Based on the RG-6 grenade launcher. Multi-purpose grenade launcher that can accept a variety of ammunition types tailored to different situations. Capable of firing either guided or unguided rockets, this launcher is an incredibly destructive weapon. In Primal Hunt , Sentry Guns can be moved and positioned in order to defend specific areas. Extremely powerful combat mech armed with a minigun, rocket launcher, laser and flamethrower. Also amplifies the user's mobility and greatly increases their protection.
Xenopedia Explore. The Queen Ripley Newt Cpl. Hicks Burke Bishop Pvt. Hudson Lt. It is also a terrible ammunition-hog and is fairly inaccurate even with the lock-on enabled. The Smartgun is used by all human factions in singleplayer and is commonly issued to Combat Synthetics , but is available only to the Corporal Harrison character of the Marine faction in multiplayer. Considered a "heavy weapon," player characters can only walk while this gun is equipped in multiplayer.
The M Flamethrower appears in this game, and is among the most effective weapons against Xenomorphs the game itself takes a moment to remind the player of this when playing as an Alien.
Using napalm from a single ammo pool it strangely never needs to change canisters. Originally it could carry up to units of napalm, but fan outcry caused it to be patched, with the result being that directly hitting opponents with the flame stream was now more damaging than the damage over time from burning, and the maximum ammo capacity was lowered to Additionally, while the inventory icon for the weapon shows the original M carry handle on the top, no such carry handle is visible on the in-game models.
In singleplayer it is a favorite among Weyland-Yutani Hazmat containment troopers. In multiplayer only the Johnson character of the Marine faction, along with the Dunya and Ivan characters of the Corporates faction, can use it if character classes are enabled. This revolving grenade launcher has a 6-shot capacity and may be reloaded by removing and replacing its entire ammunition drum.
It can load 4 types of munitions: timed fuse grenades, proximity mines that stick to most surfaces and detonate when something comes near, EMP grenades that stun any living creature caught in its radius, and spider mines that use miniature robotic legs to scuttle towards anything moving nearby, of which the first of these is the only non-fictional type.
It seems it could be based on the RG-6 grenade launcher. An anti-vehicular weapon, this rocket launcher has a tube capacity of three rockets, and can fire unguided or tracking rockets, the latter of which require a short period of time to acquire a target. While seemingly out of place in game with almost no vehicular threats, the rockets have an excellent splash damage radius and can clear small groups of advancing Aliens with one shot.
Contrary to what the game manual claims, tracking rockets can also track stationary targets unlike the M56 Smartgun. This weapon is used in one location by Combat Synthetics in the Predator campaign. In multiplayer only the Jones character of the Marines faction can use this weapon. Considered a heavy weapon by the game, player characters using this weapon in multiplayer can only walk when it is equipped. A fictional tri-barrelled rotary machine gun with a joystick-syle grip and Mstyle handguard, it fires armour-piercing ammunition from a single ammo pool of up to rounds which it can deplete in about twenty seconds, translating to a firing rate of around rounds per minute.
It offers an unparalleled damage-per-second ratio for a ranged weapon ingame, but its enormous muzzle flash obscures a player's crosshairs in first person view when fired.
It can also be charged to fire a powerful plasma blast, but it requires 4 bars of energy to function. An extremely-sharp thrown weapon that can deal massive damage if used properly. When thrown, it can be guided to alter the disc's course mid-air. It will always return back to the player, regardless if it actually returns back to the player or not.
It can also bounce after hitting solid surfaces. It does not consume any energy. Only one Smart Disc can be thrown at once. Plasma-charged mines which can be detonated at a hunter's discretion. It can be used as traps for oncoming Xenomorphs or human personnel.
Consumes 4 bars of energy to utilize and throw one. Multiple mines can be created and be detonated at once, detonating the mines will not consume any energy. A favorite among hunters, the Combistick is a spear that must be thrown with precision.
It is very deadly, and outright kill or heavily injure prey once the spear hits the target. However, it cannot be guided, unlike the Smart Disc. It never runs out nor use charge. Xenopedia Explore. The Queen Ripley Newt Cpl. Hicks Burke Bishop Pvt. The cloak generator does make you invisible but a transparent outline will appear faintly around your body when you move. Medi-Comp The medi-comp is a vital piece of equipment and is used to regain health.
When you activate the equipment, two knifes are shown and have some kind of medicine put on them. Then the predator puts the knifes into its stomach and screams really loud. Because of this screaming, your enemies can discover where your location is. Another problem is that once you use the medi-comp, you lose your cloak to become visible to marines. Energy Sift The energy sift is used to regain your energy supply. The energy sift is the only way in the game for a predator to regain energy.
Sneak off to a small, confined location and use both the energy sift and the medi-comp to recharge yourself. Hunting Mask The hunting mask comes complete with four very different vision modes. The default vision mode is called normal vision which allows you to see things like a human does. The next vision mode is called thermal vision which allows you to see humans clearly.
The third vision is called electromagnetic vision which makes aliens easier to spot. The last vision is called the predtech vision which makes it easier to see predators even if their cloaked. Your hunting mask also allows you to zoom right in on places too. This is where the charge emitter comes in handy. Crouch-Leap The crouch-leap is fairly basic and a predator just crouches first and jumps up into the air. This goes much higher than a regular jump because the predators have more power behind it.
This ability is mainly used to reach high places like treetops or mountain ledges.
0コメント