Bursts, the Burst Meter, Adrenaline, and Shootdodge
one thing out of the way to avoid any potential confusion: the Burst Meter is
filled by adrenaline, and serves as not only a means of activating your
equipped Burst ability, but also a Shootdodge meter (just like in single player
mode). Everyone can use their meter for Shootdodging, but only those who have
the specific Bullet Time Burst can use standard Bullet Time.
is obtained several different ways, but you earn the most by outright killing,
looting corpses, denying streaks, and winning vendettas. Getting shot at won’t
fill the meter like it would in single player mode, so at the very least you
will have to hit an enemy with at least one bullet to earn adrenaline. Now, how
you end up using your hard-earned adrenaline is dependent on the circumstances
you find yourself in, and can be the key to surviving longer than the average
in multiplayer mode only affects those who are within the line of sight of the
user. This does not mean, however, that everyone within that line of sight
reaps the benefits of Bullet Time. Everyone except the user will move slower,
aim slower, and shoot slower bullets. Shootdodge costs half of one segment of
Burst Meter (or one-sixth of the total meter).
activate Shootdodge, you take slightly less damage and players are not able to
use Soft Lock on you.
special abilities that are unlocked and equipped from the Loadout menu and sap
your Burst Meter just like Shootdodging. Bursts offer serious tactical
advantages, and should be equipped to fit specific builds. Just like weapons,
items, and accessories, Bursts (and their levels) are unlocked as you rank up.
not all! Your Burst Meter has three levels to it, so it only makes sense that Burst abilities have the same number of strength levels. For instance, the
level 1 Paranoia Burst only makes enemies see their teammates as hostiles, but
at level 3, it also enables friendly-fire and bounties for the opposing
team. Some Burst may become unlocked at certain ranks, but their tiers are
further rank-locked (see screen above).
Loadouts, Weight, and Builds
rank 4, you’ll be able to customize your own Loadouts. This is great, until you
realize how difficult it can be to balance your gun-lust with your ability to
move and regenerate health quickly. Everything you equip has a weight to it (except
burst abilities), so it’s important to experiment with different weapons,
equipment, and abilities to find what works best for you.
As you carry
more weight, your health will regenerate slower and you won’t recover stamina
as quickly. Crossing the third weight threshold completely removes regenerative
health and stamina does not recover at all (see the above screen). Because of this,
it’s important to create multiple builds for various situations instead of
having one build that carries three weapons and full armor. You’ll only be able
to customize three loadouts until you reach level 16, and four until 34. That should be more than enough considering there are only five multiplayer
maps at this point.
Weapons, Projectiles, and Items
weapons and completing their specific grinds levels them up. As your weapon
rank increases, you gain access to accessories such as suppressors and scopes.
Leveling up one-handed weapons to rank 6 allows you to dual-wield that particular
rifles, we definitely favor the Mini-30 over the AK-47, at least on soft lock
mode. Although the Mini is semi-automatic as opposed to the AK being full auto,
the Mini is more powerful, more accurate, and better at long range. In fact,
the Mini-30 remains a damn fine weapon long after you’ve unlocked others.
leveling up a fully automatic one-handed weapon to rank 6 so you can
dual-wield that weapon. For example, two M10s can prove an extremely deadly
configuration for close-quarters maps such as the Branco Offices. While you’re
leveling your M10, why not throw a PT92 pistol in your other hand? The combo
isn’t quite as deadly as dual M10s, but it’s far better than only using one
handgun at a time.
weapons are unlocked as you increase your rank. At rank 40, all weapons become
six projectiles: grenades, flash grenades, smoke grenades, tear gas, molotovs,
and tin cans. In most cases, grenades will serve you well. It’s in the
objective-based rounds of Gang Wars where projectiles such as smoke or flash
grenades come in handy. For instance, you can use them to conceal checkpoints or
disorient bag carriers.
tip: tap LB/L2 to throw a projectile without switching weapons.
provide another way to bolster your Loadout, and grant serious advantages at
the cost of increased weight. Along with the head and chest ‘slots’ for various
helmets and body armor, you have an additional three gear slots (the second
unlocking at rank 16 and the third at rank 25).
everything else, additional items are unlocked as you increase your rank. At
rank 40, all items become unlocked.