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 Quake 4

 By: Jason Maitland | Edited by  | Published: January 27, 2006  

   

There’s a wide range of weapons at your disposal to cope with each particular mission and—unlike Doom 3’s awkward accessory switching—some of them even have a built-in flashlight. This is really probably due to the milllions of complains which id may have received about those issues in Doom 3.

You start the game with a relatively weak handgun (blaster) but you don't have to wait that long before you acquire something that is more suited to the environment (machinegun). Here's a quick run down on the weapons and this list covers both single and multiplayer modes.

Gauntlet:
A hand-mounted buzzsaw.
Blaster:
Your trusted little side kick.
Machinegun:
I'm told that using the zoom scope does more damage. Equipped with flashlight and has rapid fire.
Shotgun:
This usually makes or breaks a game. This really should have had a flashlight.
Nail Gun:
The slow-firing but deadly nailgun takes some getting used to. Compliment of the Strogg.
Hyperblaster:
A weapon returning to the series, this rapidly fires off balls of plasma. It's extremely effective in tight firefights.
Grenade launcher:
Getting the arc right to propel grenades over a ledge or just smacking someone dead in the face -- nothing is more satisfying.
Lightning Gun:
What can I say here, I had a hard time finding ammo for this.
Rocket launcher:
What is a rocket launcher?? Use with great caution with respect to your surroundings.
Rail Gun:
It takes a very steady hand! Very deadly.
Dark Matter Gun (DMG):
It discharges some kind of black hole, which hits an enemy, passes through them, and then sucks them backward into the created hole. It is easily the most powerful weapon within the game, but its loading time is rather long. Think of the gun that shot two gravity-sucking balls in Quake II.

And of course ...

Copyright 2005 - Guru3D.com

The BFG: I mean DMG. Like Doom 3, there is no alt-fire on any of weapons. Instead, right-click will engage a zoom, if there is one. There's also no leaning around corners, but the relative simplicity of combat doesn't make that a problem.





 

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