Weapons
Here
you will find specific descriptions and strategies for using
the various weapons in JKA. For information on the various
Lightsabers, see the specific Lightsaber
pages for strategies on using the elegant weapons.
Click
below to skip to a specific section:
Siege
Specific Equipment & Vehicles (coming eventually) |
***WARNING!
Read this before proceeding!*** Players
new to JKA should realize that the Multiplayer mode is substantially
different from the Single Player mode. In particular, the
weapons, items, power-ups, and other features are different
in many ways from their offline counterpart. We strongly recommend
playing against Bots (AI simulated multiplayer opponents)
as training for internet or LAN games, as they represent the
type of gameplay you will experience online. However, there
is no substitute for the unpredictability and inventiveness
of human opponents, so eventually you must venture out if
you expect to master the game! Players migrating over from
other FPS games will have many new challenges ahead, including
learning Force Powers,
the Lightsaber, as
well as the different nuances of the game. Even veteran players
of other Dark Forces series games (JK, MotS, etc) will
have many new things to learn. In short, you must "unlearn
what you have learned," to quote a wise Jedi Master.
; )
The
site will be presented with the assumption that players have
already read over the official JKA manual (that comes
with every legitimate copy of the game), readme documentation
and the in-game help ("Rules"). Some material
from these sources may be covered in more detail however.
Explanation of tables: Non-saber
weapons fall into three categories: melee, projectile, and
explosive device.
Melee
mode ("Fists") sits alone in the melee category (the only
other weapon of this type other than the Lightsabers).
It cannot be lost in combat (unless your body parts are cut
off, and then you're dead anyway), and uses no ammo. The explosive
device category includes Thermal Detonators, Det
Packs, and the Laser Tripmines. All other weapons
fall into the projectile category ("guns").
Ammo
type indicates the type of ammunition the weapon uses, as
there are several types in the game, that can be picked up
to replenish your weapon's firing chamber or explosive count.
Melee weapons are starting weapons, that do not use ammo.
Ammo use indicates the number of units each mode of fire uses
up (if any).
Every
weapon has two firing modes, Primary and Secondary (accomplished
by pressing the appropriate fire buttons in your control setup).
The
Rate of Fire, Range, and Damage as based on relative comparisons
with the other weapons in your arsenal and are not exact figures.
When
a player is killed, the weapon they were holding at the moment
of their death (unless empty) is dropped, and can be picked
up and used by other players, the exceptions being Melee,
BlasTech Pistol, and the Lightsabers.
Even though a player may be killed while their saber is in
flight (from a Force Saber Throw) this handle cannot be picked
up or used.
"Melee"
(Fists)
Weapon
Type |
Melee |
Ammo
Type |
N/A |
Ammo
Use |
N/A |
Primary
Fire |
Left
& Right punches |
Secondary
Fire |
Kick*
in any direction (press Secondary Fire + direction)
Only
if g_debugmelee 1 enabled
on server! |
Rate
of Fire |
Medium
to Fast (combined with Dark Rage) |
Range |
Poor
(close Physical Contact) |
Damage |
Medium
to High (grapples*).
Kicks can cause enemy knockdowns. |
Danger
Level |
None.
Cannot harm user |
Melee,
or Fists are a weapon of last resort (or one to humiliate
opponents with) for characters that do not possess the Lightsaber
(non-Jedi classes in Siege
game mode as well as people who don't assign any Force Points
to the Lightsaber). While in "Melee Mode" your character
is forced to use Third Person perspective.
Basically,
run up to your opponent and do physical damage to them with
your hands by tapping the buttons or holding them down. In
Siege mode, Wookie
fists do more damage than others.
Six
good reasons not to scoff at Melee mode:
1)
They are stealthy and cannot be blocked. Combine with Mind
Trick or a Cloaking Device to sneak up on your foes and
give them a surprise beating!
2)
Combine with Dark Rage and you have bloody Fists
of Fury that strike fast and do lots of damage (remember
the beating Agent Smith gave Neo in "The Matrix"?).
3)
You can kick*
in any direction or in mid-air (just like the Saberstaff).
Kicks are slow but can knock your opponent back or even onto
the ground or off a cliff! Only works if g_debugmelee
1 is enabled on server!
4)
You can "grapple" your opponent, for the ultimate
Smack-Down Humiliation. Hold Primary and Secondary
Fire and you'll do a "grab" move (it's slow, but
if it connects they can't get out of it until the move completes).
Only works if g_debugmelee
1 is enabled on server!
Press
the buttons with Forward to do a series of gut punches. Press
them with Backward to deliver a knee to the face and leg slam (pressing both buttons with no direction will result in a grab action, but it won't result in a grapple).
Grapples*
work best if there aren't other players around to stab you
in the back! Try combining with Dark Rage or Protection
to help protect yourself.
5)
With the points you freed up by not choosing a Lightsaber,
you just gained the equivalent of 43 (!) Force Points to spend
on whatever you want. Beef up Rage and Lightning
if you're a Dark Jedi, or Protect and Mind Trick
if you're a Light Sider. With Lightning, you will use both
hands to throw Lightning (however bolts shoot only out of
one hand). Pull them
close for a grapple. Grip them into a Kick!
6)
With Melee selected, you can do ALL of the acrobatic moves
normally associated with Lightsabers... Ground Rolls, Wall
Runs, Wall Flips, etc. (Just make sure you set at least Level
2 Force Jump for this).
7)
You can toss Lightning with
both hands (though technically you gesture with both hands
and lightning only comes out of one hand).
This
is capable of doing twice the damage as normal Lightning
at Level 3 (special thanks to acdcfanbill for confirmation
of this!). A full burst of Level 3 Lightning can do up to
104 damage, while "two handed lightning" at Level
3 can do at least 200 (killing a fully shielded player)!
Afterward
you are reduced to about 30 force mana points (thanks to acdcfanbill
for confirmation of the double damage!).
Using
fists alone may not win you many battles, but it can be a
super fun (try a "kick boxing duel") way to try
something different.
1.01
patch fixes the missing sounds from punches, kicks and grapples.
While somewhat less stealthy, they're now more realistic and
more fun!
DL-44
Blaster Pistol (BlasTech Pistol)
Weapon
Type |
Projectile |
Ammo
Type |
N/A |
Ammo
Use |
N/A
(infinite) |
Primary
Fire |
Semi-automatic
energy shot |
Secondary
Fire |
Chargeable
energy shot |
Rate
of Fire |
Slow
(Primary) to Very Slow (Secondary) |
Range |
Excellent
(until solid object or end of map) |
Damage |
Low
(Primary) to High (Secondary) |
Danger
Level |
Medium
to High: blocked shots can be reflected back at user. |
Modifiable
weapon used throughout the galaxy by pilots, smugglers and
the like. This is your starting sidearm (in addition to your
melee weapon). Like the starting weapons in many games, it
is accurate, but not that powerful. Functionally, it is similar
to the Bryar Pistol in Jedi Outcast
except that it has a much slower rate of fire and infinite
ammo.
This
gun has perhaps the slowest rate of fire of any gun in the
game, but due to the fact that it cannot be pulled and its
clip never runs dry, it will always be by your side when you
need it. In Siege Mode however,
some classes do not have access to it.
Primary
fire is one of the more accurate firing modes of any gun in
the game, but the shots are fairly low powered. Secondary
on the other hand, when fully charged, can kill an enemy in
one shot (unless heavily shielded). Be warned however, that
a Lightsaber can deflect that fully charged shot back at you!
The
Secondary firing mode, which fires a larger energy bolt, when
charged, makes a distinctive sound, and a glow appears at
the barrel. After holding it for about 5-6 seconds, the shot
is forcibly discharged if you have not released it already.
To
cancel a charged shot without giving away your position simply
switch to another weapon and release the button as soon as
the animation of the weapon changes.
Note
that use of certain Force Powers (Push, Pull, Drain, Lightning)
will "reset" the charging of the secondary fire.
I
tend to avoid using this weapon for the most part, since most
guns are better, although occasionally I'll use the charged
secondary shot to humiliate an opponent.
Stormtrooper
E11-Blaster Rifle ("ST Rifle", "Blaster")
Weapon
Type |
Projectile |
Ammo
Type |
Blaster
Pack |
Ammo
Use |
Primary:
2 units per shot Secondary: 3 units per shot |
Primary
Fire |
Semi-automatic
energy shot |
Secondary
Fire |
Full-auto
energy shots (with somewhat random dispersal over distance) |
Rate
of Fire |
Medium
(Primary) to Fast (Secondary) |
Range |
Very
Good (Primary) to Medium (Secondary) |
Damage |
Low
(Primary) to High (Secondary with multiple shots hitting) |
Danger
Level |
Medium
to High: blocked shots can be reflected back at user. |
The
preferred weapon of the Empire's galactic troops, hence the
name.
Basically
the ST Rifle is a "blaster machine gun." While it
doesn't look that powerful, it can be quite useful in combat.
In JKA the primary fire mode produces quick one shot-bursts (hold
down the button for rapid fire, although secondary is much
faster albeit less accurate). Use primary for accuracy, secondary to spray a small area.
The
ST Rifle is a favorite weapon of mine, especially its Secondary
fire, which (though not very accurate) is effective at gunning
down enemies in a relatively short time. The fast rate of
fire means that you have to be careful around saber users,
but aiming below the belt, or while they have their back turned
spells instant disaster for my enemies. Crouching and circle-strafing
allow it to get past a saberists defences. The gun itself
is also fairly easy to find in most maps, making it an excellent
choice for middle range combat.
Wookie
Bowcaster ("Crossbow")
Weapon
Type |
Projectile |
Ammo
Type |
Power
Cells |
Ammo
Use |
Primary:
25 (fully charged) Secondary: 5 units per shot |
Primary
Fire |
Chargeable
energy shot (1-5 shots in horizontal spread) |
Secondary
Fire |
Single
surface-reflective energy shot |
Rate
of Fire |
Very
Slow (Primary) to Slow (Secondary) |
Range |
Very
Good (Secondary) to Medium (Secondary) |
Damage |
Medium
(Secondary) to High (Primary, if multiple shots hit target)
|
Danger
Level |
Medium
to High: blocked shots can be reflected back at user. |
The
Bowcaster's Primary fire can be charged for up to five shots,
and makes a distinctive noise while charging up. Also a green
glow appears on the barrel when a shot is charged. If the
shot is not released after a certain amount of time (about
6-7 seconds) it is forcibly ejected.
The
Bowcaster is a weapon I tend to use for special situations,
but not one I run around with (unless its my only weapon).
It is often a poor choice for sniping, since the shots are
somewhat slow and noisy in Secondary Fire, and Primary Fire
is again, too slow, and often inaccurate. What it is good
for are angled shots(takes lots of practice) when enemies
are hiding in hard to reach places, and you don't have time
to scope them with the Disruptor.
Another
important feature of this gun is the charged shot. If you
know your opponent is right around the corner, or has his
back to you for some reason, a fully charged shot can be released
at point blank range, killing all but a heavily shielded opponent
in one fell swoop. One of the worst things you can do with
this gun is to release a fully charged Primary at a saber
user on his saber side.
To
cancel a charged shot without wasting all your ammo (or giving
away your position) simply switch to another weapon and release
the button as soon as the animation of the weapon changes.
Note that some of your ammo will still be wasted, but not
as much if you were to release the shot.
Note
that use of certain Force Powers (Push, Pull, Drain, Lightning)
will "reset" the charging of the primary fire, causing
you to waste whatever ammo you have so far charged up.
While
the reflective Secondary shots will pass through your own
body harmlessly if they bounce off a wall, they will damage
you if they reflect off a Lightsaber blade.
Imperial
Heavy Repeater
Weapon
Type |
Projectile |
Ammo
Type |
Metallic
bolts |
Ammo
Use |
Primary:
1 unit per shot Secondary: 15 units per
shot |
Primary
Fire |
Full-auto
charged bullets with medium dispersal |
Secondary
Fire |
Lobbed
energy burst |
Rate
of Fire |
Very
Fast (Primary) to Very Slow (Secondary) |
Range |
Good
(Primary) to Poor (Secondary) |
Damage |
Medium
to High (Primary, if multiple shots hit) and High (Secondary) |
Danger
Level |
Medium
to High: blocked Primary shots can be reflected back,
and Secondary explosions can harm user. |
For
the rapid-fire enthusiast, the Repeater is probably the best
choice.
While
the ST Rifle has a certain finesse, the Repeater fires even
more shots in a shorter amount of time (though the individual
shots are quite weak) and is more accurate than the ST Rifle's
secondary fire. The Secondary fire is both hated and feared
among the ranks of Lightsaber users, and is an excellent weapon
for Flag Base Defenders in CTF.
Be
warned, however, that Force Push can send your Secondary shots
back into your face! The Secondary fire also has a bit of
blasting effect, that can send bodies off of ledges, making
it even more dangerous in those types of situations.
Tenloss
DXR-6 Disruptor Rifle
Weapon
Type |
Projectile |
Ammo
Type |
Power
cells |
Ammo
Use |
Primary:
5 units per shot Secondary: 27 (fully charged) |
Primary
Fire |
Energy
beam |
Secondary
Fire |
Scope
Zoom (Charged Energy beam) |
Rate
of Fire |
Slow
(Primary) to Very Slow (Secondary) |
Range |
Very
Good (Primary) to Excellent (Secondary). Both are instant
hit. |
Damage |
Low
(Primary) to Very High (Secondary) |
Danger
Level |
Medium:
Player may be vulnerable while using the Zoom function. |
The
Disruptor is one of the most powerful guns in the game, with
regard to damage, as a fully charged Secondary shot can kill
a fully shielded enemy in two shots, and will disintegrate
an unshielded enemy in one.
I
find this to be another situational-use weapon. The primary
fire is virtually useless to me (though sometimes one can
get lucky such as on a retreating opponent foolish enough
to run in a straight line), as it is incredibly slow, and
not that powerful. Secondary fire requires relative cover
and safety to prevent being sniped yourself as you line up
your shot. It also takes a few seconds at minimum to charge
and get a bead on your target. The fact that blocked shots
are not reflected back at the user is somewhat in its favor,
however.
Holding
down the Secondary fire key activates the zoom. The longer
the key is held down, the more it zooms in (it goes quite
a distance). Once you start to charge up a shot, the zooming
stops and you can't zoom in any more until you've fired.
In
JKA you can run around and jump while the zoom is in effect.
If you are charging a shot, trying to walk around will cancel
your charge (and waste your ammo). Continually holding down
the charge key while walking in zoomed view is a great way
to use up all your ammo! Also after a charged shot it takes
a little longer (than JK2) to return back to normal view and
switch to another weapon, so do it quickly and jump around
to avoid being hit if you hear somebody sneaking up while
you're in scoped mode!
While
in scoped mode, you can look around (with the mouse) and crouch,
but you can't walk, run, or jump (not without wasting ammo
anyway). To cancel a charged shot and save some of your ammo
(and not give away your position) simply switch to another
weapon and release the button as soon as the animation of
the weapon changes.
Where
this gun really comes in handy is in Team games. When defending
your base, guarding an item/weapon spawn (also known as "camping")
for a teammate or to deny it to the enemy, this weapon is
an excellent choice. Multiple team members with charged Disruptors
can effectively deny any long range area from the enemy.
When
sniping, I like to get at such an angle to my opponents, that
I can strike the broadest part of their body as possible.
Head shots can mean instant death since JKA supports locational
damage, however they are more risky due to their difficulty.
Some players are good enough to be able to get off close range
zoomed shots, but most of the time this is suicidal (even
moreso than in JK2).
The
Lightsaber is a good defense against this weapon, because
while the glowing blade makes you an easier target to spot
from a distance, the blade itself can block even a fully charged
disruptor shot (though the beam simply disappears, it does
not bounce back). Other than that, Force Speed and Persuasion
are good ways to avoid the shots, and Level 3 Force Seeing
has a type of "dodging" ability for this weapon
when you have mana (you'll hear a "whooshing" sound
as your body auto-sidesteps the beams), this works against
charged shots, and occasionally against long range primary
shots, as long as the enemy is aiming above the waist.
Destructive
Electro-Magnetic Pulse gun (DEMP 2)
Weapon
Type |
Projectile |
Ammo
Type |
Power
cells |
Ammo
Use |
Primary:
8 units per shot Secondary: 30 (fully charged) |
Primary
Fire |
Energy
ball |
Secondary
Fire |
Charged
expanding energy explosion |
Rate
of Fire |
Slow
(Primary) to Very Slow (Secondary) |
Range |
Very
Good (Primary) to Excellent (Secondary: instant hit) |
Damage |
Medium
(Primary) to High (Secondary) |
Danger
Level |
Low:
blocked Primary shots can be reflected back at user. |
The
DEMP 2 is a modified version of the familiar gun used by the
Jawas in the Star Wars films to disable droids that
can also damage living tissue.
This
weapon is often difficult or impossible for a Lightsaber to
block or send the shots back with Force Push, making it good
for surprise attacks against certain Jedi. The shots do extra
damage to shields, and secondary fire is an "instant-hit"
expanding effect, that can knock enemies back slightly.
The
gun has a slow rate of fire, so isn't great for close quarters.
The barrel glows and a distinctive sound is produced when
the secondary fire is charged, but the shot hits instantly
and creates an expanding ball of energy to damage targets,
making it good for hitting tightly packed groups of people.
To
cancel a charged shot without wasting the ammo (or giving
away your position) simply switch to another weapon and release
the button as soon as the animation of the weapon changes.
Note
that use of certain Force Powers (Push, Pull, Drain, Lightning)
will "reset" the charging of the secondary fire,
causing you to waste whatever ammo you have so far charged
up.
This
gun is rather noisy, and thus not so great for sniping, except
in Secondary fire mode since it's tough to discover where
the shots are coming from, aiding in stealth. I use it occasionally
for those purposes.
The
DEMP2 has many valuable uses in Siege
Mode, where a direct hit from a Primary shot can temporarily
disable an enemy's Cloaking Device. A direct hit from a fully
charged Secondary shot will shut it down for good!
A
charged secondary shot is useful against enemy AT-ST Walkers
and other vehicles, temporarily stunning them and preventing
them from firing. The shots do lots of damage to machinery
and equipment in general (except certain consoles on Hoth)
and can take out smaller Laser Security guns in one shot.
Direct
Secondary hits may "stun" players and prevent them
from firing their guns (or locking on homing Merr Sonn rockets
or dropping mines) for a second or two as they "crackle"
with electricity. Additionally the charged shot can be used
to set off any explosives in the area of the blast (enemy
or friendly).
Merr-Sonn
PLX-2M Portable Missile System ("Rocket Launcher")
Weapon
Type |
Projectile |
Ammo
Type |
Rockets |
Ammo
Use |
Primary:
1 unit per shot Secondary: 2 units per shot |
Primary
Fire |
Rocket
propelled explosive |
Secondary
Fire |
same
as Primary, but can be held down to "track"
a specific target |
Rate
of Fire |
Slow
(Primary) to Very Slow (Secondary) |
Range |
Good
(Primary) to Random (Secondary) |
Damage |
High |
Danger
Level |
High:
Explosions can harm user |
The
Merr-Sonn is your basic Rocket Launcher with a twist. The
Secondary firing mode has the added ability to track enemies.
While
you cannot effectively "rocket jump" with this weapon
as you can in many other FPS games, it does have a nice solid
blast radius. The downsides to this gun are fairly severe
though. It has the lowest ammo count of any gun. The shots
are slow and noisy, and the Secondary tracking shots requires
you to get a good lock on an enemy, and even then the tracking
ability is rather poor (a player can easily dodge it with
Speed or go around a corner). The noise made by the trackingshot
as it locks on is only heard by person holding the gun. Thankfully
in JKA the ammo for this gun is a lot more plentiful than
in JK2.
This
Rocket Launcher can be good for firing into crowds (especially
groups occupied in saber battles or trying to snipe somebody
else) and the explosions ability to throw bodies around can
come in handy to knock people off ledges.
The
Merr-Sonn is perhaps the second most dangerous weapon in the
game to use (second only to the Trip Mines, in my opinion)
because the Rockets can be easily Force Pushed (by a person
with decent aim) back at you, and you pay a heavy price for
being too close to their explosions.When
I use this weapon, I like to get as much ammo as possible
before using it, since often two out of three shots you fire
will miss completely (or get pushed back), and if I'm going
to use the Secondary fire mode, I keep the button held down
as I move, so I can lock on a track to my enemies at anytime.
Often simply firing a barrage of rockets at one area to "deny"
it to the enemy is the best use of this weapon. You cannot
of course "Rocket Jump" in JKA, so don't bother
trying (although you can "mine jump" with the Det
Packs after 20 seconds or the secondary Trip Mines after 30,
or primary Trip Mines with proper timing).
A
charged shot from the DEMP2 can prevent you from releasing
a locked on homing rocket to someone (very useful in Siege).
1.01
patch removes the infamous "Rocket Bug" that accidentally
ported over from JK2.
Stouker
Concussion Rifle (Concussion Rifle)
Weapon
Type |
Projectile |
Ammo
Type |
Metallic
Bolts |
Ammo
Use |
Primary:
40 units per shot
Secondary:50
units per shot |
Primary
Fire |
Explosive energy ball. |
Secondary
Fire |
Concentrated
Energy beam (instant-hit). |
Rate
of Fire |
Slow |
Range |
Excellent |
Damage |
High |
Danger
Level |
High
(Primary can harm user) |
A
multiplayer favorite, this gun has a large blast radius, but
is a very dangerous and ammo-eating weapon.
The
large amount of damage dealt by this gun comes at a price.
It consumes large amounts of ammo per shot, throws off your
aim (Primary Fire tilts the camera, Secondary pushes the shooter
back slightly with its "kick"), and has a slow rate
of fire.
Obviously
one should prepare to use this gun effectively by using Force
Absorb to prevent it being pulled away, in addition to gathering
ammo so that you can pull off enough shots to kill your foes.
The
Concussion or "Conc" for short is a fun weapon to
use, because even if the shots themselves don't kill the enemy
in one or two hits, the "push effect" of the blasts
can be used to knock people off ledges. This is especially
true of Secondary Fire which tosses bodies into the air when
hit. Thus it functions as a sort of Sniper Rifle without the
scope.
Obviously,
be careful using Primary fire since the explosion can harm
yourself and your teammates (if team damage is on) as well
as the enemy. Unfortunately,
it is not possible to "Rocket Jump" with this gun
in JKA.
Primary
fire of the Concussion Rifle is very very difficult to push
back (it can be pushed back as frequently as regular blaster
shots... that is to say the Push user has to be lined up perfectly
and have perfect timing, which is usually impossible to do
on the run while multiple shots are coming their way). Secondary
fire cannot be blocked.
Golan
Arms FC1 Flechette Weapon (Flechette)
Weapon
Type |
Projectile |
Ammo
Type |
Metallic
bolts |
Ammo
Use |
Primary:
10 units per shot Secondary: 15 units per shot |
Primary
Fire |
Dispersed
shot of Surface-Reflective Flak |
Secondary
Fire |
Dual
lobbed bouncy explosive orbs |
Rate
of Fire |
Medium
(Primary) to Slow (Secondary) |
Range |
Good
(Primary) to Poor (Secondary) |
Damage |
Medium
(Primary) to High (Secondary, and with multiple shots
from either) |
Danger
Level |
Medium
to High: Reflected Primary shots can harm user, as well
as explosions from Secondary fire. |
The
Flechette is another multiplayer favorite, and devastating
to saber users in general.
The
primary "flak" bursts will bounce off of walls,
but not hurt the user. While a Lightsaber can block the flak,
it takes a high level of defense (and often the use of the
Blue saber stance) to block ALL of the heated metal chunks.
Often even if shots bounce back and hit you, the Jedi will
be worn down faster, as the bits get through and hit him.
The flak shots go surprisingly far, but are very inaccurate
over long distances, with a high rate of dispersal.
The
Secondary shots remind me of Thermal Detonators and can be
difficult to Push back (but it is possible). Firing a barrage
of Secondary orbs into an enclosed space is often a bad idea
since you can get blown up by your own shots.
This
weapon, like the Repeater, is an excellent weapon for defense
in team based games such as CTF, and for denying an area to
the enemy. It is not ideal for close quarters except against
users who lack lightsabers or have weak defensive capabilities,
but is excellent for medium range.
Stationary
Heavy Blaster Cannon (Emplaced Gun)
Weapon
Type |
Projectile |
Ammo
Type |
N/A |
Ammo
Use |
N/A
(infinite) |
Primary
Fire |
Rapid
fire dual-barreled heavy blaster bolts |
Secondary
Fire |
N/A |
Rate
of Fire |
Fast |
Range |
Good
(limited aiming arc from third person view) |
Damage |
Medium
(sustained fire required for kills) |
Danger
Level |
Low
(Shots can be blocked and sent back at user, but rarely).
Player is vulnerable from the back. |
This
defensive gun is found only in Siege and CTF
maps. A stationary gun emplacement (a weapon that acts like
a vehicle) that fires a steady barrage of automatic twin-barreled
blaster fire.
Not
too powerful, and with a limited aiming arc, this gun is usually
placed with its back to a wall or base, and often on a ridge,
so is usually safe to use with friendlies behind you. When
used, the gun forces you into third person view, hit "use"
again to let go of the gun.
While
using the Heavy Blaster, you cannot move, only aim and shoot.
You also cannot use Force Powers or Items (all powers shut
down when the gun is used). Since you never run out of ammo,
this can be a good defensive tool. Enemy teams can also hijack
their opponent's gun and use it to their own devices.
Though
the gun has infinite ammo, it can be destroyed (it has its
own floating health bar... red
shows enemy
guns, green
shows friendly
guns) with enough damage. With Team Damage (friendly fire)
off, a team cannot damage their own gun. Once destroyed, it
cannot be used by anyone. In Siege
mode, the Tech class can affect repairs (slowly,
by holding down "use" on the damaged equipment),
however once something is totally destroyed repairs cannot
be made.
The Blaster will start to glow red once it has lost all of its "health." After a second or two it will explode (which can damage nearby players).
Thermal
Detonators ("TD's", "Grenades")
Weapon
Type |
Explosive
Device |
Ammo
Type |
Thermal
Detonator belts |
Ammo
Use |
1
unit per throw, both modes |
Primary
Fire |
Thrown
bounceable explosive that detonates after a few seconds
or upon impact with enemy body |
Secondary
Fire |
Thrown
explosive that detonates on impact with any surface |
Rate
of Fire |
Slow |
Range |
Varies |
Damage |
High |
Danger
Level |
High:
Explosions can harm user |
Thermal
Detonators are the throwable grenades of JKA.
They
will make a series of beeps to indicate they are being armed,
and the longer the button is held down, the greater the distance
they will be thrown. Jumping and moving forward while throwing
can increase the distance and height as well as looking up
or down to adjust the angle as you release.
In
JKA, a "readied" Thermal Detonator can be held forever
(as long as you hold the button down and are still alive.
This removes the danger of accidentally blowing yourself up
while waiting to throw the grenade. In addition you can "switch
off" between firing modes by holding Primary Fire, then
Secondary Fire and vice versa to keep your enemies guessing.
Thermal
Detonators are extremely difficult to Force Push back at the
thrower, but it is possible for the quick and skilled.
In
various situations, Thermal Detonators can be excellent against
Lightsaber users, since they are difficult to block or Pull
away, and have a decent blast radius. However, they are horrible
for close range combat, and should be thrown while backpedaling,
or from a higher elevation than your target. They can be great
for clearing hallways or tossing into crowded rooms when mines
are not available or there isn't enough time. They are also
less easier to notice in the heat of battle than Secondary
Flechette shots, so they can often take your enemies by surprise.
One
thing you'll notice after using them for awhile, that the
Secondary (explode on impact) mode can be quite deadly against
Saber users, once mastered. Practice tossing them at bots
until you've gotten a feel for the ranges and the amount of
time needed to toss it so it hits them just right. You may
find this even more useful than Primary mode, which is more
of a situational use weapon.
Detonation
Packs (Det Packs)
Weapon
Type |
Explosive
Device |
Ammo
Type |
Det
Pack packs |
Ammo
Use |
1
unit per placement (max 10 per player
per map) |
Primary
Fire |
Placeable
explosive device |
Secondary
Fire |
Detonates
all placed explosives |
Rate
of Fire |
Slow |
Range |
Varies |
Damage |
High
to Very High (with multiple explosives in close proximity) |
Danger
Level |
High
to Very High: Explosions can harm user |
Det
Packs are my favorite explosive weapon, mainly because of
their versatility and the satisfying explosion that several
well placed mines can make.
Det
Packs, like mines in previous Dark Forces games, can be stuck
on virtually any surface (while placing, simply walk up to
the wall, jump up to the ceiling, etc and if you are close
enough it should stick). While they are somewhat rare and
you cannot hold a lot of them at once, each one produces a
sizable explosion that can be devastating in close quarters.
I like to use Det Packs in front of doorways, in tight, high
traffic hallways, right next to the Flag, or next to precarious
ledges. When detonated, if the explosion itself doesn't kill
them, often they will be thrown by the blast, and killed in
some other fashion. While Det Packs cannot be stacked (they
blow up in your face if you try), they can be placed in all
sorts of patterns, to trap your enemies and deny important
areas. Good mining techniques are essential for good defense,
I feel, in game types like CTF. There is an upper limit to
the number of Det Packs that can be placed in a level which
is 10 per player per map. For each additional
Det Pack you attempt to place, the first one placed will disappear
(not explode, but simply vanish), then the next, etc.
The
only real downside to the packs is that they eventually explode,
without warning, on their own (20 seconds after being placed),
or if the player who placed them dies or leaves the game.
They can also be triggered by a well placed shot or two from
virtually any weapon (it is a good idea to trigger packs placed
by your enemies, since they will get the kills if somebody
is blown up by them). Do so from a safe distance of course!
Det
Packs are also great for chain reactions. Firing a rocket
at a cluster of mines, or combining with Trip Mines or Thermal
Detonators can create some massive explosions, that even a
heavily shielded character cannot survive. Det Packs, interestingly,
provide more "lift" from the explosion if they are
allowed to explode on their own (after 20 seconds), allowing
you to use them to "mine jump." Let the explosion
toss you into the air (it's a good idea to put one mine under
you and a circle of them on each side, to prevent it throwing
you horizontally) and you'll go much higher than is possible
with Level 3 Force Jump. Just be sure you have plenty of shields
when you attempt this (and watch out for falling damage coming
back down if you miss your target)!
Trip
Mines
Weapon
Type |
Explosive
Device |
Ammo
Type |
Trip
Mine stacks |
Ammo
Use |
1
unit per placement (max 10 per player
per map) |
Primary
Fire |
Placeable
explosive that detonates when Laser beam is tripped by
body. |
Secondary
Fire |
Proximety
explosive (no beam) that detonates on enemy contact or
after 30 secs. |
Rate
of Fire |
Slow |
Range |
Varies |
Damage |
High
to Very High (with multiple explosives in close proximity) |
Danger
Level |
High:
Explosions can harm user. User can set off own trips. |
In
JKA, Trip Mines are far less dangerous to the user than to
his enemies. However it still must be used with care.
These
placeable explosives project a blue laser beam in Primary
mode, that once broken by a body, will detonate. Secondary
places a proximety mine that gives off a small blue light.
Like
Det Packs, they can stick to virtually any surface. When placed
in Primary mode, the Laser beam activates a split second later,
and if any body (including your's) is in its path, it will
detonate. Many beginning players will be blown up trying to
place their own mines carelessly.
In addition, you can be knocked or Force Pushed or Grip levitated
into your own Trip Mines. Try placing some mines then tossing
your opponent into them. It's also funny to give somebody
a self-kill by knocking them into the mines they've just finished
carefully placing.
Look
for the faint blue beams that signal the presence of place
Trip Mines.
In
low light areas, blind corners, or in areas with similar colored
lighting, and from a distance, they can be very difficult
to spot (sometimes it pays to scope out an area with your
Disruptor's scope just in case, if you know there are Trip
Mines around).
Using
Force Seeing will highlight the blue beams more brightly.
However secondary placed Mines are not affected by Seeing.
Like
Det Packs, they can be set off by well placed shots from virtually
any weapon. There is an upper limit to the number of Trip
Mines that can be placed in a level which is 10
per player per map (regardless of whether they are Primary
or Secondary mode). For each additional Trip Mine you attempt
to place, the first one placed will disappear (not explode,
but simply vanish), then the next, etc. Secondary Trip Mines
of course explode on their own after 30 seconds.
Unlike
Det Packs, once placed, Trip Mines will stay in the map until
the end of the game if they are not detonated, making them
permanent hazards to be avoided. Eventually a level can be
choked off with mines, making traveling various areas undamaged
virtually impossible. Force Speed is no defense against the
mines, but Force Jump can be used to Jump over the beams (rolling
under the beams is also a neat trick to avoid them when being
chased through). Protection may offer some extra survival
time if you must run through a patch of mines, but I'd rather
risk detonating them first with a shot or two.
Secondary
fire is nice for shaking off pursuers or sabotaging areas
where Det Packs just won't do (ie: where you won't have time
to sit around waiting to hit the switch on somebody).
Trying
to stack mines will result in ALL of the mines detonating,
so watch out!
In
most cases, I tend to use Det Packs instead, but there are
times when Trip Mines are nice, such as in CTF, for sabotaging
blind corners and base doorways (unlike Det Packs, you can't
actively discriminate between teammates and enemies like you
can with Det Packs). It is noteworthy however that secondary placed mines will not be setoff by teammates walking over them (unless "Friendly Fire" is turned on).
benpva16
had this to say:
It is possible to
"mine jump" with the trip mines. Just use the primary
attack mode, "fire" and when the beam is active,
run over it. Just make sure you're heavily shielded :P
Once
you have become familiar with the basic weapons of the game,
you should move on to learn about the Lightsabers
and Force Powers in our other
sections. |