Showing posts with label new. Show all posts
Showing posts with label new. Show all posts

Wednesday, July 25, 2018

Steam: Newest Update = How To Be In "Offline" Mode In The Friends List (Like It Used To Be) Is it Gone? [Notification, Tutorial]

Update 2018.08.01: Steam has recently been Updated to include "Do Not Disturb" and "Offline" settings, which coincides with many of the below concepts [as users have asked for them - wtg Valve!]. More details at the Official Steam News Posting, here.


For those using Steam (the gaming/client/launcher interface by Valve - creators of games like the Half-Life, Team Fortress 2 and DOTA 2), you may have had an update recently that made your Friends List appear without you asking it to - and where you seemed to be immediately ONLINE - a virtual version of waking up in a classroom with no clothes on [not ready for it, as in a bad dream..].

Within minutes, I saw a Discussion Thread in the Steam Forums asking how to "be in offline mode" - which is how it used to be; you could set in the Options/Settings, "Appear In Offline Mode" when starting the Friends portion of the Steam client [I was going to the forum to ask myself, as I have an illness that makes me tired easily, preventing me from chatting with friends as much as I would like - and I don't want to appear cold or ignoring of them, so I usually utilize any 'Offline Mode' options in Friends clients].

I looked around in the Settings and configuration of the new Friends List and quickly figured out how to make the Friends portion of the interface 'act' like it used to - that is, how to 'appear offline' to friends in the list, when running Steam [and not get gameplay interrupted with any notifications, that is found further below]. Here is all you have to do:

» Set to INVISIBLE (pull-down menu "v" next to name)

[Stays through Steam restart, when restarting your PC/Steam, it will start up in Invisible Mode]

[Tutorial GIF] Showing where and how to use the pull-down menu option in the new Friends List
in Steam to appear 'offline' (termed "Invisible" in the new Friends List version)

That's it!

Now you can still enjoy your games and 'not be forced to interact' with your Friends on your List [no matter what your personal reason(s) may be..]. HTH



Addendum I:
I wanted to add that although the terminology has changed, the functionality remains the same; that is, you can still 'hide' yourself from everyone and not see any messages or notifications, until you specifically want to, opening the Friends portion of the Steam Client, and looking at your Messages. Here, for example, is the Notification Settings to apply, if you do NOT want to be notified when Friends come Online or send you Messages - combined with the above "Invisible" setting, it will function exactly as before - you will be 'greyed out' on their end(s) and it will just show when you were "Last Online", and if they send you Messages, they will be kept on your end but nothing will pop-up/sound to let you know that the Message arrived:

Example of the settings for the Notifications, where with the settings above, you will not have anything interrupting you as you play (no sounds, no pop-ups, nothing). Together with setting yourself as "Invisible", it is functionally the same as "Offline Mode" before, in the older Steam Client. Access the Friends List Settings by clicking on the Gear icon in the main Friends List window (Click to see Full Size)

Addendum II:
Doing some further testing, I wanted to add that the Website/Browser functionality operates in the same manner as the stand-alone Steam client. That is, you can set yourself to "Invisible" and it will act as "Offline" did in the past (you will be 'greyed out' on your Friends' Lists). You have the same Notification options as the above example image as well (minus the Steam-Client-specific 'window flashing' buttons) - the interface even looks the same (colour and button/link locations), which is always good for user-friendliness...

Note: You will be set to "Online" the very first time that you open the Web/Browser version of the Friends List (eg. clicking on the Envelope>XunreadChatMessage at a Steam webpage) - but once you set yourself to "Invisible" in the Browser portion/window, it remains that way if you close the Friends window and open it up again. I even tested closing the browser (Chrome) entirely, waiting a while, then opening up a Steam website, then the browser-based Friends List - although I remained 'logged in', I was still 'Invisible' in the Friends List window/page when I restarted Chrome.





I want to say a quick Thank You to Steam/Valve for allowing those that don't wish to be Visible all the time [and/or those that have illnesses that prevent them from using this portion of the client well/properly/astheydesireto], to still remain "offline" to Friends - not all companies would maintain this level of user option/satisfaction.
I realize it is more difficult these days, as studies have shown that if customers/players can have multiple facets of interaction (text, chat, voice, etc) it 'solidifies' them as players/customers, maintaining them longer [than if there were not these channels of interaction]. This correlation is so pervasive, that Live Voice Chat seems to be 'making a comeback' from the abandoned, garbage-filled-alleyways of the 1990's, with Stand-Alone clients and chat-only options popping up recently [as of the time of this post].
Anyway, Thank You, Valve. Thank you for continuing to allow these options to your users/players.
~T

Sunday, July 09, 2017

Fallout 4 - Things The Game Doesn't Tell You Or Explain To New Players Very Well (in Point Form) [UNDER CONSTRUCTION / LIVE UPDATES]

[Note.: This post is 'LIVE' and 'UNDER CONSTRUCTION', as I continue to add more data and Tips and Example Screenshots to it eventually... I decided to make it available now however, to assist those playing Fallout 4; especially those just starting out - seeing as there was a Steam Sale on (Welcome New Players, heh). I will be adding more Text and Tips and Screenshots and More and this post cannot be considered 'finalized' until after I add a 'Final Footer Image' to the posting (see some of my other posts for examples of this type of 'end image' I put in my posts). Please excuse changes as they occur and temporary mistakes and spelling errors, which may show up should you return to this article while it is under development. Enjoy, however - I hope you find something helpful to you - and have fun in Fallout 4!]


At the 3000 Hours Played mark now, I'm having a ton of fun playing Fallout 4 [as I always say, 'spending too much time Working On Settlements and ignoring the Main Storyline'] - but I wanted to share a bunch of things that I had to 'figure out on my own' in the game, or that I saw others had to (in forums, etc)... There is a kind of Tutorial in the first town/area in the game, and when you first start out some things are explained, and when some things are 'unlocked', but not much is explained in detail after that (there are some Instruction Screens the first time you Lockpick or Hack A Terminal). Below then, are a handful of concepts, in point form, that I wanted to share; especially for New Players, that the game doesn't quite cover (or 'cover enough'):


  • If it says "You lack the requirements to create this item" ... and you have the requirements and Perks listed... there can actually be more Component requirements (build materials needed), you have to SCROLL DOWN on the Requirements List (labelled "Requires") to see them - for example, on the PC you can place your Mouse Cursor over the item requirements listing and Scroll the Mouse Wheel, to reveal the other Required Materials that are not showing. It should show a downward-facing chevron (looks like << ) to show that there are more of the list to see

  • How to Holster your Weapon: Hold R for a moment (on PC, by Default); the same key as you have set for Reload (The game walks you through Aiming and Reloading, but does not seem to cover Holstering)

  • Weapons do not need to be Repaired in Fallout 4, but Power Armor can be damaged and need Repairing at a Power Armor Station, which can be found in Towns and Settlements, and can be Crafted in Workshop Mode as well (they require two Perks/Skills; Armorer (Rank 1) and Local Leader (Rank 2))

  • How to use the VANS Perk so that it shows the 'Trail to Follow': (See my article on V.A.N.S. ... hold Q for a bit, then put away Pip-Boy right away with TAB and the 'smoke trail to follow' should be left behind)

  • You can adjust the Difficulty at any time in the game, even if it is just temporarily (such as if you are ill and can't fight as well for a while). To change your Difficulty, bring up the Menu while playing (Escape on the PC), then go into the Settings, then into the Gameplay category, changing the Difficulty in there, from Very Easy all the way to Survival Mode (where you have to Sleep, Eat and Drink to stay alive and everything is ultra-hard to kill!). The chance for Legendary Items (and the Legendary Enemies that carry them) increases with the Difficulty - but you can also increase the chance of Legendaries by simply going further South and East, increasing the Difficulty of the Area/Mobs/etc - be careful!

  • If you TRADE with Dogmeat he can carry Items like all other Companions can (he can also wear Dog Apparel, such as Dog Armor or Dog Collars, if they are found in The Wasteland)

  • You can increase how much Robot Companions can Carry, depending on what parts you build them with (need Automatron DLC to build a Robot that can be your Companion [to 'accompany you on your Travels']), watch the "Carry Weight" Amount as you choose parts and put your Automatron together

  • It is "ok" to Drink 'the regular Water that is everywhere', it will still heal you a little; it is just Irradiated and causes some Radiation Exposure. If you are playing Survival Mode and have a container such as an Empty Bottle or Milk Bottle, you can also fill these containers at Streams or other bodies of water, to Drink or Cook with


Don't totally ignore Cooking (although you totally can, if you want to). Cooking various icky parts and gooey bits that you find in The Commonwealth not only heals you, most of the Recipes also give you 'Buffs' - temporary increases in various Stats - and things like Breathing Underwater or the ability to Carry More... Cook All The Things!


  • The RED Bar in your Health Bar (that is normally GREEN) is the level of Radiation you have acquired. It 'takes up space' in your Health Bar, because you cannot be "100% healthy" with Radiation Exposure, just like IRL, actually (in-game Radiation must be removed with RadAway or by a Doctor at a Clinic (who takes it away for a small fee))

  • The Water Pumps that are built at Settlements give 'Pure Water' from underground (it counts as "Purified Water" as it comes from underground where it has been protected/filtered from radiation by the land/ground, similar to how it would be IRL). The Water Pumps can be drunk from directly (like a Water Fountain) or the water can be bottled to drink later (if carrying empty bottles/etc) if you are playing in Survival Mode; you don't have to go all the way back to The Vault to get "Pure Water" [something I was doing in Survival Mode all the time - if you didn't know this, you can always run/travel back to Vault 111 to get "pure water" from the fountains there - I was filling my Bottles there in Survival Mode, heh]

  • To Build in a Settlement, go up to the Workshop Bench (always 'mostly red' colour, with 'tools' on it and usually located somewhat Centrally in the Settlement) and Activate/Use it. If you are "Allied with the Settlement" (helping them out or have already helped them out by Completing a Mission for them, sometimes it requires killing all enemies nearby) it will open Workshop Mode, allowing you to Build in the Settlement area

  • To Scrap in Workshop Mode (to 'break down an item/weapons/armor into Components you can use for Building Materials), look at it (drop it on the ground if you are carrying it) and hit SCRAP. Walk around a Settlement as soon as you can utilize Workshop Mode, looking for anything that you can Scrap in the area, for use as building materials. The items you Scrap all get 'broken down' into Components, which are the building materials themselves, the 'things you construct other things with' - everything being stored in the Workshop Bench itself as Inventory


You do not have to Scrap everything 'manually'/'one at a time'. Just STORE or put Junk Items in the Workshop Inventory ('trading with the Workshop Bench', called "Transfer") and when you want to Build something, the Workbench calculates if you have enough Junk Items to break down into enough Components to build with. It will show what you want to build as GREEN if you have enough estimated building materials to construct the thing you are trying to build. (You may also need certain Perks to build some things, watch the Requirements list)


  • People can 'steal' your Power Armor... Raiders can Steal your Power Armor if they come across it in The Wasteland, for example. Settlers can even take Weapons out of nearby Crates/Containers to use, when attacked. To avoid losing your Power Armor, take out the Fusion Core from the Power Armor ("Transfer") when leaving it, so that it cannot be used by anyone else (it is like 'taking the keys out of your vehicle') [NPCs don't seem to carry/use Fusion Cores on the Armor]. However there have been stories of cases where Settlers will take a Fusion Core out of a container in a Settlement and throw it in a nearby Power Armor Suit and run off with it to Defend the Settlement! Crazy. Although most of the time, the Settler will simply 'get out' of your Power Armor after the Settlement is Defended - still, take out Fusion Cores from your Power Armor when you leave it, so that noone (for the most part) can take your Power Armor and you can always find it where you left it.

  • If Items and Containers around you are 'glowing green' or looking like they have 'pip-boy radar on them', this is a result of the Highlighting from the Scrapper Perk. Any items that you 'Tag for Searching' for (eg. when trying to Build something and you didn't have enough materials, you can "Tag the Components for Search") will have this GREEN highlighting when the Pip-Boy detects you are close to an Item in the world that is made up of that type of Component (eg. Steel or Plastic).
    To turn this 'containers glowing thing' OFF, open the Pip-Boy and go to the Junk page in the Inventory tab, and change to component view by clicking on the Component View button at the bottom ('C' on PC).
    Then in this view, go through the Component types and clear the Tag For Search by doing it again on the Component type.
    Then, your 'Highlighted view' from the Scrapper Perk is turned off and Items and Containers will not 'glow green' around you anymore

  • Speaking of glowing green, unless you want your vision to be green-ish and REALLY BRIGHT every time you crouch (Sneak), don't get Night Person Rank 2 (Perk). Although the Perk does state that you'll get "Night Vision when you Sneak", unless you really want to be able to see really well (and slightly green-ish) in the dark or when you Sneak, hold off on Rank 2, or watch some videos on it first, to see what it looks like. [To some, the Bonuses are worth it - and they don't mind the way it looks - but personally, I did not like how the Night Vision worked/looked - it 'spoiled' the darkness and tension of nighttime in the game for me, on that character; and since Rank 2 of the Perk and the Vision are tied together (you cannot have one without the other), I personally avoid Rank 2 of the Perk, for now]

  • If you Exit the game (in any way except using ALT+F4), the game will Save your progress as an "Exit Save". Then, when you start up the game again and Load the Exit Save, it will [should] Delete that Savegame. Note that if you try to Exit the game with the Pip-Boy up, the game cannot Save your progress when you Exit to the Main Menu or the Desktop (be careful in Survival Mode!)

  • Don't forget to periodically see what Upgrades you can perform on your Weapons (to do more Damage) and Armor (to withstand/absorb more Damage) at Weapons Workbenches and Armor Workbenches. Some Modifications require Perks to 'know how to do them'; check the Requirements as you go through your Weapons and Armor, to see what you need to make them better


Tip: If you are having trouble killing things, look for ways to improve your Weapons to do more Damage and your Armor to protect you from it - with Modifications at Armor and Weapon Workbenches! Also, the further South/East you go, the harder (higher level) enemies you will face. Tread slowly, go back over areas you have been, to see if anyone has 'moved in' and left items/money around. Stick to the 'NW' as long as you need to (especially in Survival Mode)...



Speaking of Killing Things, here is how to fully utilize the Suppressor (the Weapon Modification attachment that actually works really well in the game; but it is more 'realistic' than 'silent'...).

Note: Knowing how to attach a Suppressor to your Gun requires the skill/knowledge, represented by needed the "Gun Nut" Perk of different Ranks (needing Rank 2 for attaching a Suppressor to Pistols and needing Rank 4 for attaching a Suppressor to Rifles)


Here are some Tips for shooting enemies (even groups) with a Suppressor on your gun - and staying undetected (silent):

» Shoot from a distance
(the Suppressor reduces sound, but is not "Silent", just like IRL)

» Headshot for instant kills
(most of the time, aim manually to help this, as the chance to miss is always present in V.A.T.S. With good aiming, that single shot can always be spot-on)

» Stop attacking your enemies for a moment
(they will look around at first of course, but if you don't move and don't shoot, they will not know what the hell is going on and if you wait longer, they will eventually even stop looking "thinking it was the wind/rats/etc")

» Repeat, killing the second enemy, and so on...

Try to remember that if you shoot too frequently, they can hear the direction (suppressors aren't silent, just like IRL) or can see the puff of smoke or something, because they eventually figure out where you are BUT ONLY if you keep shooting when they are Cautious and looking for you. If you stop shooting when they are looking for the source of the sound/attack, you will be ok. Remember, "low and slow...".



  • Weapon And Armor Attachments (Modifications made to Weapons and Armor at Workstations for each) can be taken off of Weapons and Armor you find and put on your own favourite pieces/items... As an example, take a 'Weapon you found on a Raider' to a Weapons Workbench and choose a lesser attachment/modification than what is present on the item. In this example, if you want a "Hardened Receiver" that is on a Weapon you found, choose one further 'up' the List of Modifications, such as a "Standard Receiver" and 'build' it on the Weapon you found; then you will be changing the Attachment and receive the "Hardened Receiver" Modification in the form of a small box 'kit' in your Inventory that you can then use on your own Weapon! Simply go back to your favourite gun at the same Weapons Workbench and see if you can put the new Weapon Mod ("the Hardened Receiver" with higher damage output) on your favourite gun


  • If people around you are glowing (looking, for example, red or green) and look like they have 'lines through them' as well, you may have a helmet of Power Armor that has the "Targeting HUD (Heads-Up Display)" on it as an Attachment/Modification. This effect is visible even if it is only active on a Companion's Power Armor Helmet. Simply remove or change the Targeting HUD Modification of the Helmet at any Power Armor Station, to disable the effect.
    If people around you are glowing red or purple-ish colour (looking like 'smoke' or 'fog' around them), you may have eaten some Food or taken a Drug that has the "Detect Enemies" effect (eg. Berry Mentats). [It is similar to the "Detect Life" effect in Skyrim]
    It will cause anything living to have a red fog or smoke effect around them. This is to aid in your detecting enemies nearby (it even shows through walls). This red effect will go away after a time, on its' own.
    Note that if you have a Companion that has eaten Berry Mentats, or has the Targeting HUD Power Armor modification, this will affect you as well.





















[......I am going to add to this post, as I remember things that I already have forgotten and can't seem to bring back up at the moment to throw in here; but I still hope someone finds these concepts and Tips helpful - especially new players to the game..... Have fun with Fallout 4!]

Wednesday, April 26, 2017

Quick Tip: Heroes Of The Storm 2.0 - Where To Choose Skins, Mounts, Announcers And More [Interface Change]


Yesterday, Heroes Of The Storm "Version 2.0" came out - and along with it a bunch of changes and additions, breathing some new air into Blizzard's MOBA entry. I have been having fun playing it off and on, discovering the changes and new progression system. I am working on a First Impressions/Overview of '2.0' - but before that, I wanted to quickly make a Tip about something I am seeing a lot in the General Chat in HOTS: people asking how to change the Announcers, Mounts, Skins and other new additions, as the new UI has changed things a bit...

In 2.0, right away you will see that things have changed, as the Main Menus themselves have moved around and information is in different places. For example, the Shop link/text at the top of the screen is gone:




Here is where the Skins, Mounts, Announcers, etc can be located now:

The Loadout button (first one on the bottom, far left) has combined the "Heroes" and "Mounts" buttons and now holds all of the settings for the currently selected Hero. Here, you can choose the Skin, Mount, Announcer used and other new additions via the sections within the Loadout (you can even save Presets of combinations you like). 

Here is a 60-second tutorial showing where it all is, in Heroes Of The Storm 2.0:




That's it for this Quick Tip - it was just something fast because I have seen it asked a lot in the General Chat lobby lately - have fun in Heroes 2.0!

Friday, July 08, 2016

In One Sentence™ - A Battlefield Hardline Main Weapons Overview [Very Short Reviews Of Each, Currently Text-Only]

[In light of the DOUBLE XP EVENT going on right now for Hardline, I wanted to get this hopefully-helpful information up right away for everyone - so here it is without any Screenshots yet - I am collecting some together and plan to place them in-line within, Soon™]



In One Sentence™


A Battlefield Hardline

Main Weapons Overview


By: The Game Tips And More Blog


Presented in a Document-sorta-but-not-really format


I was in the Battlefield Hardline Beta, but didn't write about it at the time [and have only played off and on since then 'for fun' - that is, not really getting into collecting information for others, that they could use - well, other than one Introduction To The Sabotage Gadget tutorial I did quickly a while back... I wish I did more, but I wasn't feeling up to it, sorry all..].


Recently, I was testing out Origin Access (signing up for one Month, to see if you 'lose' things you have Unlocked/Earned after Cancelling the Subscription - which I will write about once it expires) and I have been playing a bit more as well [as I can], wanting to go through each Weapon in Hardline and give a really short 'Review' of each, to give everyone a Basic Overview of them - I dubbed these 'mini-reviews' the highly-creative-and-original "In One Sentence"™!

Here then, is a listing of all of the ‘main’ weapons in the game, that is, the Primary (eg. Rifles) and Secondary (eg. Pistols), the Thrown (eg. Grenades) and Melee (eg. Knives) categories, with a one-sentence ‘review’ of every single one of them - at least for all of the ones I have Unlocked and have available since starting Origin Access [which opened up all of the Expansion Weapons - there are only about 3-4 types missing out of all of them now... I may 'tweak' the descriptions over the next little while but other than small phrasing changes and adding Images later, this is the list, ready to go.]

The list itself is divided into the Classes available in the game, listing all Primary and Secondary weapons available to that class to Purchase and Use, roughly as they appear on the in-game Menu Lists, with the Thrown and Melee weapon categories at the end. As such, there are some overlap/duplicated entries when written in Text form (eg. a pistol found in the Professional list will also be listed in the Operator list, if they both can use them, with the same or nearly the same Review/Overview for each listing). This way though, you can just skip to the Class section you are interested in playing and see the Weapons as they appear in the game, not having to worry about searching for the Weapon name itself.

I would like to do the Gadgets (Class Special Tools) as well, sometime in the future - but for now, enjoy these little summaries of the Main Weapons available, to give you an idea of them if you are a newer player, or to help you in finding something that fits your playstyle (eg. perhaps you want a ‘slow and hard-hitting’ weapon or perhaps you prefer a ‘fast-shooting with lighter damage’ one, and so on) - hopefully this information will help you out in some way, especially if you are new to Hardline (I have already seen an influx of new players since recent EA/Origin Sales, which is great to see). Enjoy, dear reader, and get in there for the Double XP Event on now - and See You In The Game!




Rating Key (if applicable to weapon, when used):

? = Not sure [yet] if they are Criminals-only or Cops-only usage

* = Weapons I ‘Liked’ (fit my playstyle(s), is unique in some way)

** = Weapons that are A Personal Favourite (I use a lot or ‘mainly’ would use)











Scout Elite = A fairly fast-shooting and silence-able sniper rifle with medium-high damage, this Default Professional weapon only improves with Unlocks. **



R700LTR (Cops) = A slow-firing but powerful killer that is silence-able, Magnum Rounds can be Purchased after 50 Kills to make Vehicles cry. *



AWM (Criminals) = Feeling much slower than the Scout - but also seeming more powerful - the first thing I would want to unlock is the silencer for this big boy.



388-Recon = Feeling like it has decent ‘punch’ and good range - if the Scout is “fast” and the AWM is “slow” then the 388-Recon is “middle-of-the-road”, in terms of rate of fire, it seems. *



.300 Knockout = What was once a fast and sleek one-hit-kill-machine, worthy of its' lengthy and difficult Unlock, this rifle has since been Nerfed™ with a slower firing rate and its' one-hit-kill ability taken away - and while still powerful and silent, to those who used it in it's former glory, it is now a slow and decrepid version of it’s former self.



AWS = A pre-silenced but slower-shooting, medium-to-long range rifle, with what feels like medium-ish damage, even though the in-game listing has it as "high damage" -  perhaps this one gets better after a few Unlocks, it felt pretty under-powered and a little inaccurate to me (but this could be the slower bullet speed due to the built-in silencing barrel).



M98b = This bolt-action sniper rifle packs a mean punch - it has so much power it can shoot pilots inside helicopters [I've done it! Once! lol] and has very little bullet drop-off - it can even be silenced, but it can it ever be equipped with a Straight-Pull Bolt (to allow you to shoot again without going out of scope) and its firing rate is pretty slow.



M1903 = This World-War-II-era rifle, reminiscent of Saving Private Ryan, comes ‘pre-loaded’ with a Straight-Pull Bolt (allowing you to shoot again without going out of a scope, which Unlocks in 20 kills) and can eventually Unlock a Silencer after 50 kills - but even though I read it is supposed to be powerful against vehicles, it shoots a little too slow and does too little damage to infantry, for my personal liking - maybe you’ll have better luck with it.


SOCOM16 (Cops) = A medium-damage semi-automatic rifle that can be silenced, it feels somewhat inaccurate - but it does have the ability to fire quickly.



SR-25 ECC (Cops) = A semi-automatic rifle that can be silenced, its decent damage along with its fast firing rate will make this a formidable weapon to use, if the medium-low recoil (which feels less than the SOCOM16) can be accounted for. *



M82.416 = Even though the firing rate of this un-silenceable rifle has been severely reduced since I last played with it in Hardline (with the ability to fire a number of times a second back then), it remains quite the hand cannon (firing about once every second now) - with so much power there is very little bullet drop (and it can still take out pilots inside helicopters) - I think it did more damage back then too, but it is still nice to use for the sense of power it brings. *



RO933 M1 = A silence-able rifle that seems to be able to fire as fast as you can click, I like to run this one with an Infra-vision scope, hide in the bushes - and let the bullets fall like hail upon the enemy from the shadows. **



SAIGA .308 = A fast-firing rifle, this one ‘feels fun’ to run with even though it is a little inaccurate, because it has decent damage output. *



PTR-91 = A rifle with mediocre damage, its’ fast fire rate can make up for it, if the medium-ish recoil can be compensated for.



SP-AR = Although fast-firing, this rifle isn’t very accurate while doing so, with its' high recoil – at least it as a neat, unique 'report' [sound].



M1A1 = Although it can never be silenced and therefore will always give your position away when you fire, you probably wouldn’t want to silence this variation on the “Tommy Gun” as it is a pleasure to listen to the unique, heavy-hitting sound this World War 2 staple makes - it is slow to reload but has a decent firing rate and decent punch. *



Mp7 = Although this silence-able PDW shoots very fast, you have to be in Close-ish Range or else you’ll just be burning through your ammo.



MP5SD = This pre-silenced SMG is fun as hell to use, with its’ fast firing rate, good accuracy and decent damage; I like to run this with an IRNV scope and Extended Magazines, staying on the edges of the area, never letting the enemy know what is raining bullets down upon them until it shows up on the Kill Log. **



M1 = The World-War-2-era M1 is a unique rifle that is fun to play and easy to use, with its’ high accuracy and unique report [sound] – if only it could be scoped (and silenced).



RO933 BLK = [N/A, Haven’t Unlocked Yet, sorry]



M110K5 = [N/A, Haven’t Unlocked yet sorry]



1887 = Although powerful, this old-west-style shotgun feels slightly slow when compared to its’ modern-day counterparts – but it is fun to spin it end-over-end a’la Terminator 2 style to reload, once you unlock the ability to Saw Off the Stock. *


MAMMOTH GUN = [N/A, Haven’t Unlocked yet sorry]


SYNDICATE GUN = [N/A, Haven’t Unlocked yet sorry]


A-8s = With only one arrow to fire and a looong reload time, the “Harpoon Gun” can still be a blast to play with, as it is fun as hell to kill someone with this unique weapon that won't make you show up on the mini-map at all – it is just that you will probably die too (while reloading). **









G18C = Although fast-shooting, this pistol feels a little inaccurate.



93R = With good accuracy and higher damage, this little bad boy can even be silenced, eventually. **



MAC-10 = While the recoil will have you shooting at the sky for the most part, this little guy will spit out bullets and damage faster than a shaken baby spits out broken teeth to make up for it – it's just that you may be out of ammo before the enemy dies.



MP9 (Cops) = Surprisingly accurate if you can compensate for the recoil, this little fella doesn’t have much in the way of scopes, but it can be silenced after 90 kills. **



TEC-9 (Criminals) = Although fast-shooting, this little guy isn’t the most accurate puppy in the litter (but if you use the sights it does help) - it also doesn’t do the greatest damage, it seems.



IMPROVISED GUN = With decent damage output, decent accuracy and a nice ‘feel’ to it, this little fella is fast becoming a Personal Favourite. **



DUAL VZ.61 = Holding two of these “Czech Uzis” akimbo, you will feel like you are in a John Woo movie – only the inaccuracy will force you to run up close to everyone – but it will be fun doing it. *



T62 CEW = Only one word for this one-hit-disable, “non-lethal” (it counts as a ‘kill’ for Patches and Assignments) weapon that makes all others respect your authority: Fun. **



TRACKING DART = The Tracking Dart is mainly for ‘tagging’ opponent vehicles so that they can be seen by literally everyone – and RPGs will ‘lock on’ to them too – it even works on people! *



FN57 = While this little guy shoots fast, it doesn’t seem to do a heckuva lot of damage - getting fast headshots makes up for it though. *



G17 Race Pistol = A great little dealer of damage, it can shoot as fast as you can click – too bad there are no options for scopes or silencers whatsoever. **











870P MAGNUM = Although this is a slower-firing pump-action style shotgun, it has very high damage output and a little bit of range, too. *




SPAS-12 = While still a pump-action shotgun, the SPAS-12 fires faster than the 870P MAGNUM and it feels like it has a bit more accuracy, too – it just doesn’t do quite the damage of the 870P.





SAIGA-12 (Criminals) = With a nice rate of fire, it feels like it does damage somewhere between the SPAS-12 and the 870P MAGNUM. **




STAKEOUT (Cops) = With damage a bit lower than the 870P or the SPAS-12, shotgun ‘feels’ quite a bit more accurate – and with its’ nice rate of fire (for a pump-action), this beauty quickly became a Personal Favourite to run with. **




M4 (Criminals) = With a nice rate of fire and decent damage, this cannon is quickly becoming a Personal Favourite. **




KSG12 (Cops) = Although a pump-action shotgun, this thing hits like a horse’s hoof to the head - I dubbed this cannon the “Kiss The Ground” shotgun right away. **




1887 = Although powerful, this old-west-style shotgun shoots slow - when compared to its’ modern-day counterparts – but it is fun to spin it end-over-end a’la Terminator 2 style to reload, once you unlock the ability to Saw Off the Stock. *




DOUBLE-BARREL SHOTGUN = A true source of unearthly power once unlocked, the DOUBLE-BARRELLED SHOTGUN will make you feel like a living angel of death, as even one barrel’s worth will end an enemy close by; just point this finger of god at an enemy and say “die” - and as long as they aren’t too far away - they will do it for you. Worth the effort to Unlock and a Personal Favourite. **



SA-58 OSW = I call this “The Recoil Machine”, as unless you fire one bullet at a time, you will be covered in rifle Recoil.



SCAR-H (Cops) = This silence-able machine gun has some recoil, but it “levels out” and can be compensated for, allowing you to enjoy the high damage output and decent accuracy (especially if ‘tap-shooting’ for short bursts). *



FAL (Criminals) = Although this rifle has a fair amount of recoil, it seems to have high damage output - if it can be compensated for, this could be a nice heavy-hitting weapon to run with. **



HCAR (Cops) = With a medium amount of recoil, it “levels out” and can be compensated for, allowing you to enjoy the high damage output and decent accuracy (even during continuous fire, if you can control the muzzle). **



HK51 (Criminals) = Although it has a bit of recoil, this silence-able rifle has a nice ‘smooth’ feel to it. **



SG510 (Cops) = With a nice feeling of accuracy (aimed fire, with recoil compensated for) it also feels like a decently-hard-hitting weapon – this could be a new Personal Favourite for me. *



M39 EMR = With a little less accuracy than the other Battle Rifles, the M39 EMR ‘feels’ a bit smoother though, with a nice rate of fire and the ability to be silenced – it’s just too bad it doesn’t have Extended Magazines available, as it always feels like it’s running out of ammo just a tad too soon. *



M1 = The World-War-2-era M1 is a unique rifle that is fun to play and easy to use, with its’ high accuracy and unique report [sound] – if only it could be scoped (and silenced).




Mp7 = Although this silence-able PDW shoots very fast, you have to be in Close-ish Range or else you’ll just be burning through your ammo.



MP5SD = This pre-silenced SMG is fun as hell to use, with its’ fast firing rate, good accuracy and decent damage; I like to run this with an IRNV scope and Extended Magazines, never letting the enemy know what is raining bullets down upon them until it shows up on the Kill Log. **



RO933 BLK = [N/A, Haven’t Unlocked Yet, sorry]


AWS = A pre-silenced but slower-shooting, medium-to-long range rifle, with what feels like medium-ish damage, even though the in-game listing has it as "high damage" -  perhaps this one gets better after a few Unlocks, it felt pretty under-powered and a little inaccurate to me (but this could be the slower bullet speed due to the built-in silencing barrel).



M1903 = This World-War-II-era rifle, reminiscent of Saving Private Ryan, comes ‘pre-loaded’ with a Straight-Pull Bolt (allowing you to shoot again without going out of a scope, which Unlocks in 20 kills) and can eventually Unlock a Silencer after 50 kills - but even though I read it is supposed to be powerful against vehicles, it shoots a little too slow and does too little damage to infantry, for my personal liking - maybe you’ll have better luck with it.



MAMMOTH GUN = [N/A, Haven’t Unlocked Yet, sorry]



SYNDICATE GUN = [N/A, Haven’t Unlocked Yet, sorry]



A-8s = With only one arrow to fire and a looong reload time, the “Harpoon Gun” can still be a blast to play with, as it is fun as hell to kill someone with this unique weapon that won't make you show up on the mini-map at all – it is just that you will probably die too (while reloading). **










45T = This pistol doesn’t seem to do much damage, nor does it shoot very fast – but that slow rate of fire gives it decent accuracy.





.40 PRO (Criminals) = While this pistol is decently accurate, it only does mediocre damage and it doesn’t fire very fast – another enemy will probably kill you before the one you are shooting at dies, unless you ‘get the drop on them’.





M1911A1 (Cops) = While it doesn’t shoot very fast or do above medium-ish damage, this WWII-era pistol seems to be decently accurate – but it will win no awards.





BALD EAGLE = With huge damage output, this ‘Hand Cannon’ will feel like you are wielding a hand-size shotgun – too bad it can’t be silenced or have longer scopes put on it. *





T62 CEW = Only one word for this one-hit-disable, “non-lethal” (it counts as a ‘kill’ for Patches and Assignments) weapon that makes all others respect your authority: Fun. **





TRACKING DART = The Tracking Dart is mainly for ‘tagging’ opponent vehicles so that they can be seen by literally everyone – and RPGs will ‘lock on’ to them too – it even works on people! *





FN57 = While this little guy shoots fast, it doesn’t seem to do a heckuva lot of damage - getting fast headshots makes up for it though. *





G17 Race Pistol = A great little dealer of damage, it can shoot as fast as you can click – too bad there are no options for scopes or silencers whatsoever. **





DUAL VZ.61 = Holding two of these “Czech Uzis” akimbo, you will feel like you are in a John Woo movie – only the inaccuracy will force you to run up close to everyone – but it will be fun doing it. *












MP5K = Fast-shooting and if you can compensate for the recoil, pretty accurate – it even works great silenced. *




M/45 (Cops) = Not as ‘smooth’ handling as the MP5K, this SMG feels ever-so-slightly more accurate and has decent damage, to boot. *




MPX (Cops) = A fast-shooting and fun smg to run with, it seems to have a little less recoil than the other SMGs but doesn’t ‘feel’ as accurate, if that makes any sense – it is still pretty good and if you are able to compensate for recoil, a nice gun to use. *




K10 (Cops) = Insanely insane with an insane firing rate, it has been literally only for the insane since the Beta - and maybe those who don’t like keeping bullets in their gun – heaven help anyone if you point this at their head. **




FMG9 = Suppress-able at 90 kills, this fast-shooting SMG ‘feels’ more accurate than its’ kindred, especially after unlocking the Laser Sight and some Scopes – and with a unique stock animation, it is a ‘fun’ weapon to run with. *




M1A1 = Although it can never be silenced and therefore will always give your position away when you fire, you probably wouldn’t want to silence this variation on the “Tommy Gun” as it is a pleasure to listen to the unique, heavy-hitting sound this World War 2 staple makes - it is slow to reload but has a decent firing rate and decent punch. *




SCORPION = A fast-shooting gun (almost as fast as the K10 it seems), this silence-able fella ‘feels’ ever-so-slightly less maneuverable than its’ brethren – and it does a bit less damage, too – otherwise, it would have been a Personal Favourite (I have almost unlocked the Suppressor already on it). *




Mp7 = Although this silence-able PDW shoots very fast, you have to be in Close-ish Range or else you’ll just be burning through your ammo.




UMP45 (Criminals) = Although slightly more accurate feeling, it also feels like it shoots slower and hurts a little less than similar weapons.




UMP9 = Silence-able after 70 kills, this SMG ‘feels’ a little bulky to wield, but seems like it does a notch more damage than its’ counterparts. *




UZI (Criminals) = Silence-able but unfortunately “The Uzi” in-game seems different than it does in the movies – it shoots far slower than on the big screen, but it is also more accurate here. *




M5 NAVY (Cops) = Making you feel like you’re in your own 80’s movie, the M5 NAVY packs a punch and seems to keep accuracy even out to mid-ranges (aimed or not) - quickly making this a Personal Favourite. **




M12S (Cops) = “The Spaghetti Uzi” ‘feels’ ‘clunky’ and a ‘bit’ ‘inaccurate’ to me, ‘but’ it seems to have a ‘few more’ bullets than ‘similar weapons’, which ‘mostly’ ‘makes up for it’, quote marks. *




AUG PARA (Criminals) = While this Criminal-only SMG ‘feels’ like it does decent damage and is fairly accurate, it ends up being only ‘mediocre’ in… well.. Everything.




MP5SD = This pre-silenced SMG is fun as hell to use, with its’ fast firing rate, good accuracy and decent damage; I like to run this with an IRNV scope and Extended Magazines, never letting the enemy know what is raining bullets down upon them, until it shows up on the Kill Log... **



MX4 = Although very ‘average’ in all stats in-game, the stylish MX4 ‘feels’ like it is an efficient damage-wielding gun that is fun to use for some reason - I just kept on using it, eventually unlocking almost everything I wanted in each Attachment category, despite losing many shootouts with it.



M1 = The World-War-2-era M1 is a unique rifle that is fun to play and easy to use, with its’ high accuracy and unique report [sound] – if only it could be scoped (and silenced).



RO933 .300 BLK = [N/A, Haven’t Unlocked yet sorry]


M110K5 = [N/A, Haven’t Unlocked yet sorry]


1887 = Although powerful, this old-west-style shotgun feels slightly slow when compared to its’ modern-day counterparts – but it is fun to spin it end-over-end a’la Terminator 2 style to reload, once you unlock the ability to Saw Off the Stock. *



AWS = A pre-silenced but slower-shooting, medium-to-long range rifle, with what feels like medium-ish damage, even though the in-game listing has it as "high damage" -  perhaps this one gets better after a few Unlocks, it felt pretty under-powered and a little inaccurate to me (but this could be the slower bullet speed due to the built-in silencing barrel).



M1903 = This World-War-II-era rifle, reminiscent of Saving Private Ryan, comes ‘pre-loaded’ with a Straight-Pull Bolt (allowing you to shoot again without going out of a scope, which Unlocks in 20 kills) and can eventually Unlock a Silencer after 50 kills - but even though I read it is supposed to be powerful against vehicles, it shoots a little too slow and does too little damage to infantry, for my personal liking - maybe you’ll have better luck with it.



MAMMOTH GUN = [N/A, Haven’t Unlocked yet sorry]



SYNDICATE GUN = [N/A, Haven’t Unlocked yet sorry]



A-8s = With only one arrow to fire and a looong reload time, the “Harpoon Gun” can still be a blast to play with, as it is fun as hell to kill someone with this unique weapon that won't make you show up on the mini-map at all – it is just that you will probably die too (while reloading). **









.38 SNUB = Seen in almost any cop movie between 1970 and 1990, this little guy fires fast, ‘moves’ smoothly and is nice and accurate – but it better be because you only get five shots to work with – and there are hardly any add-ons for it at all. *





.44 MAGNUM (Criminals) = The Classic is here, from Movies to Real Life mayhem, the “fourty-four” is a hand cannon of damage to all it gets pointed at, nuff’ said. *





.410 JURY = While not the fastest firing, this little bad boy is literally a hand-size-shotgun (it fires small shotgun-style shells) and since it is smaller than the Fourty-Four and The Eagle - but seems to blast out the damage even out to close-to-medium ranges - this weapon is fun-as-hell to run with. A Personal Favourite. **





.357 RS (Cops) = While still a “magnum” like The Fourty-Four, it doesn’t seem to do quite as much damage - or have the range the .44 MAGNUM has - but it has a bit more ammo at 8 rounds.





T62 CEW = Only one word for this one-hit-disable, “non-lethal” (it counts as a ‘kill’ for Patches and Assignments) weapon that makes all others respect your authority: Fun. **





TRACKING DART = The Tracking Dart is mainly for ‘tagging’ opponent vehicles so that they can be seen by literally everyone – and RPGs will ‘lock on’ to them too – it even works on people! *




FN57 = While this little guy shoots fast, it doesn’t seem to do a heckuva lot of damage - getting fast headshots makes up for it though. *





G17 Race Pistol = A great little dealer of damage, it can shoot as fast as you can click – too bad there are no options for scopes or silencers whatsoever. **





DUAL VZ.61 = Holding two of these “Czech Uzis” akimbo, you will feel like you are in a John Woo movie – only the inaccuracy will force you to run up close to everyone – but it will be fun doing it. *











R0933 = With a high rate-of-fire and equipped with a few little add-ons ‘out of the box’, the RO933 ‘feels’ smooth and easy-to-use, even if it isn’t the fastest killer. *




AKS74U (Criminals) = With a notch up in damage and a couple notches up in accuracy from the RO933, the AKS74U ‘just feels right’. **




G36C (Cops) = Having not seen a “G36C” myself since BF3, this felt like it’s ‘little brother’ - a ‘smooth’ to maneuver with, compact, pretty accurate gun. *




SG553 (Cops) = With the highest average in-game stats than the other Carbines, this weapon should “kick criminal butt” - and that, it does (especially with some Add-ons). A Personal Favourite.**




CAR-556 = Packing a wallop of hit damage and feeling pretty accurate, even at range in short bursts, I have no idea why I can’t ‘get into’ using this gun more - perhaps it is the ‘harsh’ sound it makes? LOL *




ACWR = While the in-game stats show it as fairly inaccurate, I found the ACWR to do decent damage, ‘feel’ smooth to use - and do a nice bit of hurt to the enemy (even at range if you can compensate for the bit of recoil). *




AKM (Criminals) = If you can deal with the huge amount of recoil this gun has, it does seem to have a pretty accurate, crazy-damage, first shot and high-damage short bursts – other than that, it is actually ‘average’ in all stats, in-game.




M16A3 (Cops) = Accurate and with a fast firing rate, silence-able and reminiscent of “movie M16s”, there isn’t much to not like about this weapon. A Personal Favourite. **




M416 (Criminals) = This carbine ‘feels’ like it handles a lot smoother than the AKM, feeling more accurate as well, even though the in-game stats are comparable.



ARM = [N/A, Haven’t Unlocked Yet, sorry]




L85A2 = With a bit of recoil already, it is accentuated by the pre-loaded 4X scope it comes with – but if you are just ‘runnin-and-gunnin’ with it, it feels like a formidable weapon up close – it just seems to have accuracy problems (bullet spread) at anything other than point blank range.




MDC (Cops) = With what seems like a high amount of recoil and inaccuracy, the MDC doesn’t seem to live up to its’ stylish look – it ‘feels’ a bit worse than the L85A2, in regards to ‘handling’.




FAMAS = While quite inaccurate if you just ‘spray-n-pray’, aiming seems to help a lot with this rifle – it ‘felt’ a lot better too, after Unlocking the Extended Magazine – and it seems like it could only improve from there.




F2000 (Criminals) = This huge wall of metal feels like you are carrying a rocket launcher, but with its’ fast firing rate and decent accuracy, there’s not much to dislike about it – other than it doesn’t seem to ‘hit’ as hard as I would have expected . *




SAR-21 = In-game, the stats on this weapon are very ‘average’ - and it ‘felt’ that way, except for the accuracy which, especially if you can compensate for it, seems ‘high’, actually – and it only seemed to get better as I Unlocked more Attachments. *




RPK (Criminals) = With a large magazine size (50) and how this gun ‘feels’ heavy-hitting, while a bit inaccurate at first, I think it can be a formidable weapon after some Unlocks.




RPK-74 = While comparable to the RPK (of course), the ‘74 ‘felt’ a little more accurate, actually. *




AUG A3 = The AUG A3 already ‘felt’ pretty accurate, but with ‘included’ 4X scope and if you can compensate for the recoil, it is a pleasure to shoot – too bad it doesn’t seem to do high damage (but about a ‘medium’ amount). *




M1A1 = Although it can never be silenced and therefore will always give your position away when you fire, you probably wouldn’t want to silence this variation on the “Tommy Gun” as it is a pleasure to listen to the unique, heavy-hitting sound this World War 2 staple makes - it is slow to reload but has a decent firing rate and decent punch. *



Mp7 = Although this silence-able PDW shoots very fast, you have to be in Close-ish Range or else you’ll just be burning through your ammo.



MP5SD = This pre-silenced SMG is fun as hell to use, with its’ fast firing rate, good accuracy and decent damage; I like to run this with an IRNV scope and Extended Magazines, never letting the enemy know what is raining bullets down upon them until it shows up on the Kill Log. **



M110K5 = [N/A, Haven’t Unlocked Yet, sorry]



1887 = Although powerful, this old-west-style shotgun feels slightly slow when compared to its’ modern-day counterparts – but it is fun to spin it end-over-end a’la Terminator 2 style to reload, once you unlock the ability to Saw Off the Stock. *



AWS = A pre-silenced but slower-shooting, medium-to-long range rifle, with what feels like medium-ish damage, even though the in-game listing has it as "high damage" -  perhaps this one gets better after a few Unlocks, it felt pretty under-powered and a little inaccurate to me (but this could be the slower bullet speed due to the built-in silencing barrel).



M1903 = This World-War-II-era rifle, reminiscent of Saving Private Ryan, comes ‘pre-loaded’ with a Straight-Pull Bolt (allowing you to shoot again without going out of a scope, which Unlocks in 20 kills) and can eventually Unlock a Silencer after 50 kills - but even though I read it is supposed to be powerful against vehicles, it shoots a little too slow and does too little damage to infantry, for my personal liking - maybe you’ll have better luck with it.



MAMMOTH GUN = [N/A, Haven’t Unlocked Yet, sorry]



SYNDICATE GUN = [N/A, Haven’t Unlocked Yet, sorry]



A-8s = With only one arrow to fire and a looong reload time, the “Harpoon Gun” can still be a blast to play with, as it is fun as hell to kill someone with this unique weapon that won't make you show up on the mini-map at all – it is just that you will probably die too (while reloading). **









92FS = Silence-able but not the fastest-shooting pistol, nor the most damaging – it does seem accurate though, if you can compensate for the recoil – maybe it would become something worthwhile after some Unlocks.





P226 (Cops) = Although fairly fast-firing, it is somewhat inaccurate - I would say it is the ‘slightly faster but less accurate version of the Criminals-only CZ-75’ if I had to compare it.





CZ-75 (Criminals) = Although fairly accurate, it is somewhat slow-firing - I would say it is the ‘slightly slower but more accurate version of the Cops-only P226’ if I had to compare it.





G17 = Nicely accurate and firing as fast as you can click, it seems, the G17 became an instant Personal Favourite. **





FN57 = While this little guy shoots fast, it doesn’t seem to do a heckuva lot of damage - getting fast headshots makes up for it though. *





G17 Race Pistol = A great little dealer of damage, it can shoot as fast as you can click – too bad there are no options for scopes or silencers whatsoever (other than the red dot sight it comes with). **





T62 CEW = Only one word for this one-hit-disabling “non-lethal” (it counts as a ‘kill’ for Patches and Assignments) weapon that makes all others respect your authority: Fun. **





TRACKING DART = The Tracking Dart is mainly for ‘tagging’ opponent vehicles so that they can be seen by literally everyone – and RPGs will ‘lock on’ to them too – it even works on people! *





DUAL VZ.61 = Holding two of these “Czech Uzis” akimbo, you will feel like you are in a John Woo movie – only the inaccuracy will force you to run up close to everyone – but it will be fun doing it. *










M67 FRAG = With decent range, ‘The Poison Apple’ does huge damage - I think it’s killzone has been increased since Beta - a room-clearer (as long as they are in line-of-sight), but you only get one. *


M18 SMOKE = While it doesn’t damage anyone, it does provide some good ‘cover’, as it blocks not only seeing people but also spotting.



M84 FLASHBANG = While sounding very useful at first, with the faster pace and highly mobile opponents in the convoluted spaces of Hardline, having an effect with this is rare - although I have had it used on me and have seen people not able to see well for the short time it is in effect (looking around or shooting aimlessly) - it is very rare to be helpful it seems, but it happens.



GAS GRENADE = Quite useful, as it blurs the view of the enemy (affecting their aim as well) and sometimes a killer (albeit slowly) - unless you want to be affected yourself, put on a Gas Mask Gadget. **



INCENDIARY GRENADE (Cops) = Create your own “Napalm Pond” with this grenade-of-fire, which has a good range and good ‘spread’ (the area of effect is fairly big) - the only drawback is that people have to stay in it for a bit to die and some could have Fire Resistance Masks to nullify it (but that is only the Operator Class and only if they have the Robbery Expansion/DLC). *



MOLOTOV (Criminals) = The ‘homemade’ version of the Incendiary Grenade, it has the same area of effect and does the same damage, it seems - and could be nullified by the FR Mask (but as above, that is only the Operators and only if they have the right Expansion/DLC). *



THROWING KNIFE = Slightly slower to deploy and slower to travel than expected, these types of knives are fairly heavy [in real life, I used to own one when I was younger] so they have some drop to account for; but your opponent will die when one knocks them over, making these little guys fun as heck to use. **












BASEBALL BAT (Criminals?) = No matter where you grew up in the world, you will know how to wield a wooden stick - which means this guy can come out fast and keep on swingin’ - do it from behind for a Takedown. *





POLICE BATON (Cops) = A staple of Authority worldwide and resembling the Japanese ‘Tonfa’, this bad boy will knock out a perp in two hits if you don't take him down from behind. **





NIGHTSTICK (Cops) = Like a Police Baton without the little handle, the Nightstick feels fast to use, if a bit mundane to look at.





BLACKJACK (Cops) = Although still small and slim, this little guy feels ever-so-slightly slower than the other ‘sticks’, for some reason.




COLLAPSIBLE BATON (Cops) = I had no idea there would be such a long delay to deploy this little fella, since he’s so short...but don't worry he becomes longer.





SHOVEL = As a farming tool, I feel that it has a sufficiently-long delay time to whip-it-out… and that’s enough double entendre for now.





GOLD CLUB (Criminals?) = Feeling like it wields ever-so-slightly slower than say, a baton or bat, it is still wicked fast - and you can do a non-lethal takedown (from behind), to Interrogate the enemy (finding out their positions on the map). *





LEAD PIPE (Criminals?) = Quick to draw and with a somewhat-satisfying ‘clunk’ when you hit an opponent, this guy is fast becoming a Personal Favourite. *





SLEDGE HAMMER (Criminals) = Slow and heavy to draw, this baby packs a mean punch once it does show its’ presence on the battlefield - a one-hit kill, it also takes down doors and crumbles thin walls with ease. *





BREACHING HAMMER (Cops) = The lawful version of a Sledgehammer, this big boy is also slow and heavy - but it forces others to 'respect your authoritah' once drawn as it one-hit-kills and takes down doors and thin walls with ease. *





CROWBAR (Criminals?) = If you’ve lived in any industrialized country for a time, you know what a crowbar is and what it can do – and while not seeming quite as quick-to-deploy as say, a bat or a baton, the muffled ‘donk’ sound it emits when hitting someone makes this weapon a pleasure to work with. **





KNIFE = Fast and deadly, nuff’ said.





SHANK = A weapon born out of necessity, the Shank is fast and deadly and other speedy and dangerous words… you get the point - or rather, they will. *





BOWIE KNIFE = This classic weapon, interestingly named after an owner (not its designer) feels ever-so-slightly slower than its’ other bladed brethren.





CARBON FIBER = Although sleek and stylish looking, there is an ever-so-slight delay to deploy this bad boy - but it does seem to have a unique takedown animation that can happen.





SCOUT = A fast knife that will cover your hands in blood if repeatedly wielded in a cluster of enemies.





SEAL = It feels ever-so-slightly slower than say, the Scout Knife, but it is still 'wicked bad', as it should be.





SURVIVAL = With an animation similar to the Bowie from the back and a seemingly-unique kill animation from above [that I have seen so far], this knife works well, even if it does seem ever-so-slightly slower than the other knives, for some reason.





TRENCH = With a ‘side animation’ similar to the Shank and a ‘front animation’ similar to the Bowie [that I have seen so far], the look of this fella makes it a touch more satisfying to kill with. *





ACB-90 (Criminals?) = With side-killing animations similar to the Shank and rear-killing animations similar to the Bowie [that I have seen so far], it does seem to deploy pretty quickly. *





DEVIL'S TOOTHPICK = The motions for using this ‘asylum invention’ on people are more ‘hectic’ and seem to shout “mayhem” (you stab less and hack more, it appears).





FIRE AXE (Cops?) = Live out your Team Fortress 2 “killing people who make W+M1 jokes” Pyro urges, or perhaps your childhood dream of being a “Firemans” (or a “Firelady”) with this slow-to-wield but ‘kick-axe’, axe. *





MACHETE = This traditional and practical knife seems to deploy quite slowly - although it does great damage and appears to kill in one hit [so far].





CLEAVER = While not as slow to use as say, the Machete or Axe, it is still “medium-slow”, a lethal takedown (even from behind) - but it doesn’t seem to have any ‘unique’ animations [that I have seen so far].





KARAMBIT = Fast and Deadly, there really is nothing else to say about this 'little devil' other than those two words – really, I’m not just being lazy here. *





INQUISITION SWORD = Slow and Heavy to wield - but a one hit kill as you overpower your foe – be sure to shout “There Can Be Only One” in real life when you use it for maximum fun-ness. **





When the Betrayal Expansion was released in March of 2016, a Battlelog Post stated: "Now that various weapons have been released to all classes with the base game update, you can pair a Mechanic with a sniper rifle, or an Enforcer with an SMG. You might not be as effective as you would with your class weapon, but the option is there." Meaning, if you are utilizing a Weapon that is normally 'outside' of your Class, you will be using it with reduced effects!




Again, as stated above, I would like to do the Gadgets (Class Special Tools) as well, sometime in the future - but for now, enjoy these little summaries of the Main Weapons available, to give you an idea of them if you are a newer player, or to help you in finding something that fits your playstyle (eg. ‘slow and hard-hitting’ or perhaps ‘fast-shooting with lighter damage’, and so on) - hopefully this information will help you out in some way. Enjoy - get in there for the Double XP Event on now - and See You In The Game!





Thursday, June 25, 2015

Battlefield: Play4Free - Send It Off With A Bang - Part 2 [Same Cheesy Title, Newer Play4Free Funds Code]


Just an update for those of you playing Battlefield: Play4Free, which is sadly coming to an end, which it will on July 14th, 2015; EA graciously posted a code in the Official Forums that initially gave Soldiers 10,000 Funds to spend on whatever their little digital hearts desired. That initial code has been used up - but a new one was released on the 17th (but it still works, I just tested it today (the day of this posting), so quickly use it if you haven't yet!

Newer Funds code, from EA:


7A5Y-G9W8-XQTP-ZUT8


A quick note again, that these codes are Per Account, not Per Soldier - but hopefully it will help alleviate some of the pain from this game ending....

See You In The Game (For A While)