-
Good for short-to-medium-range combat.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
The AR is a typical starting weapon. You can place some ammo for players to pick up, but in general you don't need to provide too many of them.
-
Good for medium-to-long-range combat.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
24 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
24 |
A BR can be deadly in open spaces.
-
Beam Rifles have less ammo than Sniper Rifles and they overheat, but have a slightly higher rate of fire.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
Beam Rifles' ability to fire slightly faster than Sniper Rifles makes them somewhat better for medium-range combat, such as when an opponent tries and fails to sneak up on a sniper.
-
Brute Shots are good anti-vehicle weapons, able to easily send vehicles flying. In a pinch, though, a full Brute Shot clip can take out an opponent on foot at close range.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
Like Plasma Pistols, they should be placed in close proximity to where vehicles are likely to travel. Having a height advantage never hurts, either.
-
Similar to the Battle Rifle, the Carbine has fewer shots and does less damage, but fires faster.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
|
$2 |
|
Max |
16 |
16 |
16 |
16 |
16 |
|
16 |
|
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
|
|
$2 |
|
$2 |
$2 |
|
Max |
16 |
|
|
16 |
|
16 |
16 |
|
The Carbine works at roughly the same range as a BR, but when placing it, do note that it has less ammo. The Carbine is deadly when facing a number of unshielded foes.
-
Covenant melee weapon. Attacking while the cross-hair is red will cause the player to quickly lunge at enemies.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
On maps lacking other options, like
Construct, the Sword is a power weapon. Players often run for the weapon, trying to get it first.
-
A support weapon. It won't kill instantly, but a few seconds of exposure to fire should consistently kill enemies.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$10 |
$10 |
$10 |
$10 |
$10 |
$6 |
$10 |
$10 |
Max |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$10 |
$10 |
$10 |
$10 |
|
|
$10 |
$10 |
Max |
1 |
1 |
1 |
1 |
|
|
1 |
1 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$10 |
$10 |
$10 |
$10 |
|
$10 |
$10 |
|
Max |
1 |
1 |
1 |
1 |
|
1 |
1 |
|
The flamethrower is completely lethal in close quarters. In small rooms, grenades can be used to blast a flamethrower user to death, or at least make them drop the weapon and run. Keep this in mind when placing a flamethrower.
-
Fuel rods are slow-moving, easily dodged, and somewhat inaccurate, but they do quite a bit of damage.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$6 |
$6 |
$6 |
$6 |
$6 |
|
$6 |
$6 |
Max |
4 |
4 |
4 |
4 |
4 |
|
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$6 |
$6 |
$6 |
$6 |
|
|
$6 |
$6 |
Max |
4 |
4 |
4 |
4 |
|
|
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$6 |
$6 |
|
$6 |
|
$6 |
$6 |
|
Max |
4 |
4 |
|
4 |
|
4 |
4 |
|
The Fuel Rod Gun is slightly weaker than the Rocket Launcher, but it's still dangerous, it has more ammo, and it doesn't need to reload as often. When placed on a high perch, it can be used to rain hell down upon a group of targets.
-
Whereas the Energy Sword requires accuracy, the Gravity Hammer requires only proximity. Of course, aiming at your player increases the range of your strike.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
The Gravity Hammer is the ultimate weapon for close-quarters battle.
Camping around a corner is a good way to get easy kills. Consider this when placing the weapon.
-
A detachable turret.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
$6 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
The Machine Gun Turret is categorized as a weapon but programmed as a vehicle. This means that the
Missile Pod can lock onto it.
-
Magnums are good for medium-ranged combat against weakened foes. Good aim is a must.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
A Magnum works well with an SMG or Plasma Rifle: drain the target's shields, and then use the pistol to get a headshot.
-
A weapon typically seen used by Brutes in the campaign, similar to a pistol but with the blast of a shotgun.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
16 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
|
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
16 |
|
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
|
$2 |
$2 |
|
Max |
8 |
8 |
8 |
8 |
|
8 |
8 |
|
A single Mauler can be deadly: a shot to take out a target's shields and a melee to finish them off. Dual Maulers fired continuously can also take out a surprised target.
-
Eight missiles that lock onto vehicles and turrets.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
|
$4 |
|
$4 |
$4 |
$4 |
|
|
Max |
|
4 |
|
4 |
4 |
4 |
|
|
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
|
|
|
|
$4 |
$4 |
$4 |
|
Max |
|
|
|
|
4 |
4 |
4 |
|
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$4 |
|
$4 |
$6 |
$4 |
|
$4 |
$4 |
Max |
4 |
|
4 |
3 |
4 |
|
4 |
4 |
Best placed where a player can get a good view of a large area. Note that sometimes players may try using it as a long-range anti-infantry weapon.
-
Needlers fire rounds that stick in the target; when these rounds have accumulated, they explode, killing the target instantly.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
Needlers are deadly in medium-range areas with little cover. If a player wielding a Needler lies in wait, they can take an unsuspecting target by surprise and explode them.
-
A detachable turret.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$6 |
$6 |
$6 |
$6 |
$6 |
|
$6 |
$6 |
Max |
4 |
4 |
4 |
4 |
4 |
|
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$6 |
$6 |
$6 |
$6 |
|
|
$6 |
$6 |
Max |
4 |
4 |
4 |
4 |
|
|
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$6 |
|
|
$6 |
|
$6 |
$6 |
|
Max |
4 |
|
|
4 |
|
4 |
4 |
|
The Plasma Cannon is categorized as a weapon but programmed as a vehicle. This means that the
Missile Pod can lock onto it.
-
The Plasma Pistol's ability to disable shields and vehicles at close range is its only true advantage.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
16 |
8 |
8 |
8 |
16 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
16 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
16 |
8 |
8 |
16 |
Plasma Pistols are good for
noob combos and stopping vehicles. They can be placed behind cover at places where vehicles are likely to travel.
-
Plasma Rifles can drain shields very rapidly.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
|
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
|
16 |
16 |
16 |
16 |
16 |
16 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
|
$2 |
$2 |
|
$2 |
Max |
16 |
16 |
16 |
|
16 |
16 |
|
16 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
|
$2 |
$2 |
|
Max |
16 |
16 |
16 |
16 |
|
16 |
16 |
|
Dual-wielding a Plasma Rifle with a headshot-capable weapon can allow for easy kills, as long as you don't miss with the Rifle.
-
Slow and easily dodged, rockets work best against close-to-medium-range vehicles or slow-moving targets.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
The Launcher is a power weapon; in many maps, such as
High Ground and
The Pit, entire firefights occur as players rush for the weapon. It is best placed in the middle where players will have to fight to get to it.
-
A powerful and accurate beam. If held on a target, it can kill them in seconds. A lack of a scope somewhat limits its effective range.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
|
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
|
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
|
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
|
8 |
8 |
8 |
8 |
8 |
A really good marksman could get onto a high perch and use this weapon to great effect. Otherwise, it's best for medium-range combat.
-
Good for short-range combat.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
Many players won't go out of their way for a shotgun, but if a player finds themselves near it, they usually try to obtain it.
-
Not the most accurate, SMGs have one purpose: to fill the air with hot, piercing metal.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
A player dual-wielding SMGs can take a fully-shielded opponent by surprise and, by firing nonstop and keeping their aim steady, cut them to shreds in seconds. If that's what you want, place SMGs in pairs.
-
Good for long-range combat, though talented players can
no-scope at close range.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
Try placing Sniper Rifles near high perches. Such perches should have a good view of the level, but should also be exposed to allow for counter-sniping.
-
Able to annihilate anything in the game, the laser's only downside is its limited charge and its four-second delay, which makes it tricky to aim.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
The Spartan Laser is a power weapon; in maps where it's located at the center, such as
Valhalla, players often rush for control over it. Valhalla assists the chaos with
Man Cannons, which allow quick access to the bluff the laser spawns on.
-
Spikers are good for medium-range combat.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
Spikers should be placed in medium-sized areas. Their accuracy decreases sharply as the distance to the target increases.