Para -BorjaMari-:
Mira en "presets" abajo del todo deben de salirte.
siempre que te hayas pasado el juego antes. Porque por mucha partida salvada que tengas, si no te pasas el juego antes no puedes cambiar tu personaje. Antes hay que pasárselo para desbloqeuar esta opción.
Y aún no tengo el juego xD
Pero me he leido mil posts en el foro americano y se muchas cosas que tarde o temprano saldrán aquí, problemas, etc xD
Lo pedí el Lunes, ¿a alguien que lo haya pedido el Lunes le ha llegado ya?
Saludos.
EDIT:
Aquí teneis una minilista de las armas y tal, en inglés.
Index
I. Standard Weapons
II. Short Range
III. Long Range
IV. Heavy Weapons
V. Support
VI. VS Weapons
VII. Grenades
VIII. Abilities
I. Standard Weapons
MACHINE GUN
Effective at any range and can mow down anything with sustained fire. Very versatile and has a large ammo capacity.
Damage – 10
Range – 70
Accuracy – 20
MACHINE GUN II
Dual shot function (two bullets simultaneously). Best rate of fire in the class with higher overall Damage, but sacrifices Range and Accuracy.
Damage – 7
Range – 55
Accuracy – 15
MACHINE GUN SP
Multi-shot function (three bullets simultaneously). 3 shot burst with high damage, long range, and good accuracy, but a slower rate of fire.
Damage – 10
Range – 90
Accuracy – 20
GUN SWORD
Machine Gun with a melee sword for close quarters action. Will throw your enemy in the air, allowing for sequential melee hits.
Bullet Damage – 8.5
Melee Sword Damage (1st Hit) – 25, (2nd Hit) – 50
Range – 60
Accuracy – 20
GUN SWORD SP
Adds a third chance to melee your opponent in sequence, but sacrifices Bullet Damage and Range.
Bullet Damage – 7
Melee Sword Damage (1st Hit) – 25, (2nd Hit) – 50, (3rd Hit) – 75
Range – 50
Accuracy – 20
ENERGY GUN
Able to do a quick single or charged shot. Charged shots have an enemy tracking ability and fully charged shots will eject pilots from their VS.
Damage (Single) – 16
Damage (Charged) – 75
Range – 100
Accuracy – 40
ENERGY GUN SP
All attacks track enemies and have a chance to stun, but there’s a significant Damage decrease.
Damage (Single) – 10
Damage (Charged) – 40
Range – 100
Accuracy – 40
II. Short Range
SHOTGUN
The ultimate close quarters weapon, it packs one hell of a punch. Can be a one hit kill, stun, or knock down your opponent, depending on you skill.
Damage – Up to 120
Range – 30
Accuracy – 45
SHOTGUN II
Similar to a double barreled shotgun. Dual shot functionality. Less Range, but a greater rate of fire. Damage also improves if both shots connect. Two shots per reload.
Damage – Up to 75
Range – 20
Accuracy – 45
SHOTGUN SP
A large increase in Damage from the Shotgun, but a negative to Range and Accuracy.
Damage – Up to 180
Range – 15
Accuracy – 30
REVOLVER
A small and powerful gun. Takes some practice to become an accurate shot.
Damage – 80
Range – 40
Accuracy – 20
GOLD REVOLVER
A fancy looking Revolver covered in gold.
All stats remain the same as the original Revolver.
FLAME THROWER
Throws fire with low Range but high Accuracy. Uses T-ENG.
Damage – 11
Range – 9
Accuracy – 75
AKRID LAUNCHER
Shoots Trilid Akrid bullet at your target at two rounds per shot.
Damage – 18
Range – 30
Accuracy – 60
III. Long Range
RIFLE
Powerful long range weapon with a double zoom function. Single shot kill if a headshot, 2 shot kill to body.Three bullets per clip.
Damage – 75
Range – 400
Accuracy – 0.5
RIFLE II
Has a multi-shot function, shooting 5 bullets per burst.A slight Damage decrease, but a large Accuracy gain.
Damage – Up to 65
Range – 400
Accuracy – 20
RIFLE SP
A Damage upgrade from the original Rifle, coupled with higher accuracy. However, similar to a bolt action rifle (one shot per clip).
Damage – 120
Range – 400
Accuracy – 1
GOLD RIFLE
A fancy looking Rifle covered in gold.
All stats remain the same as original Rifle.
PLASMA GUN
Energy rifle that has unlimited ammo, but will overheat. Fires a sort of laser that gives a larger hit radius, but is easily spotted by the enemy. Uses T-ENG.
Damage – 65
Range – 400
Accuracy – 15
PLASMA GUN II
Melee attacks, while charged, are more powerful.
Damage – 50
Damage (Charged) – 150
Range – 400
Accuracy – 15
PLASMA GUN SP
A rapid fire version of the original Plasma Gun.
Damage – 7
Range – 150
Accuracy – 15
IV. Heavy Weapons
ROCKET LAUNCHER
Extremely powerful weapon with great range. Rocket explodes on contact with enemy or his/her surroundings, which can cause damage at a large radius.
Damage (Direct Hit) – 240
Damage (Blast) – 120
Range – 300
Accuracy (Hit) – 20, (Blast) – 370
ROCKET LAUNCHER II
Rocket tracks enemies, but at a lower Range and Damage result. Also has a smaller blast radius.
Damage (Direct hit) – 160
Damage (Blast) – 100
Range – 140
Accuracy (Hit) – 20, (Blast) – 250
ROCKET LAUNCHER SP
Clip of 3 Rockets that can bounce off of up to one wall before exploding. Sacrifices Range and Direct Hit Damage, but gains in Blast Damage.
Damage (Direct Hit) – 200
Damage (Blast) – 140
Range – 100
Accuracy (Hit) – 20, (Blast) – 370
HAND CANON
Bullets hit the enemy causing Damage, then explodes for further Damage. 2 shots per clip.
Damage (Hit) – 100
Damage (Blast) – 90
Range – 200
Accuracy (Hit) – 30, (Blast) – 250
HAND CANON SP
A single round per clip, but is able to pierce walls to do Damage to hiding targets. Sacrifice overall Damage.
Damage (Hit) – 70
Damage (Blast) – 150
Range – 200
Accuracy (Hit) – 30, (Blast) – 150
PLASMA CANON
Infinite ammo energy weapon that consumes T-ENG. Explodes on contact.
Damage (Hit) – 170
Damage (Blast) – 100
Range – 150
Accuracy (Hit) – 35, (Blast) – 380
PLASMA CANON SP
Adds multi-shot function to the Plasma Canon. 3 rounds fired per shot. Sacrifice Range and Blast Damage.
Damage (Hit) – 120
Damage (Blast) – 60
Range – 60
Accuracy (Hit) – 35, (Blast) – 200
V. Support
SHIELD
When opened, it blocks all frontal assaults.
SHIELD SP
A cooler looking Shield. Same functionality.
SHIELD SP II
The coolest Shield in the game. Same functionality.
INJECTION GUN
Has 2 firing modes. The first mode will increase attacking power for you and anyone in the blast range.
The second mode increases you defensive capabilities or decreased your enemies defense.
INJECTION GUN II
Has 2 firing modes. The first mode will restore your or your nearby allies.
The second mode will provide allies with a temporary T-ENG Lock (they don’t consume T-ENG).
V DEVICE
Deploy to reveal enemies locations behind or around objects.
V DEVICE SP
Activate to become invisible on enemy radar.
VI. VS Weapons
VS GATLING GUN
Rapid fire chain gun that is best used over close to mid range. User must compensate for weapon recoil while firing.
Damage – 18
Range- 180
Hit Radius – 30
VS LASER RIFLE
T-ENG supplied weapon. A fully charged shot will kill your enemy in one shot. Has a very wide beam, making it easier to hit your target.
Damage – 50, 120 (Charged)
Range – 400
Hit Radius – 10, 40 (Charged)
VS ROCKET LAUNCHER
Big rockets with great splash damage/blast radius.
Damage – 360 (Hit), 140 (Blast)
Range – 300
Hit Radius – 20 (Hit), 500 (Blast)
VS SHOTGUN
Higher Damage with a skilled shot a close range, but has an overall decent range. Knocks back your enemy.
Damage – Up to 300
Range – 64
Hit Radius – 35
VS GRENADE LAUNCHER
The initial grenade shot will divide into multiple grenades.
Damage – 50 (Hit), 100 (Blast)
Range – 50
Hit Radius – 15 (Hit), 400 (Blast)
VS EM LASER
T-ENG powered weapon stronger than Laser Rifle. Charged or not, it’s a one hit kill. Has the ability to stun and enemy VS.
Damage – 120 (Hit), 240 (Blast)
Range – 180
Hit Radius – 65 (Hit), 90 (Blast)
VS HOMING LASER
T-ENG fueled weapon that charges and launches up to 4 shots. All four charges can be locked onto one enemy, or spread to hit multiple enemies.
Damage – 50 per hit
Range – 150
Hit Radius – 12
VS PILE BUNKER
Terrible range, but hits with massive Damage to nearby enemies.
Damage – 500
Range – 6
Hit Radius – 100
VS ROCKET POD
Shoots 4 Rockets at once at an arc angle, which can blanket a large area and deal a considerable amount of Damage.
Damage – 80 (Hit), 120 (Blast) per Rocket
Range – 50
Hit Radius – 30 (Hit), 400 (Blast) per Rocket
VS LASER LANCE
Uses T-ENG to shoot a laser which deals heavy Damage to an enemy VS. Can also be used as a melee weapon.
Damage – 120 (Against Soldier), 180 (Against VS)
Range – 7
Hit Radius – 80
VS RIFLE
Powerful long-range rifle that is a one-shot kill to non-VS enemies. Has a one shot clip in multiplayer, two shot in campaign.
Damage – 150
Range – 500
Hit Radius – 35
VS LASER VULCAN
Uses T-ENG and fires at a rapid rate. A “hard-mounted” weapon that cannot be removed from the VS it is attached to.
Damage – 8
Range – 135
Hit Radius – 30
VS MISSILE LAUNCHER
Missiles are weaker and slower than rockets, but has unlimited ammo. Hard-mounted to VS.
Damage – 200 (Hit), 100 (Blast)
Range – 300
Hit Radius – 30 (Hit), 300 (Blast)
VS CANON
Shoots canon shells with limited blast Damage, but severe hit Damage. Has unlimited ammo and a double zoom feature. Hard-mounted to VS.
Damage – 240 (Hit), 120 (Blast)
Range – 280
Hit Radius – 20 (Hit), 250 (Blast)
VS FLAME THROWER
Uses T-ENG to deliver rapid fire Damage over time.
Damage – 11
Range – 18
Hit Radius – 80
VII. Grenades
Note: Most Normal Grenades are able to be detonated by shooting them in mid-air, which is referred to as “Disruption”. This deals the most damage to your opponent and is a great way to get some quick kills.
Normal Grenades
HAND GRENADE
Bounces off objects until detonation
Default Ammo - 4
Max Ammo - 10
Explosion Delay - 80
Damage(Delay/Disrupt) - 120/190
Radius(Delay/Disrupt) - 460/600
HAND GRENADE II
Longer Delay before detonation
Default Ammo - 4
Max Ammo - 10
Explosion Delay - 120
Damage(Delay/Disrupt) - 120/190
Radius(Delay/Disrupt) - 460/600
HAND GRENADE III
Powerful but cannot be disruption detonated
Default Ammo - 6
Max Ammo - 15
Explosion Delay - 80
Damage(Delay/Disrupt) - 190
Radius(Delay/Disrupt) - 600
INCENDIARY GRENADE
Large blast; additional fire damage over time
Default Ammo - 5
Max Ammo - 12
Explosion Delay - 80
Damage(Delay/Disrupt) - 60/60
Radius(Delay/Disrupt) - 500/700
BUSTER GRENADES
Huge blast; cannot be disruption detonated
Default Ammo - 3
Max Ammo - 8
Explosion Delay - 80
Damage(Delay/Disrupt) - 380
Radius(Delay/Disrupt) - 950
Gum Grenades
All Gum Grenades stick to any surface, including your opponent (except Chameleon). However, you may find that you can’t throw these grenades as far as some others, so your range is limited.
GUM GRENADE
Adheres to target
Default Ammo - 5
Max Ammo - 15
Explosion Delay - 80
Damage(Delay/Disrupt) - 200/260
Radius(Delay/Disrupt) - 300/360
GUM GRENADE II
Adheres to targets
Default Ammo - 5
Max Ammo - 15
Explosion Delay - 80
Damage(Delay/Disrupt) - 150/180
Radius(Delay/Disrupt) - 360/420
GUM GRENADE III
Very powerful but cannot be disruption detonated
Default Ammo - 7
Max Ammo - 20
Explosion Delay - 80
Damage(Delay/Disrupt) - 280
Radius(Delay/Disrupt) - 420
SPARK GRENADE
Adheres to targets. If wall is hit, the blast will pierce through to hit enemies hiding behind.
Default Ammo - 5
Max Ammo - 15
Explosion Delay - 80
Damage(Delay/Disrupt) - 400/500
Radius(Delay/Disrupt) - 180/180
CHAMELEON GRENADE
Can only attach to walls and objects, not enemies. User can view environment through camera lens. Explodes arbitrarily.
Default Ammo - 4
Max Ammo - 12
Explosion Delay - N/A
Damage(Delay/Disrupt) - 150
Radius(Delay/Disrupt) - 500
Disc Grenades
They will go in a straight line until they contact an object… or a bullet, there is no drop.
DISC GRENADE
Adheres to target
Default Ammo - 3
Max Ammo - 8
Explosion Delay - 150
Damage(Delay/Disrupt) - 100/180
Radius(Delay/Disrupt) - 510/720
DISC GRENADE II
A powerful Disc Grenade with a long delay.
Default Ammo - 3
Max Ammo - 8
Explosion Delay - 300
Damage(Delay/Disrupt) - 200/240
Radius(Delay/Disrupt) - 510/720
DISC GRENADE III
Powerful but cannot be disruption detonated
Default Ammo - 4
Max Ammo - 10
Explosion Delay - 150
Damage(Delay/Disrupt) - 190
Radius(Delay/Disrupt) - 720
ENERGY GRENADE
Adheres to targets; the blast forces VS pilots to eject
Default Ammo - 3
Max Ammo - 8
Explosion Delay - 30
Damage(Delay/Disrupt) - 120/170
Radius(Delay/Disrupt) - 600/750
SHURIKEN
Does not explode; inflicts only direct hit. Ricochets off walls. If stuck to a VS or Alrid, inflicts extra damage over time
Default Ammo - 5
Max Ammo - 12
Explosion Delay - 180
Damage(Delay/Disrupt) - 120
Radius(Delay/Disrupt) - 50
Grenades
DUMMY GRENADE
After the grenade is thrown, a volatile dummy appears and slowly advances, chasing after enemies to blow them up.
Default Ammo - 4
Max Ammo - 12
Explosion Delay - 300
Damage(Delay/Disrupt) - 150/220
Radius(Delay/Disrupt) - 330/480
DUMMY GRENADE II
This is a more Powerful Dummy grenade with a different look
Default Ammo - 4
Max Ammo - 12
Explosion Delay - 300
Damage(Delay/Disrupt) - 170/240
Radius(Delay/Disrupt) - 330/480
DUMMY GRENADE III
Dummy does not explode but chases enemies, attacking with a Machine Gun for a time before expiring.
Default Ammo - 3
Max Ammo - 10
Explosion Delay - 600
Damage(Delay/Disrupt) - 50
Radius(Delay/Disrupt) - 45
BALLOON GRENADE
After the grenade is thrown, a balloon appears and slowly advances until crashing down in a liquid attack on the spot.
Default Ammo - 5
Max Ammo - 15
Explosion Delay - 300
Damage(Delay/Disrupt) - 4
Radius(Delay/Disrupt) - 500
FIRECRACKER
Two stage firework attack(land/air). Cannot be disruptively detonated.
Default Ammo - 6
Max Ammo - 20
Explosion Delay - 60
Damage(Delay/Disrupt) - 80(land)/200(air)
Radius(Delay/Disrupt) - 200(land)/700(air)
Plasma Grenades
PLASMA GRENADE
Low damage but prolonged stun effect
Default Ammo - 5
Max Ammo - 15
Explosion Delay - 30
Damage(Delay/Disrupt) - 30/30
Radius(Delay/Disrupt) - 650/800
PLASMA GRENADE II
A Plasma Grenade with a longer blast delay
Default Ammo - 5
Max Ammo - 15
Explosion Delay - 110
Damage(Delay/Disrupt) - 30/30
Radius(Delay/Disrupt) - 650/800
PLASMA GRENADE III
Cannot be detonated by disruption
Default Ammo - 7
Max Ammo - 20
Explosion Delay - 40
Damage(Delay/Disrupt) - 40
Radius(Delay/Disrupt) - 650
REGEN GRENADE
Creates a healing field that restores health
Default Ammo - 3
Max Ammo - 8
Explosion Delay - 30
Damage(Delay/Disrupt) - N/A
Radius(Delay/Disrupt) - 500
WARP GRENADE
Creates a warp gate that allows instant travel between the grenade's detonation site and the point from which the grenade was thrown
Default Ammo - 2
Max Ammo - 4
Explosion Delay - 90
Damage(Delay/Disrupt) - N/A
Radius(Delay/Disrupt) - 200
VIII. Abilities
CONSERVE T-ENG
Unlocked from the start. Prevents constant consumption of thermal energy. Reduces consumption to half when dashing or doing other special movements.
Slots: 1
Rarity: Initial
LIFESAVER
Unlocked from start. Prevents your life gauge from diminishing when your thermal energy level reachs zero. (No effect for online battles.)
Slots: 1
Rarity: Initial
CRITICAL I
Increases the chances of scoring a critical hit (double damage) by 10%, but also increases the damage you take to 1.05 times normal.
Slots: 1
Rarity: Common
CRITICAL II
Increases the chances of scoring a critical hit (double damage) by 20%, but also increases the damage you take to 1.1 times normal.
Slots: 2
Rarity: Common
DEFENSE I
Reduces the damage you take to 85% of normal, but the tradeoff is weaker attacks, 95% of normal (including shooting weapons, melee attacks and grenades).
Slots: 1
Rarity: Common
DEFENSE II
Reduces the damage you take to 75% of normal, but the tradeoff is weaker attacks, 85% of normal (including shooting weapons, melee attacks and grenades).
Slots: 2
Rarity: Common
EVASION I
Extends the period of invincibility when rolling by 1.5 times, but also increases the amount of counter damage you take by 2.1 times.
Slots: 1
Rarity: Rare
EVASION II
Extends the period of invincibility when rolling by 2 times, but also increases the amount of counter damage you take by 2.2 times.
Slots: 2
Rarity: Rare
FIRE POWER I
Increases the strength of you attacks by 1.2 times, but also increases the damage you take by 1.1 times.
Slots: 1
Rarity: Common
FIRE POWER II
Increases the strength of you attacks by 1.35 times, but also increases the damage you take by 1.2 times.
Head Start (Ammo)
Slots: 2
Rarity: Common
GRENADES I
Increase the power of your grenades by 1.5. (No effect in Vital Suits)
Slots: 1
Rarity: Common
GRENADES II
Increase the power of your grenades by 2. (No effect in Vital Suits)
Slots: 2
Rarity: Common
HEAD START (DISC, GUM, NORMAL, PLASMA OR RELEASE)
Begin the game with the maximum number of this ability’s grenade. Even if Online match settings limit the number of grenades, this ability works. When respawning, as long as these grenades are in play you will start with the maximum number of these greandes.
Slots: 1
Rarity: Common
INVISIBLE
Prevents your position from being shown on the enemy’s radar when walking or running. (Attacking, jumping, grappling, dashing, rolling and other special actions will still give you away.) When you’re playing the Campaign, this ability makes it difficult for enemies to target you.
Slots: 1
Rarity: Rare
LAG START
Player begins the game with a minimal ammount of thermal energy (-1000p) along with a 15% reduced ammo and grenade supply. In exchange, this ability increases the number of career points you earn by 1.35 times in Campaign, 1.7 times for Online battles/Training mode bot battles.
Slots: 2
Rarity: Common
MELEE ATTACK I
Increases the strength of your close range attacks by 2 times. (Most typical melee attacks inflict 40 damage. Special melee weapons and heavier VS weapons inflict greater damage).
Slots: 1
Rarity: Common
MELEE ATTACK II
Increases the strength of your close range attacks by 5 times. (Most typical melee attacks inflict 40 damage. Special melee weapons and heavier VS weapons inflict greater damage).
Slots: 2
Rarity: Common
POINTS I
Increases the number of Career Points you earn by 1.125 times in the Campaign and by 1.25 times for Online battles/Training mode bot battles.
Slots: 1
Rarity: Common
POINTS II
Increases the number of Career Points you earn by 1.25 times in the Campaign and by 1.5 times for Online battles/Training mode bot battles.
Slots: 2
Rarity: Common
QUICK RETURN
Shortens your respawn time by 3 seconds and causes you to activate Data Posts 5 times faster.
Slots: 1
Rarity: Rare
RECOVERY I
Triples speed with which life is recovered when using the Harmonizer in Campaign and Training modes.
Slots: 1
Rarity: Rare
RECOVERY II
Quintuples speed with which life is recovered when using the Harmonizer in Campaign and Training modes.
Slots: 2
Rarity: Rare
SELF-INFLICTED INJURY
Increases the damage you take by 1.25 times. In exchange, increases the number of Career Points you earn by 1.5 times in Campaign, by 2 times for Online battles/Training mode bot battles.
Slots: 2
Rarity: Common
SOUNDLESS
Silences your footsteps and reduces anchor noise. In the Campaign, the enemy detection radius (outside the line of sight) is is halved, making you difficult to locate.
Slots: 1
Rarity: Common
SPECIAL GUARD I
Protects you from the effects of plasma/fire/wind damage (stun/extra damage/knockback): however you still take any normal damage form these sorts of attacks.
Slots: 1
Rarity: Rare
SPECIAL GUARD II
Protects from the same effects as Special Guard I, plus the immobilization effects of ice/vibration/adhesion. However you still take any normal damage form these sorts of attacks.
Slots: 2
Rarity: Rare
SPRINTER I
Doubles the length of time you can dash.
Slots: 1
Rarity: Rare
SPRINTER II
Triples the length of time you can dash.
Slots: 2
Rarity: Rare
SUPERSTAR
Your radar won’t work but your enemies will. In the Campaign this makes you an easy target. In exchange, the Career Points you earn is increased by 2 times in the Campaign and by 3 times in Online battles/Training mode bot battles.
Slots: 2
Rarity: Common
SURVIVAL
You will be left with a sliver of health even when fatally injured. Not effective against grenade explosions, VS explosions, headshots or long falls.
Slots: 2
Rarity: Rare
T-ENG SUPPLY
You begin with an extra amount of thermal energy (+2000p) at the games start and every time you respawn. Also, every time you pick up T-ENG you receive 1.5 times the usual amount (including at Data Posts) and 3 times the normal amount at T-ENG Chargers, etc.
Slots: 1
Rarity: Common
T-ENG WEAPON MASTER I
Halves the amount of thermal energy required to use T-ENG-powered weapons. Also the overheat gauge recovers at 1.2 times speed and fills at half speed.
Slots: 1
Rarity: Common
T-ENG WEAPON MASTER II
Reduces to 1/5 the amount of thermal energy required to use T-ENG-powered weapons. Also the overheat gauge recovers at 1.2 times speed and fills at half speed.
Slots: 2
Rarity: Common
TOUGH GET GOING
Increases your attack power by 2 times when your health is reduced below 40%. If your health goes back above 40% your attack power returns to normal.
Slots: 2
Rarity: Rare
VS MASTER I
Halves the thermal energy consumption when operating a VS and also speeds up the repair time to 3 times normal speed. Also facilitates VS escape (when escape is possible).
Slots: 1
Rarity: Common
VS MASTER II
No thermal energy is used when operating a VS, repair time is sped up to 3 times normal speed. Furthermore, plasma stun and fire damage effects are eliminated while inside a VS and VS escapes are facilitated (when escapes are possible)
Slots: 2
Rarity: Common
VS TAKEDOWN
Enhances ability to pierce a VS’s armored exterior to 1.5 times and increases damage to weak poins by 1.8 times. Effective while you are piloting a VS.
Slots: 1
Rarity: Rare
Se ve que el juego está a falto de armas xDDDD
Saludos.
Veces editado: 1
Última edición: 15/05/2010 13:28Uno que se pira de Vandal y de España. Un placer, gente.