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Weaponry Evaluations
Posted By: Starship Security OfficerDate: 1/5/04 11:47 a.m.

Dunno why I felt like it, but here goes:
Evaluations Towards Marathon Weaponry

Note: Keep in mind that NO WEAPON IS BETTER THAN THE OTHER. Each weapon has its own strengths and weaknesses. Never judge any weapon by just one concept.

Fists: These are, well, fists. Your fists are plated with spiked brass knuckles. That combined with your tremendous cyborg strength adds up to enough power to kill. There is no secondary attack, but you can simply just press the right button to punch. It remains useful throughout the game, believe it or not. Here are the evaluations.

Strengths:
No required ammo
Effective with the run and punch technique
Good for stealth
Good for destroying things such as circuitry
Weaknesses:
Sometimes rendering you vulnerable
Lacks stopping power
Not very fast
Gives time for other enemies to attack

Magnum: Aside from your fists, this is the weapon you start out with. Your semi-automatic standard issue sidearm, as always, is readied for combat, and also has its advantages and disadvantages. Primary fire is simply shooting the pistol. Secondary fire, is, well, shooting a second pistol if you have one. The Magnum remains quite a useful weapon throughout the game, so don't disregard the Magnum simply because it's a pistol and/or it is weapon number 2.

Strengths:
Most accurate weapon in the game
Good spare projectile weapon
Instant-hit
Best range weapon in the game in general
Weaknesses:
Choppy stopping power
Lack of rapid-fire capabilities
Slightly low ammo capacity per clip
Incapable of destroying circuitry or turning on switches from a distance

Note: If you collect another magnum, press option to bring it up, giving you dual pistols, doubling the deadliness. Press option again to fire the second Magnum.

Assault Rifle: This is a weapon known for its deadliness. It is the first weapon you encounter with a primary and secondary fire. It fires automatic bullets in primary fire, whereas in secondary fire it fires grenades. This is a great weapon, like all the others, good stopping power, and good with combo attack (shooting both bullets and grenades at the same time). Just don't fire grenades in close quarters, for that will result in self-devastation, and perhaps even suicide!

Strengths:
Excellent stopping power (especially with secondary fire)
Instant-hit primary fire
High ammo capacity
Fast fire rate (especially with primary fire)
Can destroy circuitry and turn on distant switches with secondary fire
Weaknesses:
Lack of accuracy
Slow moving grenades
Grenades weigh down after a while
Lack of good range capabilities
Self-devastative secondary fire when in close quarters.

Fusion Pistol: Want a weapon that matches the style of a old, classic sci-fi movie? Well, take the Fusion Pistol! Well, it's not just the looks that make it great. This is a gun that fires fusion projectiles. While primary fire releases normal projectiles at considerable fire rate, secondary fire will charge up the fusion pistol until you release the button, releasing a more deadly fusion projectile towards your enemy, although it takes some time. Don't hold on to the charging button for too long, or the thing will explode, killing you in the process! Useful weapon though.

Strengths:
Capable of destroying circuitry and turning on distant switches
Good stopping power, very deadly when using secondary fire
Good primary fire firing rate
Accurate
Weaknesses:
Slow-moving projectiles
Takes a while to charge up the secondary fire projectile
Not very good range weapon
Deadly accidents where the secondary fire is held down for too long, soon killing the player

Missile Launcher: Bringing out the heavy artillery has never been so great! Introducing the Missile Launcher, which fires missiles at your opponent. It's a great weapon. Need I say more? Perhaps I can with these evaluations.

Strengths:
EXCELLENT stopping power, sometimes good for taking out slews of enemies.
Decent accuracy
It can destroy circuitry and turn on distant switches
Weaknesses:
Slow reload
Slow moving missiles
Little ammo capacity per missile container (2 missiles before being reloaded)

Flame Thrower: You just gotta love a nice barbecue aboard the Marathon. The Flame Thrower projects flames, and has no secondary fire. Although it may not be compatible with S'pht compilers, it's deadly up close against other enemies.

Strengths:
Deadly, especially up close
Good ammo capacity per napalm canister
Fast- it pretty much is like a deadly barrier

Weaknesses:
Not much range
Useless against S'pht compilers
Covers most of the world screen, making it hard to see what is coming towards you, such as a projectile.

Alien Weapon: This is the weapon that the Pfhor Enforcers carry around and use. Alien Weapons are guns that don't have a secondary fire, but when fired, it releases seemingly instant-hit projectiles at fast rate, though not VERY accurate, although it is fired in a tight radius. The weapons screen will only display an error, and will not display the ammunition or ANY information about this gun, so I guess you will have to learn from experience how many shots there are in these guns. Keep in mind that you can't pick up more than one Alien Weapon, and there are no ammunition containers available. So once you use this thing up, you'd better find another.

Strengths:
Instant-hit
Fast rate of fire
Fairly accurate

Weaknesses:
No information whatsoever displayed
No ammo containers available
Not very effective

So that's it. Remember kids, no weapon in Marathon is better than the other. Each has their own strengths and weaknesses. It isn't just how powerful a gun is, mind you. There is also accuracy, speed, ammo capacity, etc. Certain weapons best correspond to certain situations, depending on the health, the environment, the opponent, the distance, etc. Always have faith in all of your weapons. Happy happy carnage carnage!

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Pre-2004 Posts

Replies:

Weaponry EvaluationsStarship Security Officer 1/5/04 11:47 a.m.
     Re: NO WSTE-M'S?! SACRILAGE!!! *NM*MaxX 1/6/04 5:26 a.m.
     Re: Weaponry EvaluationsJames Smith 1/6/04 6:34 p.m.
           Re: Weaponry Evaluationsgoran 1/7/04 12:53 a.m.
                 Re: Weaponry EvaluationsPower Prick 1/7/04 8:56 a.m.
                       I apologize =( *NM*goran 1/7/04 9:33 p.m.
                             Ay carumba, still too much kindness *NM*CATS 1/8/04 2:27 p.m.
                       Re: Weaponry EvaluationsLunair 1/7/04 10:33 p.m.

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Pre-2004 Posts

 

 

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