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Star Trek: Voyager Elite Force
Requirements: PII 233 or equivalent, 64 MB RAM, 4X CD-ROM, 3D Accelerator, 8MB VRAM, 650 MB disk space, mouse, sound card. More Tech Information » See a Nerv Tech
Star Trek: Voyager Elite Force is an outstanding first-person shooter based on the most recent Star Trek TV series. Star Trek fans shouldn't be alone in experiencing the game's exciting story-driven single-player campaign that pits the Voyager crew against Klingon scavengers, the Borg menace, and other sinister forces - as well as its solid multiplayer mode.
Elite Force is consistently action-packed, but nevertheless, it features a variety of settings that will challenge and impress even some of the most experienced first-person shooter enthusiasts. Best of all, these encounters are linked together seamlessly - in fact, there hasn't been a shooter with such a well-designed, albeit short, single-player mode since Opposing Force, Gearbox's great expansion to Valve Software's groundbreaking 1998 game, Half-Life. Comparing Half-Life and Opposing Force to Elite Force is an obvious gesture, mostly because the older games' influence is so evident in Elite Force's level design. Elite Force borrows Half-Life's convention of placing health and energy stations throughout the course of the game; and more significantly, the main character in Elite Force wears a special hazard suit much like the one that Half-Life protagonist Gordon Freeman wears. Just as in Valve's game, this hazard suit - standard issue for each member of Lieutenant Tuvok's special forces team in Elite Force - helps you suspend disbelief as it absorbs damage and reports health and ammunition ratings. It's the reason your enemies can't just kill you in one hit; meanwhile, your powerful energy weapons can literally disintegrate most of your foes on contact.
The arsenal in Elite Force consists of nine different good-looking, powerful weapons, each of which has two distinct modes of fire. The weapons range from the standard-issue Federation phaser and compression rifle to the devastating photon burst, whose explosive photon-torpedo-like attack can reduce your enemies to dust. All the weapons in Elite Force are high tech, and each produce bright, impressive effects, though the weapon models themselves don't look especially interesting. But the weapons sound good, and their alternate modes of fire either give them additional functionality (as with the grenade launcher, which can alternatively launch a sticky proximity mine) or more deadly attack modes that cost proportionally more energy or ammunition. Some veterans of first-person shooters - particularly fans of Raven Software's own Soldier of Fortune - might initially believe that the arsenal in Elite Force lacks weapons that have the same sort of satisfying impact as the shotguns and chainguns of classic shooters like Doom and Quake. Meanwhile, die-hard Star Trek fans may be reluctant to accept some of Elite Force's heavy-duty weapons as definitive Star Trek technology. In any case, on closer inspection, you'll certainly agree that the game's weapon designs are well designed - they each seem strong and useful, and yet all the guns are sufficiently elegant or alien that they do seem as if they're suitable to the Star Trek universe.
Some of the battles in Elite Force are particularly intense, because you're not the only one shooting the bad guys. Oftentimes you'll have one or more crewmates in tow, who will help you out in battle. In the interest of gameplay, they don't do too much of the real work, just as your enemies will be much more inclined to fire on you than at your squad. But these characters are surprisingly responsive, and they really give you the sense that you're not doing all the fighting by yourself. This is especially true when their special skills come into play in the game's many scripted sequences - you may have to provide cover for an engineer as he hacks into a heavily defended security system or complete a multitiered objective simultaneously with several crewmembers as you keep in contact via your communicators.
The crewmembers are a welcome asset in some of the game's large-scale battles. In one early sequence, you burst through a doorway to take part in a pitched gunfight that involves several of your crew and a host of Klingon foes who fire at each other from behind barricades. This is a memorable but not uncommon type of sequence in Elite Force - the game seems to use an ideal combination of scene scripting and artificial intelligence routines to create unique fights that play out differently on multiple trials. Elite Force even has several scenes in between the main combat missions in which you're aboard the Voyager to recuperate, rearm yourself, and discuss the situation with your crew. These parts of the game not only do a great job of modeling the deck of the Voyager, but also help make the game seem consistent and realistic, rather than merely like a series of shooter levels. Being able to chat with the Voyager's crew in between missions, either before a briefing or in the locker room, lends the game a personal touch.
Unfortunately, these sequences do point to a few shortcomings that are particularly problematic in light of how good the game is in general. Specifically, the enemy artificial intelligence in Elite Force is sometimes lacking. Some of your foes might stand idle as you fire on them, while others might move in nonsensical patterns as soon as they notice you. In addition, over the course of Elite Force you'll face several encounters in which your enemies will instantly beam into the area, a device that the designers sometimes seem to use a little too frequently. Although teleportation is certainly plausible in the context of Star Trek, it can get frustrating to have to constantly contend with enemies that materialize out of thin air.
Any such frustration won't last long, because most of the missions in Elite Force are paced very briskly. You'll face new foes, find new weapons, encounter new challenges, and uncover new elements of the plot frequently yet unpredictably enough. The game pits you against some of the most popular Star Trek villains, including the Klingons and the Borg - along with several interesting new additions to the Star Trek mythos. Unfortunately, the campaign is fairly short and won't be very difficult for shooter veterans; and all the action takes place in rather close quarters. It's disappointing that the campaign is so short because it's generally so well done. Clearly, the designers' time went into creating high-quality action sequences, rather than just a lot of them - but you'll still wish there were more.
Throughout the game, the highly detailed 3D characters, including all the regular cast of the show, are easily distinguishable and also have fairly articulate facial expressions as they speak their lines convincingly. Elite Force even gives you the option to play as either a male or a female character - Alexander or Alexandria Munro, both "Alex" for short. Both the male and female alter egos are confident and charismatic characters, and the game's dialogue changes slightly depending on which of the characters you choose. Elite Force also features a great interactive tutorial that takes place in the Voyager's holodeck, whose realistic holographic projections create a makeshift obstacle course that you're instructed on how to traverse.
The holodeck is also prominent in Elite Force's multiplayer mode, which is in many ways just as impressive, and as clever, as the game's single-player mode. Dubbed the holomatch, this mode is presented as a combat-training simulation aboard the Voyager's holodeck. As such, the designers have been able to take some liberties in creating themed levels that you might not expect from a Star Trek game - among these are a medieval castle and an Old West ghost town, in addition to the more typical settings like Borg and Klingon ships. You can square off in the multiplayer levels against computer-controlled bots of variable skill levels, or against human opponents in deathmatch, capture-the-flag, or other standard multiplayer action modes.
Since the game uses id Software's state-of-the-art Quake III: Arena engine, the multiplayer combat in Elite Force is predictably smooth and fast - and it's also a lot of fun because of the good graphics and diverse levels and character models, as well as the game's fairly distinct emphasis on focused energy weapons, which require precise accuracy. The holomatch does have some problems - it's somewhat cumbersome to have to load a separate executable file to play the multiplayer game, but apparently this is because some of the game's 3D architecture is streamlined in multiplayer. Likewise, the game's multiplayer weapon balance seems skewed in favor of the rapid-firing guns like the tetryon pulse distruper, since players can move and dodge about so quickly; and some of the maps are noticeably more interesting and more complex than others.
But such criticisms are presented largely to convey the sense that, in a perfect world, Elite Force would have been better. However, given that most Star Trek games - and, in fact, most first-person shooters - aren't actually very good, then it's easy to see all of what makes Elite Force so special. It's undoubtedly one of the best Star Trek games to date, and its only rival in its genre so far this year is, unsurprisingly, Raven's own shooter, Soldier of Fortune.
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To bring up the console, type "~" while playing. Type
"sv_cheats 1" in the console to activate cheat mode. Then
type any of the codes below:
Code - Effect
god - God Mode
noclip - No Clipping
give [item] - gives items (see list)
map [name] - loads map (see list)
undying - 999 health and armor
map_brig - hidden level
notarget - invisible to enemies
cg_thirdperson 1 - third person view
Item list
Phaser
Tetryon Disruptor
Compression Rifle
Scavenger Rifle
IMOD (infinity modulator)
Tricorder
Health
Ammo
Weapons
All
Stasis Weapon
Grenade Launcher
Photon Burst
Dreadnought Weapon
Armor
Paladin Weapon
Desperado Weapon
Klingon Blade
Bot welder
Bot laser
Bot rocket
Forge proj
Forge psych
Parasite
Borg weapon
Maps
BORG1 - The Rescue
BORG2 - Incursion
HOLODECK - Tactical Decision
VOY1 - Condition
VOY2 - Unavoidable Delays
VOY3 - Hazard Duty
VOY4 - Defense
VOY5 - Hazard Ops
STASIS1 - Data Retrieval
STASIS2 - Deep Echoes
STASIS3 - Encounters
VOY6 - Renewal
VOY7 - Union
VOY8 - Departure
SCAV1 - The Visit
SCAV2 - Dangerous Ground
SCAV3 - Conflicting Views
SCAV3b - Conflicting Views (pt 2)
SCAV4 - Disorder
SCAV5 - Infiltration
SCAVBOSS - The Hunter
VOY9 - Fallout
BORG3 - Proving Ground
BORG4 - Information
BORG5 - Covenant
BORG6 - Infestation
VOY13 - R and R
VOY14 - Visual Confirmation
VOY15 - Offense
DN1 - The Breach
DN2 - Command
DN3 - Primary Encounter
DN4 - The Skirmish
DN5 - Defensive Measures
TRAIN - Transit
DN6 - Attunement
DN8 - Array
VOY16 - Invasion
VOY17 - Decisions
FORGE1 - External Stimuli
FORGE2 - Matrix
FORGE3 - Onslaught
FORGE4 - Visual Magnitude
FORGE5 - Dissolution
FORGEBOSS - Command Decision
VOY20 - Epilogue
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Chapter 1: Weapon Strategies
Star Trek: Elite Force offers familiar Star Trek universe weapons (such as the phaser and phaser rifle, called the compression rifle) and a host of new creations and otherworld designs. This section details strategies for Star Trek: Elite Force's weapons for use in single- and multiplayer holomatches. The weapon statistics apply primarily to the multiplayer holomatches.
Phaser
"Standard issue sidearm used by Federation away teams."
Initial ammo: 50
Primary shot ammo use: 1
Secondary shot ammo use: 1
Ammo per pick-up: n/a (recharges)
The weakest of weapons, at least at first glance, the Federation-issue phaser would seem mostly useless. It's true you can't rampage through the single-player game or conquer a multiplayer arena using only the phaser, but the default weapon does carry some advantages. First off, it uses no ammunition. The phaser recharges after use. In a multiplayer game, the phaser begins at 50. As you fire, the number decreases until it reaches zero. Once you stop firing, the phaser begins to recharge. At zero, the phaser will still be recharging but also firing at the same time. You can still fire a beam at zero energy, though you can't sustain the phaser's secondary, more powerful burst.
Its applications are obvious in the single-player game. It doesn't use ammunition so you should fall back on the phaser if you need to conserve ammunition (or worse, you're currently out of ammunition). In a multiplayer game, the phaser can rack up a few kills, though you will certainly want to opt for a more powerful weapon. However, as soon as you respawn (either from a death or a level change), the phaser is the weapon you begin with. If an opponent stands nearby, don't run for another weapon - go for the kill!
The phaser fires a straight, solid beam. Since the phaser's beam is straight, it's difficult to miss. Simply align your crosshairs with an enemy and fire. Don't worry about ammo consumption - just keep holding the fire button down and, when you reach zero, fire in short bursts to keep the phaser charged. For the most part, you will always want to fire on the secondary setting. It's more powerful, and it's unlikely you will be using the phaser for long anyhow. Naturally, you should search for an alternate weapon as soon as possible, but upon respawn, the phaser can be your best friend. Don't ignore it!
Phaser Compression Rifle
"Powerful Federation weapon issued for dangerous missions."
Initial ammo: 32
Primary shot ammo use: 1
Secondary shot ammo use: 8
Ammo per pick-up: 32
The compression rifle is certainly an upgrade from the standard issue phaser, but does carry a few disadvantages. First, it actually uses ammo that must be collected to keep the compression rifle full and charged. Second, its projectile isn't constant, which means you must display some accuracy skill if you are to consistently strike enemy targets. The primary fire mode launches projectiles quickly; the projectiles hit almost instantaneously, so keep your crosshairs aligned on the enemy target as much as possible to score plentiful, damaging strikes. The primary fire mode uses one round of ammo per shot, but it's rapid fire and won't last long if you're holding down the attack button and haven't collected much additional ammunition.
The compression rifle's alternate shot fires a high damaging, nearly instant-hit energy beam that consumes an alarming eight rounds of ammo per use. Its alternate fire operates somewhat like the rail gun from Quake III. It's a nearly instant-hit projectile, though it doesn't carry the same damage potential of Quake III's popular weapon. In multiplayer games, you can receive the "impressive" award by connecting on two shots in a row with the compression rifle secondary fire mode. That should give you a clue that it's very difficult to score successive blows, which you'll often need to terminate your opponent.
Though the zoom is available on all weapons (it defaults to the Z key and can be held down to increase magnifying range), it's even more useful with the compression rifle's secondary fire mode. The compression rifle's secondary mode can work well in both tight halls and more open areas, depending on its use. In tight halls, the opponent won't have much room to escape the blast. At eight rounds of ammo per shot, though, you won't have many before you start running low on ammunition. In open areas, scan with a zoomed-in rifle to locate a stationary opponent. Blast away; if the opponent is moving, attempt to lead him slightly, depending on distance. Be cautious, though; when you're zoomed in, it's impossible to see enemies in your peripheral vision.
Infinity Modulator
"Anti-Borg weapon designed by Seven of Nine. It constantly changes its energy frequency, so the Borg shields cannot adapt to it."
Initial ammo: 15
Primary shot ammo use: 1
Secondary shot ammo use: 3
Ammo per pick-up: 15
In the single-player game, the infinity modulator (or I-mod) is a weapon designed by Voyager crew member and ex-Borg Seven of Nine and is used specifically against enemy Borg. The I-mod constantly changes its energy frequency to thwart an enemy Borg's modulating shields. If the I-mod had to be compared to a standard first-person shooter weapon, it could be found somewhat similar to a low-spread shotgun. Its blast is impressive and nearly immediate, but doesn't contain the spread of your traditional shotgun. The primary mode shoots a small, purple beam of energy with a rapid firing rate. Without spread, you must line up your crosshairs well to strike targets consistently.
The I-mod's secondary fire mode operates similarly. It uses three rounds of ammunition and fires a bigger, blue beam of energy at a slower firing rate. The secondary I-mod firing mode, like the compression rifle, can carry the multiplayer "impressive" award. Score two consecutive shots with the I-mod's secondary fire mode to receive the award. Zooming in will prove effective, much like with the compressive rifle, but be careful if you're wandering through crowded areas, as it will be extremely easy for another opponent to enter your blind spot.
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Scavenger Rifle
"Developed by Scavenger culture during captivity by the Forge."
Initial ammo: 75
Primary shot ammo use: 1
Secondary shot ammo use: 5
Ammo per pick-up: 30
The scavenger rifle operates like a combination of machine gun and close-quarters grenade launcher. The scavenger rifle's primary fire mode launches rapid, automatic fire projectiles that are plentiful, though small. A good technique with the scavenger rifle's primary fire mode would be to fill a hallway with the projectiles to make them very difficult to dodge. Alternatively, that's a good way to escape the wrath of a pursuing scavenger hunting pack. Move from side to side and jump up and down in an effort to avoid the small, red projectiles.
Each projectile doesn't inflict much damage, so it's to your advantage to keep moving to avoid as much damage as possible. If you're the one using the weapon, the spread technique will help you score some blows, but they might not be damaging blows. Keep the fire button down and attempt to lead your target slightly to score a series of consecutive blows. If your opponent refuses to bob and weave, simply keep your crosshairs on the enemy and blast away.
The scavenger weapon's alternate fire mode launches a cluster round, which is basically a flaming projectile fired at an angle that explodes upon impact with the ground, wall, or opponent. While not quite as useful as the compound grenade launcher, the scavenger weapon's secondary fire mode can pin opponents into corners and cause enough splash damage to reduce health to near-zero levels. A good technique is to combine the scavenger weapon's primary and secondary fire mode. Launch a cluster round (which uses five rounds of ammunition per shot) to inflict damage, then finish off the opponent with the primary fire mode. It's difficult to kill a full-health opponent with the scavenger weapon's primary fire, machine gun-like mode, but if you can inflict some damage with a cluster round, scoring a deathblow becomes much easier.
As you would the compound grenade launcher (or any heavy explosives weapon), fire the scavenger's secondary fire mode into a cluttered room to score hits on multiple opponents. Shoot with the primary fire mode into the crowd to finish off any near-death opponents. Keep in mind that new clusters don't fire immediately; the scavenger weapon's secondary fire mode is slow-firing, so be careful against an opponent's counterattack.
Stasis Weapon
"Living weapon created by the Etherian race."
Initial ammo: 15
Primary shot ammo use: 1
Secondary shot ammo use: 1
Ammo per pick-up: 15
A rare weapon (the weapon isn't a frequent resident of the Elite Force multiplayer maps), the stasis weapon provides significant spread damage, letting its user not only attack multiple opponents in a single blast, but also ensure that a blow strikes, especially in tight halls (thus becoming more shotgun-like than the I-mod). The stasis weapon's primary fire mode launches a spread beam projectile that causes a decent amount of damage. Firing the stasis weapon in a hallway will provide optimum effect. The opponent can't escape the stasis weapon's wide blast. The weapon also works well firing into a crowded room and at multiple opponents.
The stasis weapon's secondary fire mode operates similarly - it fires a wide burst of energy. The blast is somewhat wider, but doesn't travel the same distance as the primary fire mode. Use the secondary fire mode to blast enemies at close-range, especially if your adversary is implementing a weaker weapon.
Compound Grenade Launcher
"Allows great accuracy and distance in launching a Federation grenade."
Initial ammo: 10
Primary shot ammo use: 1
Secondary shot ammo use: 1
Ammo per pick-up: 10
The compound grenade launcher is extremely powerful but difficult to use with consistency. The primary fire mode launches a bouncing grenade projectile that ricochets off walls, floors, and other objects. The grenade will explode upon impact with an opponent. If the grenade doesn't strike an opponent, it will explode after several seconds; any player within the splash range will suffer damage. The grenade launcher presents problems because of its unpredictability and its accuracy requirement. It's hard to predict how the grenades will bounce. Plus, it's difficult to strike a moving opponent with the unpredictable bouncing grenade.
It goes without saying that you should certainly fire the compound grenade launcher down into crowded rooms or at a firefight between opponents. If the players can't see the grenades coming in or bouncing around on the floor, it's much more likely they will run over and into the grenade explosions. Clear out a filled room by dropping a rapid stream of grenades. Combine the bouncing, primary-fire grenades with the compound grenade launcher's secondary fire mode - a proximity grenade.
The grenade launcher's secondary fire mode, which also uses one unit of ammunition, sticks a proximity grenade against a floor, wall, or object depending on the target - simply point and shoot. The grenade explodes when a player runs close to it. Combine the primary and secondary mode to make it extremely difficult to maneuver inside a tight-hallway or crowded room. Place proximity grenades near the exits and drop down primary-fire bouncing grenades at the players' feet.
Grenades work well against both pursuing players and players you're pursuing! Drop down bouncing or proximity grenades at your feet to pummel pursuing players. If you're the one chasing an opponent, point your crosshairs at a high angle to launch the bouncing grenade as far as possible (also aim the crosshairs at the enemy). If you miss the player you're chasing, it's possible the grenade will bounce ahead of the enemy and cause splash damage as the player runs close by it. The compound grenade launcher is extremely useful and powerful, but doesn't carry much ammunition. With a default of only ten rounds, it won't take long before you've run dry. Seek out the grenade ammo pick-ups to increase your supply to fire off a steady, damaging stream of bouncing or proximity grenades.
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Tetryon Pulse Disruptor
"Hirogen weapon that uses phased tetryons."
Initial ammo: 40
Primary shot ammo use: 1
Secondary shot ammo use: 2
Ammo per pick-up: 40
The tetryon pulse disruptor is Elite Force's second machine gun-like weapon. The rapid fire weapon launches phased tetryons (small green beams) in a steady stream that travel quickly to the enemy target. There's not much to do with the tetryon pulse disruptor's primary fire mode - simply line up your crosshairs and fire rapidly. Stockpile your ammunition as the weapon runs through ammo very quickly. Like the scavenger weapon, spread the phased tetryon particles ahead of you to make it difficult for your opponent to dodge the projectiles, especially if your opponent is near death. Like the scavenger weapon, individual projectiles don't inflict much damage; keep that in mind if you choose to spread or concentrate fire on your crosshairs.
The tetryon pulse disruptor's secondary fire mode shoots much slower - just a single burst - but the projectile can ricochet off walls. It's very difficult to use the secondary fire mode in standard combat situations, such as if you're pursuing an enemy or engaged in a circle strafe brawl. But, if you know opponents lie around a corner or down a hall in a room below (or in any number of specific situations), fire the ricocheting projectile in hopes of striking an opponent who stands in an otherwise inaccessible - and impossible to damage - position.
The tetryon pulse disruptor's primary fire mode is one of the most useful in a holomatch; it's rapid-fire projectile can rip through opponents in a matter of seconds. Keep your crosshairs aligned and lead your opponents slightly if they attempt to dodge and weave the beams. The weapon is also moderately less effective at longer range. The beams spread slightly during travel; the farther away the opponent, the tougher it will be to score multiple, consecutive hits with the tetryon beams. At close-to-medium range, however, the tetryon pulse disruptor can be extremely accurate.
Photon Burst
"Advanced Federation weapon capable of immense destruction."
Initial ammo: 6
Primary shot ammo use: 1
Secondary shot ammo use: 2
Ammo per pick-up: 6
As you might expect, the photon burst is an extremely powerful weapon, certainly the second-most powerful weapon in holomatch games (moderately eclipsed by the arc welder, described next in this section). The photon burst operates like a traditional first-person shooter rocket launcher. Pressing the fire button launches a photon at the point directly under your crosshairs. Striking an opponent directly scores an enormous amount of damage. But, even if you miss, the photon burst's high degree of splash effect should cause plenty of pain.
Since it's difficult to aim high and strike an enemy directly, consider aiming for the opponent's feet. If your attack happens to miss, you will still inflict damage based on the photon burst's splash radius. Naturally, striking an enemy target directly is ideal, but if you happen to miss in your attack, it's best to inflict some damage rather than no damage. You can also aim for walls and other objects near the enemy player in hopes of causing damage from the splash radius.
The photon burst is a rare weapon (not in all holomatch maps), and its ammo is perhaps even rarer. With only six rounds with the default weapon, it won't take long before you've run empty and must resort to a different attack. Fire each burst carefully and save the powerful weapon for sure kills. Look for groups of enemy players, hopefully engaged in battle, and fire the photon burst at their feet. Finding groups of enemies is definitely the proverbial gold mine. Let loose with most of your photon burst ammunition to knock out as many in the group as possible.
Look for areas of a map where you can look down into a room below. Wait for enemies to pass by and shoot at the ground just in front of them. Once again, if you miss in the attack, you will still inflict plenty of splash damage. Fire another photon at their feet to complete the kill or switch weapons quickly to something rapid fire, such as the scavenger weapon, compression rifle, or tetryon pulse disruptor. The photon burst's secondary attack fires a more devastating projectile at the cost of two photons per shot. If available, consider using the secondary shot against player groups to cause more damage. But, since it doubles ammunition use, be very careful to make each and every shot a successful, damaging blow.
Arc Welder
"Discovered by Hazard Team while on mission in abandoned Dreadnought gunship."
Initial ammo: 40
Primary shot ammo use: 1
Secondary shot ammo use: 5
Ammo per pick-up: 40
Arguably the most powerful holomatch weapon, the arc welder's primary fire mode operates somewhat like Quake III's lightning gun, though it's significantly more powerful. Firing the arc welder (or dreadnaught weapon in the single-player game) produces a straight stream of highly damaging electricity. There's no spread; the beam appears straight under your crosshairs. Simply point your crosshairs at the opponent and fire. Hold down your fire button to continue the arc welder attack. It consumes ammunition at an alarming rate, but its damage is relative. It won't take long to take out an opponent even with full health. Keep your crosshairs tuned on your enemy and keep blasting away until you've scored the kill.
It's important to seek out arc welder ammunition. At an additional 40 per pick-up, you can gather lots of arc welder ammunition in no time and carry much more damage potential. In lots of holomatch maps, the ammunition lies adjacent to the weapon pick-up. If not, memorize the pick-up location and scurry there each time you grab this powerful weapon. The arc welder can net you a lot of kills in a short amount of time. Seek it out as soon as possible (and as often as possible) to maintain an edge on the other holomatch players.
The arc welder's secondary fire mode uses five rounds of ammunition per shot and launches a powerful bolt of electricity at the target underneath the crosshairs. This mode requires a bit of accuracy, however - much more than the primary fire mode. You'll likely find greater success simply implementing the arc welder's primary fire mode as often as possible. The only accuracy involved is lining up your crosshairs correctly. Expect opponents to dodge and weave to avoid the arc welder's beam. Keep the beam on the player's back, and it won't take long to score the kill. If you're engaged with an opponent coming toward you, fire the arc welder's beam at the opponent while circle strafing left or right. This will let you dodge your opponent's fire while maintaining your crosshairs on him and scoring significant arc welder damage.
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