Weapons
Guns, guns, and more guns! An AFS soldier may use a variety of guns, but there are also other specialized weaponry. In order to be effective,
you will need to know what types of weapons you will need to compliment your playing style. Some weapons are effective in certain situations, and
others are effective in another situation. With a limited amount of weapon slots, you will need to know what weapons work well together to
prevent you from dying (too much at least).
Most of this information is in your AFS Recruit Handbook. Be sure to read it for more information.
Class Restrictions : None
Range : Any (under 20 meters for maximum effect)
Damage : Moderate
Effectiveness : Useful for single targets, especially ones with low health and those that attack in waves. Has a fast-reload rate and is often used to pistol-whip an opponent.
Class Restrictions : None
Range : Any (under 40-60 meters for maximum effect)
Damage : Medium
Effectiveness : Moderate sniping weapon. Quite effective at dishing out damage to units at range before they close in.
Class Restrictions : None
Range : Under 20 meters, area-of-effect (cone)
Damage : High
Effectiveness : Very good for clustered enemies in close range.
Class Restrictions : Soldier
Range : Close to 20 meters (for ideal damage)
Damage : High
Effectiveness : Strong against very heavy targets and targets with heavy shielding. Ammo intensive; not recommended for frequent usage.
Class Restrictions : Specialist
Range : Long
Damage : Medium(?)
Effectiveness : Damages targets while healing user. Useful when wounded and in squads.
Class Restrictions : Commandos
Range : 60 meters
Damage : Enormous
Effectiveness : Very good against groups or high-survivability single targets.
Class Restrictions : Commandos
Range : 40 meters
Damage : Very high
Effectiveness : Very good area-of-effect damage against enemy clusters.
Class Restrictions : Rangers
Range : 40 meters
Damage : Very low
Effectiveness : Good for grounding and stopping single targets, especially melee type enemies. It is recommended that you use another weapon to finish off the target. Targets are forced to stay facing the same direction they are grounded at.
Class Restrictions : Rangers
Range : 40 meters
Damage : Very low
Effectiveness : Good for grounding and stopping single targets, especially melee type enemies. It is recommended that you use another weapon to finish off the target. Targets are forced to stay facing the same direction they are grounded at.
Class Restrictions : Sappers
Range : 40 meters
Damage : High
Effectiveness : Difficult to master and can be somewhat costly/ammo intensive, but can deliver substantial damage under ideal conditions.
Class Restrictions : Biotechnicians
Range : 20 meters
Damage : Low
Effectiveness : Bypasses enemy armor; deadly against many biological targets.
Class Restrictions : Grenadiers
Range : 20 meters (cone effect)
Damage : Extreme
Effectiveness : Almost unsurpassed for clearing groups of enemies at close range.
Class Restrictions : Guardians
Range : Melee or 20 meters
Damage : Moderate
Effectiveness : Adequate for killing single targets. May be fired from range to finish off fleeing targets.
Class Restrictions : Snipers
Range : Pistols - 30 meters / Rifles - 70 meters
Damage : Low(?)
Effectiveness : Pistol - Effective for medium-range combat against single foes. / Rifle - Effective for long-range combat against single foes. The torqueshell guns are effective at longer distances due to the self-accelerating projectile that is fired.
Class Restrictions : Spies
Range : Melee
Damage : High
Effectiveness : When trained properly, delivers catastrophic damage against individual targets. Very effective from behind targets when coupled with special training.
Most of this information is in your AFS Recruit Handbook. Be sure to read it for more information.
Weapons : Pistols
Class Restrictions : None
Range : Any (under 20 meters for maximum effect)
Damage : Moderate
Effectiveness : Useful for single targets, especially ones with low health and those that attack in waves. Has a fast-reload rate and is often used to pistol-whip an opponent.
Weapons : Rifles
Class Restrictions : None
Range : Any (under 40-60 meters for maximum effect)
Damage : Medium
Effectiveness : Moderate sniping weapon. Quite effective at dishing out damage to units at range before they close in.
Weapons : Shotguns
Class Restrictions : None
Range : Under 20 meters, area-of-effect (cone)
Damage : High
Effectiveness : Very good for clustered enemies in close range.
Weapons : Machine Guns
Class Restrictions : Soldier
Range : Close to 20 meters (for ideal damage)
Damage : High
Effectiveness : Strong against very heavy targets and targets with heavy shielding. Ammo intensive; not recommended for frequent usage.
Weapons : Leech Gun
Class Restrictions : Specialist
Range : Long
Damage : Medium(?)
Effectiveness : Damages targets while healing user. Useful when wounded and in squads.
Weapons : Rocket Launchers
Class Restrictions : Commandos
Range : 60 meters
Damage : Enormous
Effectiveness : Very good against groups or high-survivability single targets.
Weapons : Grenade/RPG Launchers
Class Restrictions : Commandos
Range : 40 meters
Damage : Very high
Effectiveness : Very good area-of-effect damage against enemy clusters.
Weapons : Net Guns
Class Restrictions : Rangers
Range : 40 meters
Damage : Very low
Effectiveness : Good for grounding and stopping single targets, especially melee type enemies. It is recommended that you use another weapon to finish off the target. Targets are forced to stay facing the same direction they are grounded at.
Weapons : Net Guns
Class Restrictions : Rangers
Range : 40 meters
Damage : Very low
Effectiveness : Good for grounding and stopping single targets, especially melee type enemies. It is recommended that you use another weapon to finish off the target. Targets are forced to stay facing the same direction they are grounded at.
Weapons : Polarity Guns
Class Restrictions : Sappers
Range : 40 meters
Damage : High
Effectiveness : Difficult to master and can be somewhat costly/ammo intensive, but can deliver substantial damage under ideal conditions.
Weapons : Injection Guns
Class Restrictions : Biotechnicians
Range : 20 meters
Damage : Low
Effectiveness : Bypasses enemy armor; deadly against many biological targets.
Weapons : Propellant Guns
Class Restrictions : Grenadiers
Range : 20 meters (cone effect)
Damage : Extreme
Effectiveness : Almost unsurpassed for clearing groups of enemies at close range.
Weapons : Staffs
Class Restrictions : Guardians
Range : Melee or 20 meters
Damage : Moderate
Effectiveness : Adequate for killing single targets. May be fired from range to finish off fleeing targets.
Weapons : Torqueshell Guns
Class Restrictions : Snipers
Range : Pistols - 30 meters / Rifles - 70 meters
Damage : Low(?)
Effectiveness : Pistol - Effective for medium-range combat against single foes. / Rifle - Effective for long-range combat against single foes. The torqueshell guns are effective at longer distances due to the self-accelerating projectile that is fired.
Weapons : Blades
Class Restrictions : Spies
Range : Melee
Damage : High
Effectiveness : When trained properly, delivers catastrophic damage against individual targets. Very effective from behind targets when coupled with special training.