So I added a simple point and click Captcha to the comment sections of the site.. I was rather annoyed waking up every morning finding 50+ comments from spammers about how I can get Cheap Viagra and Imitation wristwatches. So far so good.. Below is a sample of what it looks like! Pretty simple ya?
Just a small guide on what multipliers exist where in the S4 models.
For the unaware: multipliers mean that everytime on of your shots hits that specific part it’s damage is multiplied by it. So a 5 damage hit on the torso is just 5 damage (5 x 1.0=5), but 5 damage hit in the head is 12.5 damage (5 x 2.5 = 12.5).
The most underrated weapon in all S4. Ignored and forgotten, in the right hands this weapon can surprise and shock.
Unlike the SMGs or the Semi-Rifle, the usually picked alternatives, the Gauss has a few unique abilities.
First it’s the only automatic weapon capable of firing single shots (the SMG and the Semi both fire 4 round bursts and the HMG is fully automatic) offering greater control.
Second, it’s the only automatic weapon capable of pin point accuracy and with no horizontal spread. The only spread this weapon has is vertical, resetting every 5 shots or when the user stops shooting. The first shot is dead-on, the second and third shots are marginally higher (not enough to make much of a difference at most ranges) and only the fourth and fifth shots loose accuracy.
And third, it has the second highest damage per bullet of all the automatic weapons (HMG having the highest). 16 damage per shot and 40 damage per critical shot (headshot). Not bad.
Why it’s hated.
I started by mentioning that this is THE weapon nobody wants to use, generally picking the SMG or the Semi over it. The reasons are simple. While statistically it is a very impressive weapon, it comes with a few handicaps that make it hard to use. It’s the kind of weapon that only pays off after you master it, or at very least learn its ropes fairly well. While the lack of horizontal spread makes it excellent for ranged shooting, it makes spraying at close range nearly impossible. The actual vertical spread is also an issue. While the first 3 bullets are pretty much dead-on, the last 2 bullets of the 5 bullet pattern are considerably off target, making fully-automatic fire inefficient. It’s better to fire in 3 bullet bursts, which drops its potential DPS (damage per second) considerably. It also does not possess a zooming feature (like the Semi) and forces it’s user to walk while shooting (much like the HMG). In essence, most people get better results out of the SMGs at close-medium range, and of the Semi at medium-long range.
Why it can actually be awesome.
As mentioned before this is a weapon that relies almost fully on user skill. If aimed correctly, this is a weapon that can pull 72 damage in a single 3-shot-burst (chest>chest>head) at extremely long ranges, and over 120 damage in the same 3-shot-burst at close range (head>head>head). Due to its vertical spread, it’s also incredibly easy to “accidentally” hit criticals, especially at long ranges while aiming at the chest. Once mastered, this is the kind of weapon that’ll perform just as good at any given distance, effectively allowing it’s user to fight at any range. In essence, this weapon is a mix of the Semi and the HMG.
Strategies.
Use and abuse the “pattern reset” function. Remember, every time you stop firing the weapon’s pattern resets to its original pin-point shot. If we consider the first 3 shots are almost dead on, firing in 3-shot-bursts basically grants the user almost perfect accuracy (the 4th shot can be also be used while at close ranges). So, fire in 3 shot bursts (2 at really long distances), and use the “in-between bursts” to dodge if necessary, as the sudden change of speed (walking->dodge roll->walking->ad nauseam) tends to throw opponents off. At close ranges aim straight at the head or upper chest, and the further way the lower into the chest you should aim, this assures that at least one of the bullets gets a critical hit, while the other/s get a normal hit.
]
But most of all, remember to not give up at first, as the Gauss Rifle only starts shining after much use.
The Storm Bat, the quintessential weapon of precise striking and brute force. Dealing the most damaging combo out of any melee weapon, the bat is to melee weapons like the railgun is to most guns: One precise shot will end the fight there and then, instantly killing your opponent… but miss, and you’re in deep trouble.
This clumsy looking oversized weapon comes with 3 different methods of attack:
The Swing.
Unlike the Plasma Sword or the Counter Sword, the Storm Bat doesn’t have a heavy and light slashes… In fact it doesn’t have any slashes at all… A left-click on the mouse will always deliver the same: the classic bat swing. This simple looking swing will send your enemy flying back, delivering 34 damage on a normal hit, and 68 damage on a critical hit, with the possibility of an additional 14 to 20 damage if your opponent is sent against a wall. The kind of swing Barry Bonds would envy.
The Jump Attack.
The very core of the Storm Bat. Contrary to the PS or the CS, the bat’s jump attack has no delay, meaning a single mouse click will instantly bring down a massive attack on your opponent. Delivering 65 damage on a normal hit, and an impressive 116 damage on a critical, this jump attack will also stun your opponent for approximately 1.5 seconds, leaving them open to a follow up swing. It’s a one-hit-kill.
The Storm Wind.
The secondary attack of the bat is a moving, spinning, swing that can be chained up to 3 times in a row, hitting all opponents in it’s path, delivering approximately 54 damage if all hits connect. If each click is timed correctly, the storm bat will unleash the Storm Wind, a devastating electrical hurricane that delivers anywhere from 72 to over 130 damage (if all 3 hits critical) in it’s path, knocking any surviving enemies down with the last spin.
The normal whirlwind.
The Storm Wind.
The Bad.
But no weapon is without it’s flaws. While this bat will deliver unforgiving damage and knockback on a hit, it’s also equally unforgiving of your own mistakes. The jump attack will leave you open for no less than 2 seconds, if you take the extra swing after, another 1-1.5 seconds where you cannot move or in any way avoid an enemy. The Storm Wind comes with an equally painful 2 seconds of punishable recovery time. On top of that, it does not have any “quick moving high damage” attacks like the plasma sword’s dash, or the counter sword’s jump attack, limiting its range… It’s the hefty cost of its own power.
Strategy.
As seen above, the Storm Bat’s biggest advantage lies in its quick attacks, and it’s biggest disadvantage in its slow recovery time. As such, you’ll want to use and abuse the normal swing. Surprisingly, the very simple swing is fast, let’s you move while attacking, does decent damage, and better yet, knocks the enemy back, preferably into a wall. Not only is this attack of exceptional tactical use in Touchdown (to knock enemies away from the ball carrier, or the enemy ball carrier away from your base), but also for regular fighting, as knocking the enemy into a wall leaves them stunned long enough to allow a follow up with the deadly jump attack.
Save the jump attack as a “punisher”, as it has no starting delay, making it fast enough to hit any enemies stuck on their own attack animations. It’s also particularly useful on unsuspecting enemies.
The Storm Wind is best used as a “crowd control” tool (especially when several enemies are engaged fighting allies in a small space like the Station 2’s train) or to finish off a nearly dead opponent.
But above all, remember to plan your movements ahead and not take unnecessary chances. Take your time, use normal swings until your opponent is knocked into a wall or makes the mistake of missing an attack of his own.
It seems quite a few people have questions regarding the weekly missions, so here’s a little guide in case you have any doubts.
So there are different types of weekly missions with different prerequisites each. You can get ANY type of mission for any level, but the higher the level the more of it you’ll have to do to complete the mission.
There is 1 common prerequisite to ALL missions: There have to be at least 10 people in-game (minimum of 5 vs. 5 or 6 vs. 4) for ANY mission to count.
That said, the missions:
“X Weapon Kills “
Pretty simple and straight forward, just get the set number of kills with the designated weapon. Kills count in both DM and TD, but you only get a kill for the mission if you do NOT get assistance in the kill. You have to be the only person shooting at the target, and consequently killing them, for the kill to count for your mission (although it seems to count sometimes if you do a high percentage of the damage, I’d guess around 80% of their life). You can, however, use different weapons, so long as the killing weapon is the one designated by the mission. For example, if you’re doing a Mindshock mission, you can shoot someone down to low HP with SMGs or any other weapon, and then finish them with Mindshock. The kill counts as Mindshock. The reverse, however, does not work. If you start killing with Mindshock, and finish with another weapon, the kill will always count as your finishing weapon and not Mindshock’s.
“Avoid by Fainting Practice”
One of the most controversial missions. What you need to do here is to use the dodge roll (side + jump) to break out of a melee weapon’s stun or avoid a melee attack (works best with jump attacks). You get 1 point per effective “dodge”/”stun-break”.
“Deathmatch Kill Practice”
Just kill the set number of people in Deathmatch games. Kills do not count if they’re assistances.
“TouchDown Offence Practice”
The objective here is to rack up a certain number of TD Offence points. Obviously this mission can only be done in TD, and you get Offence points for: grabbing the fumbi (2 points), killing someone while carrying the fumbi (4 points), protecting the fumbi carrier by killing an enemy that has attacked him (4 points), assisting a kill by the fumbi carrier (2 points), assisting a touchdown (5 points) or scoring a touchdown (10 points).
“TouchDown Defense Practice”
The polar opposite of the above mission. You get defensive points by killing the enemy fumbi carrier (4 points), assisting in killing the fumbi carrier (2 points) or any enemies assisting/near the enemy fumbi carrier (2 points).
“TouchDown score a point”
This one is a bit confusing. While it does say “score a point”, what you need is a set number of “scoring points”. These usually appear in 5 point increments up to 20 points. Scoring a point in TouchDown grants you 10 points towards this mission, and assisting a touchdown (being the last person to touch the fumbi before someone else on your team scores) grants you 5 points.
“TD/DM Playing Game”
Play a set number of TD/DM games. It’s not as easy as it sounds though, you have to be in the game room and ready (“waiting”) -BEFORE- the game starts, if you join after the game starts, even if you join right after, the mission does not count. You have to play the game till the very end, if you leave, are kicked for inactivity, crash out or in any other way leave before the game is over, the mission will not count. And last the game has to be at least 20 minutes long (20 minutes or 80 points for DM – 20 minutes or 8 points for TD). You do not need the match to last the full 20 or 30 minutes though. If you met all other requirements, and the game ends earlier due to touchdowns/points, you still get the mission. Also, note that while the game does not have to start with 10 people, it only counts towards the mission if there ARE 10 people in-game when it ends.
“TD/DM Winning Game”
Same as above, but you also have to win the matches.
That’s pretty much it. If I forgot any, leave a comment and I’ll add them.