captain video
General:
Weapons of Destruction
is a modification to Quake II. It can be played without any download as
a server side only mod, but most of the better features such as the hook
will require that the mod be installed properly.The config file
must go in your "Quake2\weapons" directory. You should edit the file
to bind your keys properly. The mod is relatively small, (less than 500k
or so) and once downloaded can be used in single player games as well as
multiplayer, so I suggest going to WOD's homepage
and getting the full download. I have the wod
readme file and the wod commands
file here if you want to read them. Go get the mod! You won't
regret it. The instructions for installing the mod are in the readme
file.
If you are trying to figure out which features or weapons have been banned or fragbanned from a server, please check out this page. A specific set of feature/frag banns can qualify the server as a competition WOD server.
If you are going to play WOD with any chance of success, you need to modify the config file. I have posted some info on doing this. See this page for info on my autoexec.cfg file. (I am sorry but this is just my personal file, so it is very messy, I'll clean it up when I have time)
Along with a whole load of alternate weapons, you get a few extras.
You have a grappling hook (swinging version-not Lithium
style), a scanner (radar that detects players),
decoys (holoduke type but better), Trip
bombs (you make em yourself out of grenades and energy cells), tractor
beams (push and pull other players).. Laser
sight, Kamikaze, nightvision,
zoomlense (sniper mode) The Quad Damage
has been converted to a Jetpack. The Invulnerability
remains. There are no runes, or tech powerups.
There are gobs of New Weapons!!!
The hook cannot be bound to a key like the one in Lithium or Chaos (other mods), because it actually requires three commands to work (hook action, hook shrink, hook stop) these are put together for you in the configuration file into a macro (alias) called "+hook". The hook is standard equipment, you don't need to pick it up, and does cause damage to other players if you hit them with it. (It does not stick to other players and pull you together). The hook locks on impact with walls, ceilings, etc. and if the key is held, will retract pulling you along. The hook does not disengage automatically. You will continue to hang until you press the hook key again. You can swing yourself in any direction with the movement keys while hanging, and there is another key to lengthen (hook grow) the line so you can lower yourself. This hook is more susceptible to problems from lag than the red laser hook of lithium. You will not be able to achieve multiple hooks in succession to ratchet your way up complicated boards. If you try, you will most likely fall to the ground before you can hook again. If you are a LPB go for it, if your ping is over 150 or 200 forget it. The good thing is you don't get the flying trapeze act you see in some Lithium games, where certain players are able to flip from wall to wall while flinging rockets at you. This hook is difficult to learn, and you can get stuck on very small ledges and lips when trying to reach higher levels. You will immediately start to swing as if gravity actually has a hold on you, so you will not follow a straight line path to your target. If you hook a wall high up, and there is a small protrusion running across the wall (like a ledge), you will probably get stuck on it as you go up. The hook retracts slowly (relative to lithium) so you will hit the wall first then get dragged up the wall. When stuck, you have to release the hook button, press the hook grow button, use movement keys to swing away from the wall, then press the hook shrink key(not the hook action key unless you want to disengage and fall). You will never be able to do this while under fire, but if you are alone and trying to reach a power up or a ledge to camp on, that's how its done. The hook was programmed this way on purpose, I asked if it was going to be changed and was told NO. If you are playing with a high ping (like me) you will have to use a lot of advanced fire prediction and shoot the hook while you are still running and you will be waiting for it to activate and watching it shoot out while everyone is shooting you. Alternately you can stand still and let everyone get an easy frag. Trust me the thing can work, it just takes practice. I wrote all this because it was not explained well in the documentation. UPDATE: there is now even more info on the hook available see my hook tricks page. TOP
Ok, the scanner is similar to a radar screen in a space sim (Wing Commander,
X-wing) where you are the center and the enemy shows as a dot. The scanner
does show altitude as either above or below you by displaying a small gray
dot either above or below the colored dot. The scanner displays as an overlay
in the center of the screen. It does block your vision somewhat, but currently
cannot be moved to the corner. If you are unclean enough to have ever seen
the scanner in Zbot, this one will look the same. For more on Zbot
look here. The scanner is standard equipment, it requires no power to operate,
the server can disable it and often does. The scanner is best used for
situations where there are few players on a large map. It helps to prevent
having everyone lost, looking for someone to frag. It also works well for
campers in certain locations. If you can tell where the other player is
(the scanner only gives you relative distance, it does not show walls)
by knowing the map layout, you may be able to predict when the player is
going to turn the corner and fire in advance. TOP
These are standard equipment, you don't pick them up. Only one active at a time. Decoy "dies" when player dies. Decoy has limited AI, it can shoot a shotgun at any player in its field of vision, including the one who created it. It will move slowly toward any target it acquires, firing at will. It makes a noise when it sees a target, (which is a dead give away that it is not a real player). The decoy will spawn about 3 feet in front of the direction you are looking, (decoy will be facing away from you). If you are looking down, the decoy will appear stuck in the ground. Likewise if you are too close to a wall.
There are several strategies and uses for decoys:
Alarm: This noise is useful if you are using
the decoy as an alarm system. You can place it facing the other direction,
(so it does not see you) and it will remain still waiting for an enemy
to approach. It will shout when someone enters the room, alerting you.
You can remain under cover or you can be watching a different entrance.
Decoys also can work as part of a trap
Trap: You can set a trip bomb
(napalm or plasma are best) and place the decoy facing the laser beam.
When it sees the enemy (hopefully not you) it will walk into the beam and
set off the bomb. This works well in narrow halls or at the top of elevators.
Clearing trips: Decoys work well to clear enemy trip bombs.
Just drop one in front of the beam and push him with a tractor
beam. You sometimes have to pull him back through the beam if it doesn't
trip the first time.
Panic/Distraction: Probably what they were designed for in the
first place. You can easily drop off a decoy a split second after running
across an enemy player. You now have a 50% chance that the player will
draw on the decoy instead of you. If he does and the decoy dies, you can
pop off another immediately after that one dies and keep up the double
team effort. The decoy will probably get off at least one shot and it only
takes 4-5 shotgun blasts to kill a player at 100% health. So even if the
player ignores the decoy and shoots at you, he will be taking damage from
the decoy. This increases your chances of delivering the final fatal blow.
You can try to get players to kill themselves by dropping decoys very close
to the players face while he is using the rocket launcher or bazooka. The
rocket/grenade will explode on contact with the decoy catching the shooter
in the blast. I think shooters are given a handicap when calculating blast
effects by the game (meaning they take less damage from the blast than
anyone else in the blast radius) but I've caused the death of many over
zealous rocket jockeys by giving them something up close and personal to
shoot at.
Strategy Update: (apr99) I have recently started using the fact
that the decoy appears about 3ft in front of you to perform a few "tricks".
If you move up to a thin wall (one that joins another room), you can make
the decoy spawn within the adjacent room. (You can see it if you are using
one of the few transparent windows as a wall). I have had a lot of luck
with this in combination with the scanner. There are certain areas where
you know your opponent will have just picked up the rocketlauncher or grenade
launcher. You can watch the scanner and drop a decoy in his face. Most
players will be startled and fire (killing themselves in the blast), or
better yet, they will take some damage making them easy to finish off.
Another advanced tactic is to place a trip wire on the opposite side of
the wall and wait while watching the scanner. When the opponent is close
to the bomb, set it off by spawning a decoy through the wall. (They will
never know what hit em).
Another feature of the decoy is its ability to hold open a door. (they
are somewhat solid and doors/platforms/elevators will bounce off them until
they take sufficient damage to die). So what? Well, for the strategy minded,
you can use a decoy to hold an elevator in its down or up position. If
you have access to the shaft (which I guess you usually can get since the
decoy spawns thru walls), you can place a decoy on the roof of an elevator,
then take up camping position across the way, and wait for the little bunnies
to enter your trap. It confuses the hell out of them as the elevator tries
to go up but the decoy hits his head forcing the elevator back down. If
you act fast, you have a beautiful sitting target.
Also remember that a decoy will open a door if he is pushed up to it
(and its an automatic door). If you know your opponent is behind a door,
(scanned him maybe?) drop a decoy just before the dorrs opening sensor
range and back way up. then give him a tractor nudge. When the door opens
and the opponent lets loose with everything, use some finesse and pick
him off with a sniper gun or maybe my new favorite (standard machine gun/burst
fire mode)
You have an infinite supply of decoys, they use no power, they are
standard equipment. Decoys will follow and kill any player. The frag is
recorded like a suicide for the dying player. The creator of the decoy
does not get a kill. Decoys die easily, usually one shot of anything will
do it. If you press the decoy button a second time when one is already
active, you kill "destroy" the active decoy. TOP
Trip bombs are placed with the "L" key. {cmd laser}. You walk up to
any solid surface, and stick the bomb with the "L" key. The bomb is placed
in the center of your view, a laser beam will extend in a second or two
at a 90 degree angle from the surface it is placed on. (if the wall is
slanted, the beam will slant as well.) The beam will extend infinitely
to the first obstacle it encounters. Note, the bombs can be destroyed by
shooting them. Version 6.06 of WOD forces a 1 1/2 second delay between
placing trip bombs. Don't whine that someone is putting trip bombs all
over , just take them out. You can also use the decoy trick explained under
decoys. Trip bombs can only be placed if you have
enough cells (hyperblaster ammo) and enough grenades. Trip bombs can be
placed on floors and ceilings. (Just look up or down and hit the key).
Trip wires can often be jumped over or crawled under. Do not assume a passage
is blocked when there is only one line across it. If you want to block
a passage, crouch (or look low) and place one line then look high or jump
and place another. Trip bombs use what ever the last grenade type selected
was for the bomb. This means if you used the napalm grenade last, the trips
you place will be napalm trips. It usually takes two regular grenades to
kill a player, while it takes 5 grenades to make one napalm or plasma grenade.
It is therefore usually more efficient to just place two regular trips
together instead of placing high powered majik grenades as trips. (Although
it is a lot more fun to use napalm.) The grenade will glow different
colors depending on the type of grenade used. See grenades for more info
but napalm is red, and plasma is green. Be careful when disarming a bomb.
If you shoot the bomb it will explode and it will go off as if tripped
normally.Placement of trips is very important but they are also useful
as last resort throwaways for the "I know I'm gonna die so I'm gonna take
you with me frag". When you die you lose your inventory, so you may want
to start tapping that grenade key in your final moments to take down your
killer.Although now in ver 6.06 the delay in placement will only allow
you to stick 1 each 1 1/2 second. The good thing is you don't have
to switch weapons to place a grenade, so think ahead when binding your
keys so you can be firing your primary weapon and slapping down trip bombs
at the same time. Note that some walls are not as solid as they should
be and the beam may pass through causing a player in another room to trip
the line without getting caught in the blast. Some notes on placement:
stairways are good if they are hard to see down or are particularly steep.(
Players often slide down these steps out of control.) The tops of ladders
are good (either the floor in front of the ladder top or across the top
from the adjacent wall. (Players often do not look up when climbing) Under
water offers some advantages. You can place lines just below the
surface of non transparent water and often get an easy frag. Note that
napalm will generally not pop up through the surface of water although
it will continue to explode beneath the water. If you have an area with
shallow water (shallow enough that you cannot crouch down and see under
water) it is an excellent napalm trap. You can either use the bazooka
or napalm trip bomb and the unsuspecting will continue
to walk right into the explosions without knowing there are any there.
Be careful, if you respawn in the same area where the napalm just went
off, it may look safe, but you better wait to be sure. If you used trip
bombs in Duke, you may remember some areas where the lines would be invisible.
This rarely happens in quake. The only time I ever notice it is when you
place one on the floor under water. Sometimes the beam does not break the
surface.
Remember that you need both cells and grenades for a trip bomb. If
you selected a majik grenade last, you will be set to lay majik trip bombs.
You will need the minimum number of grenades for the type of bomb you are
setting (i.e. 5-majik 1-regular 10-cataclysm). If you only have 3 and you
used the napalm last, you will not be able to set anything unless you select
regular grenades first then you can lay 3 regular trip bombs. What's that
you say? Cant find any cells on this board? You can get cells from a hyperblaster,
freezegun, BFG, or a handy backpack. Note that some powerups change from
adrenaline to backpacks after they are picked up, so check back often.
Ver 6.06 updte: trip bombs are now much easier to shoot to destroy. Shooting
Majik Grenade Trip Bomb does NOT explode Majik Grenade. If you see a colored
(red, green etc) you best/safest way to dispose of it is to shoot it.
TOP
Tractor Beams: ("cmd push" "cmd pull")
Probably the least used and last new feature that any player learns.
I think the earlier versions of the mod did not have working tractor beams
but the text did not mention it, so when they finally started to work (later
versions) people took a while to notice. The tractor beams are standard
equipment. They require no ammunition or energy. They are not really a
weapon, but rather tools that have their own use. There may be a way to
deliberately crush an opponent with them but I haven't figured it out yet.
I've been killed a few times by people using beams, but I don't know why
it only happens sometimes. You can't score a frag even if it does kill
the player, but there is one way to get a frag with the tractor beam. (See
end of section)
The beams are mainly used to push people into lava, or off narrow walkways.
They work well at pulling flyboys down from the air with their jetpacks.
(although they will usually kill you at the same time) They work like any
other weapon. The beam appears as a green laser and is aimed with the usual
cross hair. I don't think you can hold the button down and sweep an area,
you have to have the player exactly in your sights and then hit the key
for it to work. You can push/pull any player, or decoy, not weapons/powerups
etc. You can also move large gibs or dead bodies. Players can be thrown
quite a distance under the right circumstances. The fall can often kill
a weakened player. Areas with lava are prone to tractor pulls. Be careful
if you hear the tractor noise and see a constant barrage of names saying
'cant take the heat', 'so and so melted', or 'someone fell into the lava'.
Some players are very good at being spoilers. They do not get any frags
for pushing you to your death, but you lose a point for every suicide.
Watch carefully for the green laser. The enemy may be hanging from the
ceiling in a normally unused corner of a lava field. Or he may be crouching
in a narrow crevasse waiting for his next victim. Do not be afraid. He
is weak. He is foolish. Use your hook and pull yourself right into his
face and take great joy in squashing him like the bug that he is. You can
also use your hook as an anchor. Just shoot the ground next to you and
while he is busy trying to push you, send him a little package like a plasma
grenade.
If you are really lucky (or skillful) you may pull off one of the most
satisfying maneuvers of WOD gaming. During an impossible situation when
you are out gunned, (perhaps you are holding a blaster and being chased
with machine rockets)-hook yourself up
to the ceiling and turn both your weapon and the tractor pull on your enemy.
If you do it right, you can pull him right up to you, killing him
with your blaster and grab his weapon just as he drops it, all while hanging
from the ceiling. The weapon will automatically switch if you are holding
the blaster and you can rain destruction down on the next unwary victim.
Be careful with the beams as they sometimes seem to act in reverse.
This is especially true in close quarters. It seems that you push the enemy
into the wall but he is reflected back toward you as if he were pulled.
Don't get discouraged if it seems like the beams don't work at all. The
aim must be very precise. Just keep tapping the key as you are trying to
keep the enemy in your sights.
Also remember that if there is no lava around to
push someone into (waste of time anyway since you don't get the frag) you
can make your own lava with a well placed napalm trip bomb. Just wait for
that player to step up to the plate and give him a tractor nudge in the
right direction (namely right through the beam of that trip bomb) That
way you CAN use the tractor beam to get a frag. TOP
Version 6.06 update: the tractor has been adjusted to allow
a loss of power/strength over distance. I have not had a chance to see
this affect yet.)
A red dot visible to yourself AND all other players which appears approximately
on the spot where your weapon will impact. The sight has a locator feature
which causes the spot to brighten when passing over a player. In theory
a very useful tool, but in practice almost useless. The one thing it does
do is tell your target that you are aiming at him. Most players will become
very agitated and begin jumping around so you cant get off a shot. If you
didn't have a crosshair already (I think the server can deactivate it as
an option) the laser sight might be more useful. As far as the accuracy
for precision weapons (sniper gun, railgun), I haven't really tested it.
I don't believe it is any better than the default crosshair. If you are
seen using this, it will be assumed that you are a newbie. Perhaps on a
server with fixed FOV and no crosshair, this would become the best method
for sniping, or long distance shooting.
TOP
Press the "end" key (if you bound it there) and you become a ticking
time bomb. You have about 5 seconds to get near at least one player or
you will kill only yourself and lose a point. You score 1 for everybody
you take with you. Don't expect your friends to welcome you with open arms
while the clock counts down. They can see that you have turned pure white
and will try their best to stop that bomb. If they kill you before it goes
off, there will be no explosion.
This is best used in uncommon circumstances. If you have a fragfest
going on (over 10 players) and you see a bunch of guys below you all running
around with nothing but blasters. Just start the countdown and wait till
its almost over then jump right into the middle of everyone. This often
happens with a bunch of guys under water and you can see them from above
the water. (The water is good because it slows them down when they try
to run away.) Unfortunately it seems that a lot of servers are deactivating
the kamikaze, instead of just fragbanning it. (You can either featureban
or fragban or both) So you may not get a chance to see it at all.
NB: Invulnerable-Kamikaze?? This used to be my favorite little secret, but was changed in the latest revision. I made a few demos of the effect and I asked to have it reinstated but was denied. Maybe if you like it, you can request that it be put back. It was an undocumented/unintended side effect of combining the invulnerability with the kamikaze. The player would explode with the force of a nuclear blast, and continue to explode for the entire countdown of the invulnerability powerup. The effect was that every other player in any room the SuperKazi walked into was instantly killed. The event was so quick that I doubt if any player could even see the SuperKazi unless he refused to respawn and looked through his dead eyes. I am fairly certain that no player ever saw it and lived. I have a demo here that I re-cammed with keygrip so you can watch the action from a third person perspective. I never felt that this was too powerful of a weapon, since the player had to get his hands on the invulnerability in the first place (which takes forever to respawn)and the player can barely see anything while exploding. The trick for the other players is not to respawn for 20 seconds so they don't get killed twice. I wish this would come back, or that the regular kamikaze would include some "burn time" before exploding. Its just loads of fun to run up to people while you are on fire and take them down with you. The current explode in a split second effect is somehow anti-climactic. TOP
NightVision: ("cmd nightvision")
Its supposed to work with VooDoo cards but it does NOT work with my Diamond Monster 3DII. It turns my screen a rather opaque green and zooms in slightly. It does nothing to help me see in the dark. I cant say what it should look like but if it could do something like make players in dark corners glow it would be great. As of this writing it does nothing for me and I don't think I even have a key bound for it. TOP
If you didn't already know, you can change the FOV (Field of Vision) in Quake which has the effect of zooming in just like you had binoculars or a high power scope on your gun. "So that's how those guys pick me off from across the board!" Yup it was always there, you just had to bind up some keys. Anyway, WOD does it for you with two predetermined zoom levels assigned to some of the function keys on top. I never used them, as I have a rather detailed zoom script (alias) in my config. I should have a link for it somewhere in these pages. TOP
rather self explanatory. It is a powerup. It is located wherever the Quad damage used to be. You need to pick it up to use it. TOP
New Weapons: Super Blaster, SniperGun, Machinerocket, Burst Fire, streetsweeper, bazooka, Guided rocket, flamethrower, PlasmaGun,BFG,
I don't know how much I can say, these are documented pretty well at the WOD homepage.
Super Blaster (alternate blaster):
requires cells-packs a punch but slow refire rate. So slow that I wonder if just using the regular blaster would be better, but one shot often kills a weak player. Ver6.06-reflects off water/glass
The shotgun is about the worst and weakest weapon that remains (if you see someone using it, its probably a decoy) The snipergun is one of the most powerful. I've spattered guys who just picked up the megahealth with no problem. It has the worst refire rate of any weapon. This is a gun for a skilled player only. If you pick up the shotgun, switch to the snipergun and hope you can get off one clean shot, but run for the nearest other weapon (whatever it is) This gun works like the railgun but fires 5 shotgun shells at once. The benefit is that it leaves no trail like the rail does. The downside is the slow refire and the slow slug travel speed. Guys at any type of distance will easily sidestep the slug (although they cannot see it) The aim also is off the cross hair for me which increases with range. Best used against stationary targets. (corner crouchers love to eat sniper slugs) Elevator riders make easy targets. And long narrow hallways can be excellent paths to shoot down. The gun does not appear to travel through multiple targets like the rail, but has a bit more oomph. WeaponListTOP
One of the most fun and easy to use weapons. The regular machine gun (normally a very weak weapon) has been upgraded to fire tiny rockets. The ultimate spray and pray weapon. Use it like a firehose and don't worry about ammo, we'll make more. WeaponListTOP
Burst Fire (machine gun, cmd firemode)
The very last weapon I have experimented with, and maybe the very best.
It is very modest looking, and even disappointing in appearance. The regular
machine gun now has an alternate fire mode which has several effects. It
shoots a rapid succession of 6 rounds. The damage from the rounds has been
increased to quad levels (at least thats how I am reading the source code
but I am no programmer). The "kick" has been cut in half, and the vertical
and horizontal "spread" have been cut in half. So you now can do quad damage
and have a much greater chance of hitting your target than with the regular
machinegun. (N.B. The machinegun, chaingun, shotgun, sweeper, and rail
are all immediate effect weapons. The "bullets" do not actually travel
through the game world. The game calculates the point of impact from your
aim and generates the impact points instantaneously. It is not possible
to see the bullets in mid air or to dodge them. Anything you see is drawn
after the impact has taken effect. This means while you can see rockets,
flames, even the sniper round (not the rail) comming toward you and dodge
them, you cannot dodge the burst fire machinegun rounds. (you can try to
run and jump so the shooter has trouble aiming, but if he pulls the trigger
while aiming at you, --you will get hit) So one of the best ways to use
this to your advantage is to duel from medium to long range in open areas
against rockets, machinerockets, flamethrowers, etc. You will be able to
dodge the incomming fire while it will take about three or four bursts
to bring down your opponent. (avoid backing against a wall if possible
because the rockets will impact behind you causing severe burns). The great
thing about the burst fire machinegun is that there is no vapor trail,
little muzzle flash, and low noise level. It is also very UN-intimidating.
The fools think they are invincible because they have rockets and grenades
and you dare to fight them with a little pea shooter. Well trust me, that
quiet little pea shooter will take them down before they can get within
ten feet of you. Just stand your ground, keep your sights on the enemy,
hold down your fire button, and make slight strafing motions to avoid incomming
fire. (This gun works very well over long range, unfortuneately it cannot
kill with one shot unless the victim is already wounded.) WeaponList
TOP
StreetSweeper (alternate chaingun):
Remember when these were all the rage? It seemed like every gang or two-bit hood just had to have one. Designed for crowd control its best used here against an individual. It uses shotgun shells-and lots of them. A very powerful weapon that can give you the confidence to go into the most crowded room and come out a winner. Turn your attention to each player one at a time and watch them turn to dust before your eyes. WeaponListTOP
Bazooka (alternate grenade launcher):
The bazooka which lamely lobbed grenades and was only good for shooting around corners has been upgraded. Fire grenades in a longer arc and watch them explode on impact. Much quieter as well. One of the better weapons. The real benefit comes from Majik. All of the Majik grenades are able to be chambered in the bazooka (or the regular launcher). So bind a key to "use napalm grenade;use bazooka" (include the quotes and the semicolon) and you can be unleashing fiery doom just a split second after picking up that silly old grenade launcher. You can splatter them with plasma or create a cataclysm and send em all to hell. The bazooka uses the last grenade selected, so be careful. If you were just playing with a cataclysm device, you don't want to be shooting that thing at your feet. I prefer to use napalm because of its long burn time. You often get players walking in after the main event and donating their souls to your frag count. It is nice to use while running into and out of rooms. Just get a glimpse of your target, pop one off, and turn tail and run. The area of effect is large and like I said you often pick up stragglers. It works great for flushing out campers or clearing small rooms. It may well be the Captain's favorite weapon. WeaponList TOP
Guided Rockets (alternate rocketlauncher) (rocketlauncher now uses flamerockets):
Version 6.06 weapon. (Used to be a homing rocket launcher) The rounds can be shot down by hostile fire. Works like the guided missles from Half-Life. Selecting this weapon turns on a laser sight like the one you have for any weapon see lasersight, but now, the rockets will track the laser. I haven't had a chance to test this in combat yet (Im writing this a day after it was released), but I suspect that it may be difficult to get any real use out of it. The rockets move rather quickly and turn rather slowly, so any drastic motion of the laser dot will be too much for the rocket to follow, and it will impact on the wall or floor. (But I've been wrong before, and I haven't had a chance to see this thing in combat yet). It also necessitates that the shooter keep the dot on target which means he cannot run away easily and it may just be better to use regular flamerockets and try to predict your targets movements. Uses two rockets per shot instead of the one for the regular flame rocket. WeaponList TOP
Flamethrower (alternate railgun):
Uses rail slugs for ammo (don't ask how its just a game). The railgun defaults to the flamethrower when you pick it up. Flames tend to stick to the target and slowly burn him. They also tend to fall from walls and ceilings and can cause secondary burns to hapless players who take a wrong turn. I haven't had extensive experience at the wrong end of this thing but when I do, it does seem to have stopping power. It seems to stop you from rushing the player who is using the weapon, so try to strafe instead. The flames are kind of slow and don't work well at long range. Distance can be your friend. I don't like to use this gun myself as it tends to backfire and burn the user. Flames can be put out with "What else?" WATER. When on fire go jump in a lake. Never use this thing under water. It doesn't work. I never checked but I don't think it does any damage at all to players who are below the surface. Switch to the rail gun. WeaponListTOP
PlasmaGun (alternate Hyperblaster
(Hyperblaster-Ver6.06-reflects off water/glass):
Bigger, Better, Faster, Stronger, What the hyperblaster should have
been from the start. Nice matchup against the machinerockets.Ver6.06-reflects
off water/glass WeaponListTOP
Same old Same old. There is a lot of info on this gun get the FAQ.
Update Info:
January 2000: I last updated this site when version 6.06 came out in
mid 1999. The 6.08 update did not really change how the game plays so no
information was added or deleted for that update. So if something is missing
because of the 6.08 update, I am sorry. (the 6.06-6.08 update mostly addressed
anti bot code). I will not be updating this page anytime soon.
The info on WoD strategies and weapons should be current through January
of 2000. I will keep this site up since I have not seen any other strategy
pages for Weapons of Destruction that can be of use to the beginner. If
anyone wants to take my information and re-use it, feel free. I have moved
on to several other games, including: Delta Force (1&2), Kingpin, Alien
v. Predator, Unreal (mission pack 1), Descent 3, Thief (1), Sin (Wages
of Sin), and probably a few more. (like Klingon Honor Guard) I can
highly recommend them all except that I had problems with the Sin add-on.
I will probably move on to Battlezone2 next. Good Luck with WoD, and dont
forget to dig into the sub-pages of this site for the better tricks. (use
the site map)