Tuesday, December 29, 2009

iShootHeads Top Secret Guide To Completing Extreme Cabin Fever

In case you haven't noticed, Combat Arms now has a new, and very fun gameplay mode. Because this new mission "Cabin Fever" was just released not to long ago, I wanted to help you guys out by posting a guide on how to beat cabin fever on extreme. This guide was written by iShootHeads.

Table of Contents

I. Preparation

- Party

- Weaponry

- Equipment

- Pickups

- Knowing your Surrounding

- Knowing the Enemy

II. Unlockables

- Round 11

- Round 13

- Round 16

- Round 18

- Round 20

III. Tactics/Strategies

- Keep Out (Main Defence)

- Lure & Clear (Rarely Used)

IV. Sustaining Self Survivability

- Outside Routes

V. Notes/Tricks/Tips

I. Preparation

First of all, you can’t overcome a problem without preparing. Preparation the most important key to success in this game mode. Imagine playing fire team equipped with only one assault rifle and one sniper, along with four members who have no experience with combat arms. Doesn’t sound good now does it ?

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Party

Extreme mode is just as it says; extreme. You will need a full party that consists of eight group members. These eight members should have major experience and be well-known with this game mode. They also must be able to defeat hard. Most members should be equipped with machine guns. And the most important factor of all ; they must not leave during the game.

The worst team I can think of is having a party of four members. Each equipped with the standard assault rifle and no second weapon. All 4 members are a beginning rank, and do not know how to play this game at all. Oh and they can’t even beat normal and choose to leave after first few rounds.

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Weaponry

We all have our own special gun that can own anyone. Well that doesn’t matter right now. It’s all about ammo. Quantity over Quality. It doesn’t matter if you have a two-hit-kill gun with only ten bullets. It’s much better to have a gun that can kill in 10 shots that has 200 bullets.

- Assault rifles are okay to have in the game mode. It is good for spraying close up and also it‘s not that hard to find ammo pickups. It most definitely isn’t the worst considering it normally has 120 bullets max. G36E is my top pick for assault rifles because of it’s highly magnifying scope. Two shots in the head using a G36E’s scope is a kill.

- Submachine guns aren’t good for starting off rounds. First of all zombies spawn fairly far from the entrances, submachine guns are meant for close up gunning. The only time I would use a submachine gun is when my other members have all died , and I’m left spraying and praying & running and gunning.

My first choice would be PP19 because of it’s large clip wielding 65 bullets without having to reload long.

Machine Guns are used in literally all extreme cabin fever games. A clip holds 100 bullets and an extra 100. They are used to spray a lot of times when the infected have swarmed the house. They save you from having to constantly get ammo packs outside the house. Most players have two machine guns, some including myself use three machine guns. There are also a few nexon buyers or high rank players who use 4.

Shotguns play little role in getting closer to success. They take up too much time to reload, and the only time you can one-hit-kill is if you get a really clean shot right in the face. The only shotgun that I would use is the Golden Double Barrel Punisher, that is unlocked later in the rounds. It can one-hit-kill even using only one barrel at a time to the chest.

Sniper Rifles are literally useless. “So ? I get a lot of kills/headshots with my sniper” your probably saying. Well then I’d like to see you go up against 20 zombies close-up with your sniper only. Snipers are only good for the first 10 or so rounds, after that it’s worthless. No sniper other than the L9 Super-Magnum is a one-hit-kill to the chest of a normal zombie. Snipers have a terrible amount of ammo, considering that you won’t get headshots with all bullets.

Explosives/Support Weapons aren’t as good as they seem. No grenade is a one-hit-kill to an infected unless that infected has been vastly damaged. Mines don’t help much because you only have 3 per round and your team mates may shoot it or step on it by accident. RPGs/LAWs are worthless. None of them are one-hit-kills and neither have enough ammo. Incendiary/gas won’t help much since it takes time for it to do enough damage. Two grenades are better than one, get the frag pack.

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Equipment

Equipment won’t help as much. But it definitely doesn’t hurt to buy some. It’s not about damage protection, since zombies don’t aim for your AP. Also speed is another useful factor that may help.



- Hats/Helmets won’t benefit you much. Get the beanie, or military bandana. The black beret is fine too. Protection hats are not recommended because it’s utterly useless.

- Light Vest will help. The added speed helps you escape close up zombies. Also it helps you get pickups outside quicker burning less health. Heavy Vest/Balanced Vest is a no-no. It slows you down and gives you no added defence because AP has no role in this mode.

- Advanced Backpack/Utility Backpack play a big role in this game mode. Without it, your stuck with only two weapons to use. The more the better.

- Face Gear is useless. The gas masks don’t work in here. And there’s no need for more protection.

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Pickups

We all need ammo for sure. Imagine playing the game mode without any health pickups. Most pickups disappear after approximately 45 seconds.

- Yellow Pickups provide ammo for assault rifles and submachine guns only. Plenty of yellow pickups are dropped by zombies.

- Red Pickups provide ammo for shotguns, machine guns, sniper rifles, and even give you another grenade if you used yours up. These are rare but not hard to find one. They are dropped about 30% of the time.

- Green Pickups/Med-kit/First Aid replenishes all your health lost. These are rare and drop about 10% of the time. Share it wisely. Don’t be a hog over them.

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Knowing your Surroundings

You are in a abandoned house that has a basement, and a second floor. You are restricted from going down in the basement or up in the second floor for the first several rounds. Outside is basically a large empty lawn with a lot of large puddles. Stepping outside causes you to breathe in toxic air dealing damage to you. About 1.5 per second.

The ground floor has three main entrances that the zombies enter. A double door, a wooden door by the kitchen, and the broken wall by the basement door. There are several windows used to shoot zombies without having them to walk towards you to deal damage. The kitchen there is basically an area used to camp at if the zombies have entered the house.

Beside the broken wall is the basement door. In the basement there is a light switch, a weapon box, a room with stairs that lead outside, and a bunch of pipes. Zombies spawn in four areas here. The two holes on the ceiling, the pipe room, and the stairs leading outside.

Across the double doors is a fence blocking the stairs that lead to the second floor. The fence will be broken by a bunch of zombies. Upstairs, there is another weapon case, a balcony, a room, and a washroom. There’s not much here, except that it clears up pretty fast and can be used as a base when the zombies stop spawning.

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Knowing the Enemy

Now the zombies here are different from the zombies in quarantine. There are four separate kind of zombies, each with their own special skill. The health I put up is an estimate and the damage done is normal(not reduced like in quarantine). The sense range I’m going to talk about is when you get into a zombie’s sense range, it will start running towards you.

Normal Zombies are quite easy. They have about 200 health. 15 bullets is enough too kill them. Two bullets to the head too. They are slow and sluggish and their sense range is very small. You start battling these guys right in the beginning. Their special skill is the ability to be able to group up and mob you and surround you. These guys are only dangerous in numbers. Their damage is very low at around 5 hp per strike.

Dynamite Zombies can be a big pain in the ass. Their sense range is far greater than that of a normal zombie. They have slightly more health at around 250. They move slightly faster too. They will get annoying if you let them corner you, as killing them is suicidal. Kill these guys before they get too close. Their special skill is the ability to explode when defeated and hurt you. The explode radius is very small though.

Assasin Zombies is the most annoying. Get even a little bit too close, and they’ll start running towards you. Their health is around 300. They resemble pretty much a figure of a girl and are thin. Their sense range is large, so watch your back if your running and gunning. Their special ability is to release three eyeballs the size of a head and explode. The explosion radius is extremely tiny though. They do a lot of damage for one swipe with it’s hands.

Hauser the Infected, yes the infected version of hauser(in my opinion). These annoying blue zombies boasts in strength and damage. They have about 500 health which may take a while to kill. 15 headshots is enough to kill it. It only takes 3 in the head if you use the L9 Super Magnum. Though, it’s sense range is the same as that of a normal zombie. It moves quite slow so you should take it out before it enters the vicinity. His special ability is that after you destroy him, he leaves a temporary toxic fume and drops purple ooze. The fume and ooze do a lot of damage. Stay back.

II. Unlockables

Round 11- A cutscene goes on showing Hauser destroying the basement door along with his other zombie mates. You are now allowed to go downstairs into the basement. Colonel Coleman states that there is a weapon downstairs. Go down clear the area and grab the L9 Super Magnum in the wooden box. Now the L9 is a superior sniper. It is a one hit to any zombie in the chest except Hauser and the assasins. This is a one-hit-headshot to normals, dynamites, and assasins. A 3-hit-headshot to Hauser. Take care of this sniper, as it is the only sniper unlock able in the game mode. The person who is pro at aiming should take this.

Round 13- Colonel Coleman tells you that there is another weapon down in the basement. At the end of round 12, camp at the wooden box until the M32(grenade launcher) appears. Grab it as soon as you see it and run up to ground floor. This M32 is packed with twice the grenades on the original nexon M32. Use it for clearing mobs. It is a one-hit-kill if you explode it directly underneath a zombie. This unfortunately doesn’t do much damage to Hauser. The person who has experience/doesn’t go suicide should take this. Another alternative is the person who always dies last should pick it up just incase mobs grow.

Round 16- Another cutscene goes on and this time a bunch of zombies on the second floor come down the stairs to break the fence. The second floor is now unlocked. Wait until the spawns stop in the second floor and then grab the Golden Double Barrel Punisher. What amuses me about this shotgun is that it does a one-hit-kill to a zombie even if you just shoot one barrel(left-click). Another great feature that this shotgun has is that it can one-hit-kill Hauser if you get a perfectly clean shot(like literally perfect) in the head with a double barrel shot(right-click). The person that doesn’t get hit a lot and knows how to aim right in the head.

Round 18- If I have my rounds right, the air strike designator is unlocked here. It is at the same area that the golden double barrel punisher was. To use it first aim with it’s scope then hold the left-click and wait for the bar to stop loading. A bunch of jets fly in and release some deadly explosives around the area you designated. Save it until a big mob forms outside. It does not work inside the house so don‘t waste it. Use this wisely. It works about once per round. A person who actually knows how to use this air strike designator, and also when.

Round 20- Last round you unlock the mini gun. It is where the air strike designator was at. Pick it up and use it wisely. Be proud when using this gun because with this, no mob can destroy you. I recommend you do not use this on single enemies, only on humongous large groups. I say the person who dies the least should pick it up. The person who has the most health should grab this.

III. Tactics/Strategies

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Keep Out/Main Defense

This is the most used strategy of them all. For the first 10 rounds, 2 guards stand at each door killing the closest or most dangerous zombies first. They must ensure that no zombies enter the building. The spare 2 members are there to aid the guardians in need of battle. It’s that simple. After each and every round the guardians must hold their positions. No fooling around as it may cause minor problems. If all is done well and right, the first 10 rounds should be easy and boring.

Starting at round 11, things will be harder. Hauser(s) will start spawning now. Now that the basement is unrestricted, the two spare members are now assigned to guard the basement. Basement guardians must make sure that no zombie will get up those stairs, and broken wall guardians must ensure that no zombie enters. Without doing so may cause death to the other guardians. If Hauser enters the building, it’s the guardians’(who let him in)duty to kill him before he starts killing unsuspected members. The person who grabbed the sniper, can go around looking for Hauser and killing him by aiming point blank at his head. But this sniper should have his guarding area cleared first. It is recommended to stop dying at this part and on because most upcoming recoveries do not give you full health. Keep this up until round 13.

Round 13 grab the M32. Use it to clear large mobs. I recommend not using it on Hauser as even 6 grenades isn’t enough to fully deplete his health, it just leaves him at a very low hp. Members who need the M32 backup should ask for help when needed. Don’t just let them in because you were the only guardian at your area; ask for help. Continue doing what you were doing before until Round 16.

Round 16 zombies will start spawning in the second floor now. From here on out, you’ll want to have 2 people per main door, and 1 person per unlocked area. So that means one person cover the stairs, the other person covers the basement. The person who is covering the stairs can run up and lure the zombies back upstairs. He can grab the Golden Double Barrel Punisher to easily clear the vicinity. After guardians have cleared their area this is when they can run around and help those who are having trouble. Remember no zombie must enter the ground floor. Keep this up until round 18.

Round 18, the person who is guarding second floor can go up and grab the air strike designator. Before using it he should first kill all the zombies spawning in the second floor. When done, he can stand in the balcony and look around for large mobs of zombies. Scope and aim and wait. Jets will destroy all the zombies close to the designated area. Continue to survive and destroy until round 20.

Round 20 is the easiest round of them all if you grab the mini gun. The upstairs person shouldn’t grab this because he’s been hogging all the weapons spawning here. The person with the most health should grab it. Also, he he must survive and know how to use the minigun, and also when to use it. If all is done you have completed extreme mode in cabin fever.

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Lure & Clear(Not used often)

The main idea is to get them in the house, and then destroy any zombie that has entered the house. This isn’t used as much but I have been in games where it has. Normally you would start using this tactic in the last 7 rounds(13-20). The M32 is the most important in this tactic. What you want to do is wait for the zombies to enter the house, kill them. Once there are too many zombies, the person with the M32 will clear them out with it. I’ve been the person with the M32 before, and I’ve earned at least 30 combo. Your friends want to be the ones luring them away from the M32. You could also have some other friends shooting Hauser down. Keep this up until round 20 and your done.

IV. Sustaining-Self-Survivability

Are you dying too much ? If so, I have created this portion of the guide especially for you.

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Outside Routes

You may not think it, but using outside routes is fine. Just cause going outside and your constantly getting damaged doesn’t mean it’s game over for you. It’s better to constantly lose health outside, than to stay inside getting swiped by a large mob of zombies.

Just to the right of outside the broken wall, there are stairs. These stairs lead to the basement, this is a second alternative than using the stairs in the house. It only takes a minimum of 2HP if you’re really fast. Take this route when you are driven out by a mob of zombies. It’s better than running into the mob trying to escape because you’re going to get hit by all those zombies, rather than just losing little health by little outside. But be careful, the door in those outside stairs is closed for the first 10 rounds.

There’s a technique that some pros use past round 16. Clutchers like to do this(a clutcher is somebody who takes on several opponents by himself to bring success to his team). First wait until a mob picks up on the ground floor. By then, the second floor should be cleared up. Stand at the door beside the kitchen and wait until the large mob slowly walks towards you. Once they get too close, run as fast as you can and take the outside route to the double doors and run straight up the stairs. For a few seconds camp at the second floor, and destroy any zombies that have entered the second floor. Once the amount of zombies is too many, get on the balcony and jump off it. Literally, jump off. Once you land, get inside the ground floor immediately. Now all the zombies are packed upstairs. Kill the ones that come down. Eventually if you repeat this process, you will survive and slowly diminish the amount of zombies there is.

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The Pipes

Downstairs in the basement, the pipes by the barrel seem to be glitched. If you stand on the pipes, and if you do it right, the zombies will not be able to hit you. What some people do here, is wait until all the zombies gather in front of them. When done, they kill them one by one. Most people say that this area is terrible because the zombies are right in front of you and explode. Though, I did try this glitch and apparently the explosives caused by zombies didn’t do much damage to me, or maybe none at all too. The problem with this place is that some zombies do manage to be able to hit you. So be careful, and Hauser’s toxic fume is lethal here.

V. Notes/Tricks/Tips

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- Cooperate

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- Share pickups especially health

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- Don’t rush down at round 11 just for the sniper. Clear it out first.

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- Dying and recovering will cause you to have low health. Unless recovered on round 2 , 11, or 16.

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- Don’t block doorways for your friends

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- Check your radar!

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- Watch your back

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- If a person clutched, that means the people who are now revived are most likely have to survive another round with critical health

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- Don’t knife the Dynamite zombies

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- Abuse their “walking stationary” form

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- Zombies cham, don’t hide

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- Last but not least, have fun

By: iShootHeads

Friday, December 11, 2009

Bonus EXP Weekend!

100% bonus EXP going down right now on all servers!
From December 11th at 12 pm PST to December 14 at 11th am PST, take advantage of +100% Bonus EXP, on every server!

Wednesday, December 9, 2009

WhiteFeather's guide to SMGs

This is a great combat arms smg guide, made by WhiteFeather from the nexon forums.

WhiteFeather's guide to SMGs

Table of Contents
Introduction
Gear
Weapons and attatchments
Advice
Conclusion
Links

Introduction:

I've been thinking about writing a guide for some time now, but haven't had the time nor patience. FrostFire626 more or less got me started on this by saying he'd like my input on some of the SMGs in Combat Arms. I took that a step further and have now written a full-blown strategy guide for SMGs, from the MP5 to the PP-19. This guide does NOT include NX or crate guns, since I'd rather spend my cash and GP on better things. If you want, you can gift me an SMG and I'll write about it for you ;p

With that being said, the strategy for an SMG is straightforward: Assault. You want to get as up close and personal as possible. The portability of your weapon and the speed of your character are the main parts of this strategy. This guide has been written not to tell you which gun is "teh 00b3r pwnz0r", but to help you make the desicion for yourself and how it fits into the assault mindset of an SMG user. There are some who swear by the MP5 and loathe the UMP; others complain about the recoil of the PP-19, but when it comes down to it, its what gun fits your flow and how it fits into the strategy you'll be forced to use.

Gear:

Gear is pretty straightforward. When you're rushing with an SMG (thats all you should EVER do with one), you need to be constantly mobile. That means speed. Its an SMG user's best friend (or anyone else's for that matter). Currently, you need to be MSG2 in order to get the full effect, even though the light vest (SFC1) does well on its own. At CSM3, you'll be able to get the military bandana, which takes you from rabbit speed to lightspeed, especially with high portability weapons (hmm.. Sounds like an SMG to me :P). You can also get a boonie hat from the NX store, which gives about the same bonus as a beanie, but without the rank req. Facemasks are optional, given the price, but they help.

At MSG2: (13% speed)
Head: Beanie, Boonie Hat
Face:Nothing, NX facemask
Torso:Light Vest
Backpack:Standard (Adv weighs you down)

At CSM3: (15% speed)
Head:Military Bandana, Beanie, Boonie Hat
Face:Nothing, NX facemask, Hammerhead mask
Torso:Light Vest
Backpack:Standard

Mods:

Most mods are useless, for a variety of reasons, starting with iTechs and ending with an Ex Clip II.

Scopes:
ACOG- The health/ammo monitoring is the best choice for a scope on an SMG, because you can monitor your ammo without daring to glance down in a firefight. The slight added bonus is you can take down medium ranged snipers if you can handle recoil well. This doesnt mean you'll be picking off people in Snow Valley, but you'll have a better time picking off snipers on maps like Junk Flea and Sand Hog.
iTech- USELESS. USELESS. USELESS. Tell it to gtfo your gun. Its HUGE glaring red reticle and poor magnification will hinder your attempts to get a kill while scoped in. And its slow sensitivity response to your movement is an even worse curse. Its more or less a death trap unless you hock over 4,900NX for the better version. The best SMG scope is on the P90, but it has no magnification.

Silencers:
S1- NO. As FrostFire has pointed out, it only diverts the recoil from up and down to left to right. SCAR users know how much of a pain in the ass this is. Dont even bother with buying this; SMGs dont really need silencers, or at least not this one.
S2- Meh, its better than an S1, but only buy it if you absolutely need it OR if you have a sniper rifle as your long range backup, since it pretty much removes your tracer rounds from view.
S3- Buy it. Its most definitely worth it. Everyone seems to have a tale about this silencer, and in mine, I find the range from medium to medium-long improves dramatically with this attatched. Its like the gun gains a little accuracy or the recoil is lessened a slight bit, but what ever it is, it WORKS. A bonus is the removal of muzzle flash, which experienced players can use to find you and destroy you.

Clips:
Extended Mag I- BUY IT. IT SAVES LIVES. Really. Since you will always have a high RoF with your SMG, the 10 extra bullets it provides, this is the way to go. Plus, with most SMGs, it doesnt really slow down reload rate (on my K1, its faster than a P90 and is only slightly slower than its original reload speed).
Extended Mag II- Its not worth the cost NOR the extra 5 bullets, especially when the reload speed sinks to where it really DOES matter (Slower than a P90 on my K1, one of the slowest non-MG guns in the game). Reloading this is excrutiating and not worth the loss of kills, cash and speed.

Weapons:

This is the section 80% of you will skip down to (did you know that 66.78% of these statistics are made up?) and then to me when you dont read any other bit of the guide. For the decent few of you who WILL read the guide, I hope this will better serve you than it did the others.

NOTE: The values given are NOT Nexon's; They are mine and serve only to provide you with a reference for each stat and to make the weapons featured more comparable.

Ol' Tried and True: The MP5
Damage: 28/100
Portability: 75/100
Rate of Fire: 90/100
Accuracy: 55/100
Recoil: 60/100


Pros: Low-ish recoil, highly portable
Cons: Low damage, rather boring gun, recoil negates accuracy a little bit
Comments: Great if you're looking for a gun that does well against laggers, rushes well, great bunny hopping weapon, but it gets boring after a while and theres a MUCH better version of it (the RAS). Nevertheless, it gets the job done. Look up TeAnn in the player rankings to see how effective it can be.

Love Child: K1A
Damage: 30/100
Portability: 60/100
Rate of Fire: 85/100
Accuracy: 65/100
Recoil: 60/100


Pros: Second best damage for an SMG, good accuracy, GREAT for lotto headshots.
Cons: HIGH RATE OF FIRE, random spread, mediocre portability
Comments: Its a great gun, dont get me wrong, but you need to learn to fire in bursts and stay planted to the ground, because for whatever reason, the spread goes NUTS. Full auto is fine, but try to let up on the trigger after 6 or so rounds, else the spread become the Wheel of Fortune.

Lemme Upgrade You (Upgrade You): The MP7
Damage: 25/100
Portability: 85/100
Rate of Fire: 92/100
Accuracy: 65/100
Recoil: 65/100


Pros: Rate of fire, accuracy, PORTABILITY
Cons: Rate of fire, price
Comments: Its a great gun and destroys anything and everything in its path, but even an Extended Clip I isnt enough to quench the MP7's thirst for rounds and since its already over the price of a P90, this is only the richest player's option, if you dont want to be saddled with the default.

Big Man on Campus: The UMP
Damage: 45/100
Portability: 75/100
Rate of Fire: 80/100
Accuracy: 65/100
Recoil: 60/100


Pros: Damage, portability, rate of fire, accuracy, recoil, clip size
Cons: EVERYBODY USES IT, burst fire is needed on occasion
Comments: Arguably the best SMG in the game, the UMP is a force to be reckoned with, what ever its put up against. While clicking your mouse is the most effective useage of the gun, it'll obliterate people anyways. I'd suggest an S3 for this, just because of the aforementioned "bonus" it provides, but it isnt nessicary.

Wild Thang: The PP-19
Damage: 30/100
Portability: 80/100
Rate of Fire: 85/100
Accuracy: 65/100
Recoil: 75/100


Pros: Rate of fire, clip size, portability
Cons: Recoil (For most), annyoing sound, price
Comments: People rank it up with the UMP in terms of best SMG, but I beg to differ. Its the most stereotypical SMG in terms of the "spray and pray" motto, as its got two 65 round clips and an insane rate of fire and the damage of a K1. Kind of silly and a bit annoying. Dont get me wrong; its great. You can easily get a Fantastic with enough people around you without reloading once..

Staple Gun: The P90
Damage: 30/100
Portability: 70/100
Rate of Fire: 85/100
Accuracy: 75/100
Recoil: 70/100


Pros: Clips size (50x2), built in scope, portability, accuracy
Cons: Price, scope (for some people), clip size
Comments: The P90 is the best SMG in the game, in my opinion, but only because I like it more than the UMP. Some people'll buy the TR just for the silly mods, but its a waste of GP and NX. The built-in scope is MUCH more effective than an iTech and an S3 silencer beats out the silencer provided on the TR. The recoil isnt as bad as it looks, especially if you click instead of hold down the trigger (as with all guns). Its portability is probably the most likable stat, as you can run with it almost as if you had a knife out, great for sticky situations, or retreating after hit-and-running a sniper.

Gangsta Gat: The Mac-10
Damage: 25/100
Portability: 90/100
Rate of Fire: 95/100
Accuracy: 50/100
Recoil: 65/100


Pros: Portability, RoF, humiliating people
Cons: SUCKS, accuracy, clip size, rate of fire, damage, IT REALLY SUCKS
Comments: I've seen a few gifted (or insane) people with this machine pistol who manage to pull off positive k/ds over 1.8 in a game, but even then, they had a spectactular backup (G36, AK) waiting for the inevitable "click click" when the mags run dry. You have to get up close and personal no matter what with this gun, and no medium range+ combat for you either. So, unless you're on a CQB map or constantly behind an enemy, this gun isnt worth the time money or paitence to buy and use.

Corleone's Choice: The Uzi
Damage: 20/100
Portability: 90/100
Rate of Fire: 95/100
Accuracy: 55/100
Recoil: 52/100


Pros: No recoil, portability, rate of fire, cost (750 GP)
Cons: Damage
Comments: One of the more underrated guns in the game, the Uzi is an effective rushing gun and is suprisingly accurate a medium range. Its an outstanding weapon, but guzzles rounds and it always feels like its missing something. But its definitely up there with the UMP, P90 and PP-19, provided you have the ability to use it well.

Silenced Stepbrother: The K7
Damage: 20/100
Portability: 85/100
Rate of Fire: 95/100
Accuracy: 51/100
Recoil: 68/100


Pros: Built-in silencer, high rate of fire, portability
Cons: Damage, accuracy, price, sound
Comments: Not one of Nexon's shining moments, given that its bigger brother, the K1, has better damage that it does, even silenced and its price in relation to the gun isnt worth paying. I've run into K7 users from time to time and most pull 1.5 k/ds+, but they're also the more experienced players. Its up to you. I havent got much time in with it, so what I truly know is limited, but as I said before, I've seen it be a destructive force in different player's hands.

Advice:


Listen to your surroundings. Your most useful tools availible to you are your ears. Gunfire, footsteps, even reloads are invaluable intelligence when fighting. I've actually won a clan war with 6 hp SOLEY because the person had reloaded and I heard the noise, knew where they were, spun around the corner and killed them.
Be constantly moving. Its pretty damn hard to find a player when they wont stop moving around the map. Avoid routine when you do this, as experienced players will find a pattern in your movements and will be waiting for you.
Dont panic. This goes beyond the Hitchhikers Guide to the Galaxy. I guarentee that if you're in a firefight and you panic, you've lost. You must remain calm, even if you're being rushed. Single an enemy out and keep firing at them; You'll get at least one kill.


Conclusion:

I WAS going to include video links for the weapons in action, but I dont have a great recorder and CA will occasionally close on me for no reason, so I decided against it for now. I might write another guide, expanding on the guns and updating the selection to include crate guns and MAYBE an NX SMG or two, but for now, you'll just have to be satisfied with this. I realise there isnt much info on the weapons, or at least not enough for most people, but theres a reason. I'm writing this as a guide, not an answer key and its not going to provide you with THE answer.

I'm also pretty pissed the forums wont allow me to convert different texts and type sizes over. I spent a good chunk of time finding the fonts and sizes, then editing the guide for them.

Links:
http://forum.nexon.net/CombatArms/forums/thread/3252829.aspx - FrostFire626's guide. It is a more general guide, but its more focused on strategy, technique and gameplay help than mine is. Definitely worth checking out.

http://forum.nexon.net/CombatArms/forums/thread/3297130.aspx- Part 2, Ch1 of the above guide.

http://combatarms.nexon.net/Depot/WeaponGear.aspx-
If you want to do your own research ;p

http://combatarms.nexon.net/Community/Profile.aspx-
Just in case you want to check my credentials. Name is the same as my forums name.

How to Use Voice Chat

A lot of readers have been asking about the new in-game voice chat feature, so I want to give you a little information on how it works.

-First, make sure your mic is plugged into your computer.
-When your in a game you will notice that pressing F8 activates and deactivates voice chat.
-The voice chat feature works by using what's called a "push to talk" button that is set in your control settings.
-The default key you need to press is the letter "T" on your keyboard.
-When your push to talk key is pressed, you will see a little icon on your screen letting you know that your message is being recorded and sent to the other players in the game.

Tuesday, December 1, 2009

[Content Update] Patch Notes 11/25

Little late on this guys but here it is.

A new map called roadkill, new specialist, voice chat feature, NX and GP weapons/items, and more.

Patch Notes