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gunner 1

The gunner is the most heavily armed and shielded class in the game, he relies on his big bulky shield and his powerful arsenal. He is however very slow due to his weight and not very good at distance combat and not well suited for artifact stealing. He fits well as a freelancer, killing off enemies in midfield, hacking generators and deploy points. He also works very well as a defender, especially in a combo with a tech (due to his supply ability and the techs possesion of deployable turrets).

Health: 100
Shield: 500

Loadout:
Rocket launcher
Grenade launcher
Flamethrower
Supply packs
Mines
Laser tripmines

Special ability: Supply

MP3 Rocket Launcher
This one is the gunners main weapon and the most used one because of its big splash damage. Its primary attack fires a speedy rocket to wherever the shooter aims, it is good if the user learns how to predict the enemies moves so he can fire where he thinks the enemy will land or move. Since the rockets aren't instant hits, prediction is a must. For example if the enemy uses a plain doublejump the gunner must predict where he will land and fire a rocket at that place so it hit simultaneously to the enemy landing.

Secondary attack will fire four blind, strange and slow flying missiles around the aimcursor. A newbie might think thats it but it's not! If you hold down the secondary fire button and aim over an enemy, the four small missiles will start to lock on the enemy, when you've heard all four beeps (that signals the locks) you release the fire button and the four small missiles will home after the target. This also works on vehicles, manned turrets and deployables.

M406 40mm Grenade Launcher Frag/Concussion
The primary button will send out a grenade that will explode into a big cloud of small fire explosions, anyone standing in this explosion will recieve damage according to the amount of time they stand there and they will also start to burn. The fire clouds your enemies vision with flames which will make it really hard for him/her to see anything. So this weapon is not very good when it comes to damage but it's easy to make them burn and then finish them off with the rocket launcher.

Secondary with this weapon will send out a flashbang/concussion grenade which both makes the enemy blind and deaf for a while. Try to hit as close as possible just in front of your enemy for best effect. Also hitting an enemies feet or while they are in the air will make him fly off high into the air. Looks really funny and most times the enemy falls to his death. You can take this boost effect to your advantage, making really high jumps. More about that in the advanced section. (Just watch out for the naughty the-beep-doesn't-go-away bug, exsisting in u2xmp! When you die and you hear the beep don't click to respawn until the beep has faded away!

UA69 Flamethrower
This is the gunners close combat weapon, its primary attack is very strong and makes the enemy burn just like the grenadel launchers primary attack. It is important is to know how long its range is so you don't use it in the wrong situations.

The secondary attack is different. This one will send out napalm waste onto the ground which will burn whenever someone steps on it. Since it can be hard to spot it can be useful in some spots but this is not a weapon you use in close combat, only when there's nobody around, as a stalker weapon.

Mines
These mines will explode once someone trips them. The explosion has high damage ratio and only the Gunner can survive the blow. They require much personal energy and your teams energy level must be at 600 before you can use them. Try to place them in places where the enemy got little time to dodge it, like just behind a door, under a vehicle or at a teleport

Laser tripmines
These can be attached to any surface that has another surface in the opposite direction (even on players if you attach it at the right place, though this must be a bug). So you can't plant a laser tripmine on the ground if there's no roof .
These are like the classic lasermines from Half-Life. Plant it on a wall or ground and when someone trips the laser, it will blow. This one has lower damage ratio than mines but can be harder to evade in certain situations, also they go off faster than the mines. Still the laser is very easily spotted if it isn't planted in the right place. Only the ranger will die from one blow. It requires the team to have a certain energy level which is 500.

Supply packs
This one makes you throw out a green pack that can be picked up by both friends and foes. It supplies the character with almost half of its ammo, so 3 packs fills a characters ammo. Note, it drains about 1/4 of your personal energy so it doesn't have an ammo count itself. It can only be used when your team energy level is at 750.

Special Ability: Supply
The gunner has been blessed with the ability to supply others with ammo, either stand next to a teammate and supply him with the use button (default is F) or throw supply packs which supplies almost half the ammo.

Also the Gunner and ranger can deactivate deployable turrets by pressing use button (deafult F) at them. This is used to be able to walk through them if they are placed in narrow areas.

- Written by iddQd

 

Design and content by iddQd © 2004