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The Rifle Attachment

Once again, the XXX Clan, one of the leading groups playing the popular game Outwars, has decided to share some of their tips and gameplay techniques. The Zone wants to thank this clan and all the other Outwars clans on the list for sharing their knowledge and having fun on the Zone! -- The MSN Gaming Zone

By XXX_Quitch

Commander of the XXX Clan

Everybody knows what a guided missile is; it is death from a long way off. People know to fear cluster grenades in tunnels, and guided missile users have learned to hate the ECM grenade. However, very few people have come to appreciate the wonder of the rifle attachment.

Auto-Rifle

This is a rapid-firing weapon. It fires purple shots, and is comparable to the Pulse Rifle in terms of damage. This weapon is extremely useful in suppressing the enemy. In a world of guided missiles, no one likes to take any damage. It is often the case where whoever gets in the first shot can make all the difference in a battle. This weapon can discourage an enemy from coming through a tunnel just by firing into the empty space near where your enemy hides. It is great for covering a friend and forcing the enemy into cover while your partner advances.

In terms of range, this weapon is inferior to both the Pulse Rifle and Gauss Cannon, and therefore is more of a close quarters weapon.

The rapid firing of the rifle can make it useful to two parties. It is useful to those who find it difficult to aim and spray shots around more as a psychological measure than causing danger to the enemy. In addition, it is useful to those who enjoy a mining strategy, as you can get out many shots in a short period, before you drop your next mine.

This is my weapon of choice, because of its suppression capabilities, and the fact that it can be used to test if someone is frozen and cannot be damaged. This way you don't waste more precious ammo, such as your pods.

It also contains enough ammo to take down two dreadnauts in a low lag game.

Flamethrower

The Flamethrower is a short-range weapon with the ability to fire continuously until its ammo is depleted.

Like the Auto-Rifle, this weapon has great potential for suppressing fire. When put to use, it is actually more effective. Its flames not only present more of a threat because they do more damage, but they also are capable of filling the entire width of a tunnel. However, this weapon is particularly ammo-hungry, and despite coming with the same amount of ammunition as an Auto-Rifle, it consumes it much faster.

Flamethrowers can be most useful in a psychological role. Anyone hit full in the face by a Flamethrower is not only taking damage, but will also be effectively blinded by a wall of flame. A person's instinct in such a situation will be to retreat. This usually results in a panicky retreat, with thrusters firing to aid the player. Watch this scenario, as many people fall unwittingly into a chasm. If you have a weapon such as cluster grenades, a Flamethrower at close range provides the perfect opportunity to hit your opponent hard.

In the situation described above, the best response is not to run, but to activate your jets, fly over your blinded opponent and attempt to land behind him. This way you can hit him before he has understood what happened to him.

The fast ammo consumption of this weapon generally puts me off, but aiming is never a problem. Its area of effect is so large, you only need to be able to see a target to hit them. The Flamethrower is a good choice, however, you are unlikely to get more than one kill per reload with this weapon.

Flechette Cannon

This weapon is for use only at extremely short ranges, preferably point-blank. It fires many little orange dart-like things that are capable of immense damage. This weapon has a very short supply of ammunition, and against a moving target can be virtually useless. That is, unless it is in the hands of someone who is very good at leading their target (making sure that the shot and the target will be in the same place at the same time).

This weapon is an out and out combat weapon; it has no other uses. It cannot be used for suppression (not fast enough, nor enough ammo), and it is not a particularly terrifying weapon, except at close range, when your target has no choice but to engage in combat.

With this weapon, getting close is everything. You must remain close to your target, and hit them full in the face with this gun. If they fly high, follow them, shoot them, and drop. If they run, follow them, shoot them and kill them. There is no subtle approach with this gun, and it is hard to find another weapon to combine it with.

If you have clusters, then you do not need a powerful rifle. You'll just need one with a lot of ammo. With guided missiles, you are unlikely to get close enough to use the Flechette Cannon. However, cluster users could keep it in case they run out of ammo, and guided users may carry it in case someone gets too close for comfort.

However, I feel there is nothing that really would make me want to choose it above all the other rifles.

Gauss Cannon

This has the longest range of all rifles. It is the sniper's weapon, silently firing cylindrical blue shots, doing high damage with a slow rate of fire. It is extremely hard to trace a shot from this weapon. That's why snipers love it.

In a game where Trackers, and Tracker ID's have been disabled, this weapon is perfect for lurking on ledges, and taking out your foe from a distance. It can be used in conjunction with guided missiles for long range kills.

This weapon is for death from a distance. You will probably want to stay out of radar range, strafing in and out of cover to get off shots at your opponent. This weapon chips away at an opponent's health, and each hit can cause a significant loss of both health and armor. While it is unlikely to kill someone by itself, it is useful in giving you an edge before the main skirmish begins, injuring any potential foes you see.

When low on health, this weapon will allow you to continue to maim, injure, gain points, and still not give away your position to anyone except the most sharp-eyed opponent.

I generally do not use this weapon because of its low firing speed. In any game containing numerous foes, you are unlikely to be in a position for sniping, and so you need a weapon that is better at close quarters. In a one-on-one match, this weapon is an excellent choice, allowing you to hit an enemy on open ground, while confusing them enough to allow your surprise attack.

This weapon is also effective in a team game, especially if you and your partner are equipped with the weapon. Firing from different directions at the enemy can cause mass confusion and disruption in their ranks. They will break for the nearest cover, and will become ripe for guided missile attacks.

In conclusion, never underestimate the effectiveness of a rifle. In battle, they can mean the difference between life and death. Use them effectively, and you will have the edge over those who choose to only use and specialise in guided missiles.


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