Author Topic: Everything about the "One-hit killers"  (Read 4754 times)

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Offline Sytrus

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Everything about the "One-hit killers"
« on: April 01, 2007, 10:08:51 am »
[Ruger] [M79] [Barret] The "One-hit Killers" [Barret] [M79] [Ruger]
[/size]
Yet another guide by me, it seems as I am really, really bored in easter break....;)

This time I will bring the One-hit Killers colse to you, those weapons wich kill you in one shot, or at least can do so. I will tell you how to use them, as well as how to avoid them, since that's the point a lot of players are upset about.

What are "One-hit killers"?
As the one hit killers I will talk about, I determined those waepons who can kill with one shot in realistic mode. This I did, because I mainly play realistic mode and the realistic mode brings two more one-hit killers in.
I chose the Barrett [Barret], the M79  [M79], the Ruger [Ruger], the Spas [Spas] and the Desert Eagles  [DE]. As for the other weapons I decided to put in the Chainsaw [saw], the knife [knife] the LAW [law] and as an addition also the nades  [nades]. Why did I do so?
The Barrett and the M79 are surely one-hit killers and we all know. The ruger is a one-hit killer in realistic mode too, as long as you have a decent aim. The Spas deserves the assignment as a one-hit killer, too, in my oppinion. On close range it can kill you with one shot, even if you have full health. It appears to be same with the Desert Eagles, although I am not too sure about them. The other weapons are surely one-hit killers, no doubt about them I hope.


I will now start by telling you the details about each weapon, how to use it and how to avoid being killed by it. And I now was so free to put them in alphabetical order ;).

[Barret] Barrett M82A1
Weapon statistics:
Damage=495
FireInterval=240
Ammo=10
ReloadTime=300
Speed=550
BulletStyle=1
StartUpTime=25
Bink=90
MovementAcc=6


The Barrett M82A1 is the number one killing weapon on the U13 Public CTF server, wich surprises me. I never saw it as a good weapon to pick in CTF, because it's pretty useless when taking fire and moving. The bink is pretty hard, so you shoudln't shoot when being binked, that will end up in a miss nine out of ten times. For best results with the Barrett, you should lay down and camp. As hard as that may sound, camping is the best use for the Barrett, I say that because I am not one of those who whine a lot. I don't whine about capping, camping, spawning, M79s, Barretts and all that other stuff to whine about. Camping in CTF isn't lame in my oppinion, since somebody will have to defend the flag.
So, for best shot results, lay down and use the scope. The best advantage you have is that you see enemies before they see you, wich is also neccessary when carrying a sniper rifle. Without the scope, the Barrett would be useless, since the shooter would be binked before he could even aim. Using the scope is the best way to aim it, because you still have a lot of time before the enemy can even see you.
I won't go to deep with this weapon because there are other tutorials, such as my own TW Sniping guide, as well as Blue-Ninja's Barrett guide.
How to avoid the Barrett
Avoiding the Barrett is often called pretty dang hard, because the sniper sees you before you see him. The all-time best way to avoid a silent death from a bullet that came from 100m away, you should move a lot and unpredictable. Jump around, do backflips, mid-air proning and the lot. Targets that move like that are hard to hit with the MP5, so they are much harder to hit with a Barrett. Once a Sniper missed, he has two choices as soon as you attack: Get out the secondary and try to pwn you, or run for his life, reloading the Barrett.
Basically, when a sniper missed you, jump out and killz0r teh n00btard. He is chanceless with a Socom against any player with a little bit of skill and a better weapon.
If you know where the sniper sits and you have to move forward to get him (a common situation in Trenchwars), spray him. Once he is binked, a skilled sniper wouldn't even shoot, a newbie would shoot and miss.

[saw] Chainsaw
Weapon Statistics:
Damage=2100
FireInterval=4
Ammo=50
ReloadTime=60
Speed=70
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1


The Chainsaw is actually pretty hard to use against other weapons. You can't throw it like the knife, wich meks it even harder. Good for rushing in tunnels, it's still fun on a few maps though. The enemy's dead before he can even react pretty much. Just get close to the enemy, but keep the fire button pressed - lag can kill.
How to avoid the Chainsaw
Avoiding the chainsaw is pretty easy, if you notice the sawer early enough. Then you just keep him away and shoot. Unfortunately, the main tactic in sawing is popping up somewhere and sawing the back. Then you can't do much. In popular saw tunnels, just walk slowly and watch out at places you can't see.

[DE] Dual Desert Eagles
Weapon statistics:
Damage=176
FireInterval=23
Ammo=7
ReloadTime=103
Speed=190
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1


The Desert Eagles are one of those weapons, that I don't see in use pretty often. The main reason I think, is that they have a very unique bullet curving, wich may sometimes get a bit unpredictable.
But it is just that curving, that many skilled "Deaglers" use to their advantage. Shooting in a curve over a hill, pwning the EFC behind it....has already happened to me (I was the EFC :P).
On close-quarters, they seem to kill with one hit on full health, that's why they are in here. Basically, the aiming is important because the time between two shots may appear low, but in the heat of the battle it isn't. Same with the reload time, once you're mags are empty, you are totally screwed. Two solid hits in realistic mode and the bloody corpse of your enemy hits the ground.
It's hard to explain it with words, you just need to get used to the way those bullets fly. Use the Desert Eagles for half an hour every day, and after a week you'll see you got better.
How to avoid the Desert Eagles x2
Actually, you should fight a Deagler. Go on him and fight him on middle range, that will already give you an advantage. You can just shoot straight on, he needs to calculate the curve on a med-long range. Fast and unpredictable movement is also a good key, don't give him too much space and time to get your head.

[nades] Fragmentation Grenades
Weapon statistics:
Damage=150000
FireInterval=80
Ammo=1
ReloadTime=20
Speed=50
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=1


The Grenades are pretty easy to use, just toss them somewhere. But there are many ways to use them for. Flag Carriers like to drop them behind them so chasing enemies are stopped by them. They're often used to rush the enemy base (nadespamming).
The grenade is the only weapon in soldat that does more damage to the legs than to any other part of the body. If you drop it into somebody's walking lane and he steps on it, that guy is seriousely wasted. This is also an advantage if somebody gains a height advantage over you -> throw agrenade at his feet to turn the tables.
Grenades explode in several cases:
  • When they hit a soldier, corpses don't cause explosions anymore since this caused some lag problems
  • When they hit a collider
    [li]When another explosive hits it or impacts next to it (M79s, LAWs or another grenade)
  • When the time interval of three seconds runs out
How to avoid Grenades
Bunny-Hopping does provide some help, although most of the bunny-hops aren't high enough to prevent a nade from exploding. You can't do much against grenades than just watching out and staying away from them.

[M79] M79
Weapon statistics:
Damage=165000
FireInterval=6
Ammo=1
ReloadTime=180
Speed=110
BulletStyle=4
StartUpTime=0
Bink=45
MovementAcc=3


The ultimate "pwnt" weapon. Before you can react, a huge spurt of blood comes blasted out of an explosion. This is the way it seems to go, but it's only the way it goes with skilled players.
I was once blind myself, I confess. But after using the M79 for a while, I noticed that it's not as easy to use as it appears. Often enough I miss fast moving targets, especially in the air, it's hard to simply blast the player away. It is the same as with the Desert Eagles x2, you have to learn the curving of the shell. Try to avoid shooting at flying targets for the beginning, because a miss will then have a much worse effect. For the reload time you shouldn't pull out your secondary, it's better to reload and stay away.
How to avoid the M79
Yet a tricky point, although it's so easy. I said already, that targets that move unpredictable are a very hard thing. If you run on the ground, straight on, you are a free kill for every M79er.
M79 mostly avoid flying players (at least those on Public servers), because a miss would then not even hurt them. So the best way to counter M79s is to fly on far range and shoot, or even spray them. Belive me, it works. Normally, with an automatic gun you should win against every M79er, as long as you have the skill.


[Ruger] Ruger-77
Weapon statistics:
Damage=250
FireInterval=40
Ammo=4
ReloadTime=100
Speed=330
BulletStyle=1
StartUpTime=0
Bink=10
MovementAcc=3


The "Click to Kill" weapon in realistic mode, that's hwo it seems.
Yes, the Ruger can kill with one single shot - a headshot. It doesn't have a large fire interval, and it's reload is fairly quick.
But it has the disadvantages of a small clip and huge recoil. The recoil makes fighting several enemies at one time tricky. Of course you should always aim for the head to finish them off as fast as possible, but after one shot, you should just try to hit them somehow. When the time comes to reload, try to take some cover and throw some nades. Keeping the enemies on distance is important. Stay cool, and take time for aiming. Check this out to get some deeper tips.
How to avoid the Ruger-77
With an auto: Get close to him and just blast the bullets into his body. As soon as you see him, roll over to prevent taking a headshot. Basically, your head is the most important thing against the ruger, so don't give him the time to aim for it by rolling over and crouching a lot.
With a non-automatic rifle: Stay on med range and toss nades to keep him away, also rolling over and crouching help. Here it's more important to search for a collider to hide behind, but make sure your head isn't poking out (neither should your Willy ;)), a skilled Ruger-user would take that as a free kill.


[Spas] Spas-12
Weapon Statistics:
Damage=122
FireInterval=34
Ammo=7
ReloadTime=175
Speed=137
BulletStyle=3
StartUpTime=0
Bink=0
MovementAcc=1


The Spas-12 is a fun weapon, truely. It's basically good for rushing, so that's what I use it for. You have to get to your enemy as close as possible, so the full pellet hits him, wich means his death one closer range. Another tactic is to get over your enemy to hit his head, wich also causes a lot of damage.
How to avoid the Spas-12
Yay, a Spas-user! The spas is very easy to counter, because it's only usefull on close range. Keep him away with grenades and sprays, that's a sure way to kill him. Never let him get over you to shoot your head!

[Ruger] [M79] [Barret]   8)   [Barret] [M79] [Ruger]
_________________________________________________ _______________________________

That's pretty much it! If you have any additional information you want to give, then feel free to tell me.


I am looking forward to your comments, wether it was useful or not, you know, such stuff.

I wish you a great soldat day,

Sytrus.
« Last Edit: April 01, 2007, 01:54:41 pm by Sytrus »

Offline ..::HHH::..

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Re: Everything about the "One-hit killers"
« Reply #1 on: April 01, 2007, 10:43:29 am »
you should make these kind of descriptions to all the guns:) and make a sticky out of it, cause i'ts really useful:) thanks dude!

Offline echo_trail

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Re: Everything about the "One-hit killers"
« Reply #2 on: April 01, 2007, 11:53:51 am »
You have way too much time on your hands, matey! :D

This is good work, I think so.
Nice job

Allthough I think you have too much of your own opinions, compared to actual fact. then again, maybe that's how you intendet it to be.
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Offline Sytrus

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Re: Everything about the "One-hit killers"
« Reply #3 on: April 01, 2007, 12:08:01 pm »
Yeah, I put a lot if it in there from my experience about the different guns.

But thanks dudes^^

Offline Lord Frunkamunch

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Re: Everything about the "One-hit killers"
« Reply #4 on: April 01, 2007, 12:13:24 pm »
Heh, the spas is the ultimate TW weapon IMO, as it's almost always played on realistic; so if you're good at movement and have good reactions they'll be in a bloody heap by the time they realized that's an enemy rushing at them. Same for the ruger, but the spas has a wider range and only takes 2 hits even if you don't hit with all pellets, so you may still win a botched surprised attack.
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Offline xtishereb

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Re: Everything about the "One-hit killers"
« Reply #5 on: April 01, 2007, 01:19:27 pm »
You forgot about the other 1-hit kill weapons, the [saw] the [knife], the [law], the [nades] and the [Bow]. Just FYI.
Nice guide, I'll remember these things next time I'm playing realistic.
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Offline Sytrus

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Re: Everything about the "One-hit killers"
« Reply #6 on: April 01, 2007, 01:22:03 pm »
Hm yeah........the Rambo Bow not, but the others will be added.

Offline Zamorak

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Re: Everything about the "One-hit killers"
« Reply #7 on: April 01, 2007, 01:37:59 pm »
Instead of just copy-pasting the stats, you could also explain what each one means and it's effect on the guns power.


Also, rugers mostly will destroy autos. If you roll you waste valuble time in which you spend shooting him. If you roll, and the ruger is decent, you will die.

« Last Edit: April 01, 2007, 01:39:56 pm by Zamorak »
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Offline iDante

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Re: Everything about the "One-hit killers"
« Reply #8 on: April 01, 2007, 02:46:09 pm »
The all-time best way to avoid a silent death from a bullet that came from 100m away, you should move a lot and unpredictable. Jump around, do backflips, mid-air proning and the lot. Targets that move like that are hard to hit with the MP5, so they are much harder to hit with a Barrett.
So what happens when you are facing a REALLY good Barrett user who hits you even if you do move?

Offline Sytrus

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Re: Everything about the "One-hit killers"
« Reply #9 on: April 01, 2007, 02:48:49 pm »
I said it would make it harder for him to hit you, not impossible.

All of those "How to avoid" things are just about how to make it harder for them, not giving you god status.

Offline decoy.

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Re: Everything about the "One-hit killers"
« Reply #10 on: April 02, 2007, 02:33:18 pm »
Instead of just copy-pasting the stats, you could also explain what each one means and it's effect on the guns power.
Well in a sense, the majority of the stats presented are sort of self explanitory. I am not saying this by any bit of gained knowledge but more so by speculation in relation to how I witness them used as well as using them myself.

There are three things that did elude me for a moment:
BulletStyle, Bink and MovementAcc.

By checking about the guide provided, I was able to figure out most of the meanings on sight. Lets see if I can clear up anything in regards to the stats here.

FireInterval: The time between firing bullets. Observe the difference between the Barret, Chainsaw and Eagles to get an idea.

Ammo: How many bullets are allowed to fire bullets in rapid succession in regards to the Fire Interval before the weapon is to reload again. Observe the difference between the Spas and the M79. Note that you have to reload after firing an m79 once but a Spas seven times.

ReloadTime: The time in that it takes for your weapon to reload. Note that the law takes a while.

Speed: The rate of a bullet's movement per second determining its distance.

BulletStyle: The type of bullet that would appear once fired through the weapon. What I did not find surprising while looking about this sheet was that the Eagles had the same bullet as the barret. It's just that one is faster.

StartUpTime: The time your weapon is ready to fire after reloading (requires a differing opinion). If I remember correctly, a Law's StartUp Time is quicker if a law and barret reload at the same time.

Bink: Fire delay I am assuming. Observe the Barret?

MovementAccuracy and Damage I have little idea as to what they are. I would guess what Damage is but I quetsion it due to physics and the impact of the knife if it is not thrown at full force. As for movement accuracy, I have an idea as to what it is but cannot exactly explain it. My best idea of it is rushing a shot with the barret and both barret wielder and target are moving.


That is my take on the stats. But I do think that it would be helpful if the stats were explained...or maybe in a tutorial on all of the weapons.
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Offline xtishereb

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Re: Everything about the "One-hit killers"
« Reply #11 on: April 02, 2007, 05:34:41 pm »
decoy., that stuff is pretty good, but I'd like to point out a few things.

Speed and Damage both determine how much damage a bullet does when it hits a player. I don't know exactly how it works, but damage is constant and speed changes. Perhaps speed is a multiplier, or it is added to the damage.
EDIT: I just found this program which can calculate the damage of a projectile.
BulletStyle is what type of projectile the gun fires. Note how most weapons shoot normal bullets, while the SPAS-12 shoots shotgun pellets, the M79 shoots M79 grenades, the LAW shoots rockets, etc. This does not really have much of an impact on normal gameplay.
Bink is how much the cursor expands after firing or being fired upon. It affects how accurate your shots are. Negative numbers mean you will bink yourself after prolonged firing.
MovementAcc determines how accurate your weapon is when firing while moving. The Barrett's MovementAcc is high, which explains why your shots tend to go wild if you move, while say, the MP5's MovementAcc is low, meaning moving will have little to no impact on the accuracy of the shots.
« Last Edit: April 02, 2007, 05:36:56 pm by xtishereb »
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Offline GunPowder

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Re: Everything about the "One-hit killers"
« Reply #12 on: April 02, 2007, 05:52:10 pm »
Great job on the guide, you might wanna add those stuff to : http://wiki.soldat.nl/Weapons , each weapon in its own page of course. :)

Offline zyxstand

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Re: Everything about the "One-hit killers"
« Reply #13 on: April 02, 2007, 06:37:14 pm »
ehh this topic should be called something like "my biased opinion about soldat's strong weapons" because it really only reflects your opinion...  There are many dodge techniques that are (thankfully) not talked about here.  For example your ruger dodge technique isn't very effective.  It is extremely easy to dodge the ruger in mid-close range (if you know how) as well as the barret... and also deagles under closer circumstances.  Also, the barret is a damn good weapon if you just knew how to use it.  Even when binked I can hit a target under certain conditions...  spas is good for closed maps such as Kampf and especially most TW maps with many houses/doors.  I hope by "pwnt" M79 you mean that the M79 gets pwned by everyone - because it really is a noob weapon.  deagles are also effective in good hands but aren't great in many situations...you always seem to miss the enemy for some reason :/.  Saw is rather good in TW housed maps (such as gloryhill, nomans, etc) but rather pathetic in most maps, especially in R/S games.  Don't use it unless you just wanna have fun or everyone really is noob on the server.  btw, barret pwns joo
Can't think of anything original to put here...

Offline Psycho

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Re: Everything about the "One-hit killers"
« Reply #14 on: April 02, 2007, 07:40:23 pm »
I used to be skilled with the deagles like a year ago, but havent touched soldat for a long time untill recently. now the deagles seems like a piece of garbage because I cant hit or kill anything ^^
but I know it is a good weapon when mastered.

the barret is easy to use. its pretty basic to see where to aim when the target is moving, and I have tried alot of times to rush a sniper and spray him with an mp5 but he still hits me almost every single time. if he misses, he just backflips and jets away without me having any chance at harming him.

it is made so that the barret looses accuracy while in motion, but that is not correct. he can be mid air and falling or rising and get off a perfect shot as long as he doesen't hold in the movement or jet keys. (just letting them go for a split second while fireing is enough)
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Offline decoy.

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Re: Everything about the "One-hit killers"
« Reply #15 on: April 03, 2007, 09:35:51 am »
decoy., that stuff is pretty good, but I'd like to point out a few things.

Speed and Damage both determine how much damage a bullet does when it hits a player. I don't know exactly how it works, but damage is constant and speed changes. Perhaps speed is a multiplier, or it is added to the damage.
EDIT: I just found this program which can calculate the damage of a projectile.
BulletStyle is what type of projectile the gun fires. Note how most weapons shoot normal bullets, while the SPAS-12 shoots shotgun pellets, the M79 shoots M79 grenades, the LAW shoots rockets, etc. This does not really have much of an impact on normal gameplay.
Bink is how much the cursor expands after firing or being fired upon. It affects how accurate your shots are. Negative numbers mean you will bink yourself after prolonged firing.
MovementAcc determines how accurate your weapon is when firing while moving. The Barrett's MovementAcc is high, which explains why your shots tend to go wild if you move, while say, the MP5's MovementAcc is low, meaning moving will have little to no impact on the accuracy of the shots.
Thanks for clearing that up for me. It helps us understand them better.

Sytrus stated that he made another guide if I read correctly. Where would it be if you don't mind me asking? I'd like to understand as much about how to manuver with this game as possible.
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Offline Zamorak

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Re: Everything about the "One-hit killers"
« Reply #16 on: April 03, 2007, 11:15:56 am »
Instead of just copy-pasting the stats, you could also explain what each one means and it's effect on the guns power.
SNIP

I knew what they meant, I just thought it would be good for the guide if he explained the impact of each stat on the weapons themselves.
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Offline Zegovia

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Re: Everything about the "One-hit killers"
« Reply #17 on: April 04, 2007, 07:53:09 am »
And Remember for the love of god do not chase a efc
with a Spas if he is running away from you....

Its useless unless he is really close, and in worst cases,
you might end up giving him a free "boost"...  :-\
« Last Edit: April 04, 2007, 07:56:41 am by Zegovia »

Offline sakae

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Re: Everything about the "One-hit killers"
« Reply #18 on: April 04, 2007, 09:17:34 am »
With an auto: Get close to him and just blast the bullets into his body.

I would advise you to do the other way. stay away from him and shot from long range. this makes bink for the ruger user. the bink makes it almost impossible to aim for him no you can take act and go into close combat.

also a BIG tip in ruger using. when you are aiming many ppl just keep running forward. since the ruger has movementacc you wont hit where you aim. so what to do? exactly before you shot you shall take away your fingers from pressing the keys and stay still. now you dont move and you have a lot eaiser to aim. but while you are in air you have to aim on a special way because you fall.

Offline Blazesign

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Re: Everything about the "One-hit killers"
« Reply #19 on: April 13, 2007, 07:03:38 am »
Sytrus, u soldat expert, Your guides rox my sox, keep going, ill read em all :)
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