayv » 29.04.2012, 01:30

RayFan9876 wrote:
Those are some brutally good ideas.


Agreed
please_REboot
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Re: Homefront 2 by Crytek

Postby please_REboot » 28.08.2012, 01:19

Just came across this post:

http://twitter.com/JG_CHEFS/status/238688568275529729

@ "Cry-Adam" (or other appropriate Crytek staff):

Can we see the video, which is mentioned there, as well :P :p ?
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Ruan
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Re: Homefront 2 by Crytek

Postby Ruan » 28.08.2012, 02:39

Considering his very next tweet was "Internal video", what do you think? ;)
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Re: Homefront 2 by Crytek

Postby commando2012 » 30.08.2012, 12:29

Well i really enjoyed the SP side of homefront.. sure it was way too short but i enjoyed it all and thats the main thing..

cant wait to see homefront using cryengine :)
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What's going to happen with Homefront 2 development?

Postby qbert39 » 13.11.2012, 21:04

It was announced a while back that Crytek was developing Homefront 2. So with THQ defaulting on a 50 million dollar loan from Wells Fargo and the pushing back of release dates for some of its games, I am a bit concerned whether Homefront 2 will ever see the light of day.

http://www.gamesindustry.biz/articles/2 ... fargo-loan


 
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