The Class Guide
These Information were given me by syltburk and
FenixTheBanished who offered great time to bring you this Zone Class Guides
As a reminder :
The Class-Terminal:
At the Class-Terminal you can get your class and your full arsenal of weapons.
Each class has more or less different weapons to use. Just try out the weapons at the shoting range and use the ones which you like most for killing people You´ll get a feeling for each by them time.
The Weapons:
Grenade:
The "little brother" to the frag grenade, dont be afraid to use it thought since it can be good destroying mines.
Projectile thrown at enemy, when it hits it does good damage. Easy to aim, and high manevurability.
FragGrenade:
Good to throw into their bases making them leave or die, as I said does Grenades always come in handy against mines. Both if you want to blow them up if they come with a scooter that has a chance to run through.
Projectile thrown at enemy, when it hits it does good damage. Easy to aim, and high manevurability.
Proxmine:
Excellent for defense and annoyness, lay them everywhere because sometime someone will run into these and it will hurt.
Small black mine that applies to the ground. Blows up when neared, moderate damage. Can be destroyed with motor/nade. (unsure of guns, PM me and let me know)
GasGrenade:
I honestly got no Idea what these do, I have ran into alot of em but it seems like the doesn't affect me even if an enemy have layed it?
As it says.
Apripper:
You can use these as duals, I like appirces more but its nothing wrong with these. (Handguns).
One round, fairly straight moderately damaging pistol. Good when dual wielded, and supports medium and close range battle.
Appirces:
In my opinion the best handgun in Zone so far, use it because it comes in handy alot of times. Does a pretty good damage and is easier to get hits with then other guns.
My favorite gun. Two rounds from each gun, in a shotgun spray manner. 8 Shots dual weilded until need for reload. Moderately high damage, high manevurability.
Gr18:
These is good because they are like uzis, they shoot really fast but they still arent hard to get hits with. Still I would give the advise to use ANOTHER gun because there is a lot better then this. How much bullets you can shoot doesn't really count that much here.
Small, 5 round automatic pistol. Has alot of spray, and is best used dual weilded in short range.
Dh18:
Energy gun, waste of much bullet as you want. What I think is good with energy guns is that you can hit them even if they are laming behind a bunker, they will have to move backwards which makes them unable to shoot. But then you cant hit them either,(They must be close to the bunker).
Shotgun:
A gun that people call lame (I do it) but you shouldn't be afraid to use this one because it is good, it is easy to hit with and does good damage.
2 round, 12 gauge pump shotgun. Great in all situations, however, shoot-stop, reload-stop is abit hard to deal with. There are afew glitches in it, but all around a good gun.
Erbeamer:
I only use it when im out off ammo with lightinfantry (which doesn't happen alot) This is a energy weapon and isnt really that bad.
Energy/ammo quick rate rifle, two bullets fly out rather quick with wide spray. Saps energy quick, and only has 50 default ammo. Not good for the spray and pray type. Good manevurability.
Smg:
A good weapon, shoots fast and does a fairly good damage. Good for using it with marine with the speed.
25 round automatic rifle, fairly straight but has spray 100 pixels or so out. Offers less manevurability than the kv24, but is faster.
Crossbow:
Arent we a bit antic now ? Crossbow is actually good if you want to kill this guy really bad. Slows your enemy but it can be hard to get a hit if he got good movement.
Single boat lever-action reload (obviously not lever). Very straight, and good damage. Good for long range, or when hotkeys come into play. Not a good close range, but does okay in medium range. Also has a slow feature (like stepping in the goonadier).
Kr90:
Dont like this weapon. Its like a version of ak 47<(kv24) but does only shoots 3 bullets and then there is some delay untill you can shoot again.
Pistol shape, but three-round burst rifle action. High spray, semi-narrow, with high manevurability. Good damage, best used in Close and medium combat.
Kv24:
Best ranged gun in my opinion, the bullets can go everywhere but aslong as you move ALOT then you will get the hits that you need. Does a good damage and shoots bullets fairly fast.
Automatic Rifle, abit slower than the SMG but alot more manevurability, and higher damage output. Straighter shots, and abit more controlled spray. Great in any situation.
Irpulsar:
This was the first weapon that I started using alot, I liked (as I told you before) how you could get hits even if they were hiding behind barrels. Doesn't do a good damage but it shoots fast and when you get a hit you will probably get more hits (good chance).
Perfectly straight energy crossbow (instyle), saps 4-5 energy (+ cooldown) per shot. Best used in groups, and long range. Avoid using until getting hotkeys
Gravitron:
This is a good weapon when you are meeting multiply enemys comming from different ways shooting like mad because this gun shoots 6-8 bullets in each direction. It drains alot of energy so when you're out of energy you will have to wait which will make the enemys being able to kill you.
Energy counterpart to the shotgun, 12 bullets of low damage are widely sprayed with no reload time (energy use though), with low ammo withheld. Okay in medium, but great in close range.
Mortar:
Mortar is for the heavy infantry, this comes in handy when you are taking over a base. Does good damage and moves the enemy out of the base. The negative thing here is that you cant move with the gun so if it comes someone you are a very easy target if you arent fast enough.
One-way Mortar. Launches rocket shells 900 pixels away (just ouside of a default 1024x768 graal screen, the default that is). High damage, but very limited mobility.
Rocket Launcher:
Oh man where should I start, I had 3000 cash so I decided to test it using all my cash for it. I were playing with it for 1 hour and this gun is sooo much abuse when it comes to defense (you can only use it in the base that you have taken over at the platform). It targets the enemy by itself and excsists for 8 SECONDS.. You get alot of free kills by this, you just need to wait for them and then blow them up shooting loads of bullets.
The negative things is that they can kill your team mates if they are close too the bullet when it explodes. It costs much (1 bullet is 25 cash) and you might waste these as you're getting a bit hungry after kills when they doesn't come.
Combat knife:
Good in close combats but if you havnt got plasma sabre and Muramasa I would stay with the gun.
short, slow, but lethal. Moderate damage, close range, high manevurability. Good weapon to have on hotkey, but not a main
Muramasa:
Good damage, much kills if the enemy doesn't pay attention and its good when someone rushes into a base to take it over fast with a scooter.
The negative thing is that the player always can keep out of range changing the directions but at the same time shooting you to death. You need a good movement here.
Katana like sword, when swong does 50 + damage. Close range combat, incredible manevurability, and has a Rank displacement. [Must be Soldier to weild.
Plasma Sabre:
Same as above.
-You need 4000 experience points to use muramasa and plasma sabre-.
Electron:
Short range tazer, deals high damage and is very quick. High manevuability with it, but very limited.
Goonadier:
Slow, short range muck is displayed from this weapon. Sticks to the ground, and does moderate damage upon hitting the target. Does 5 damage per step walked onto it, and makes victim very slow. Best used in groups or with hotkeys.