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The weapons of the TSA have no recoil and do not suffer from accuracy deterioration due to movement. However, each gun has its own strengths and weaknesses, and as such are best used in combination.
In the following table costs, the classic cost is always in resource points, and the combat costs are always in experience points. |
 |
| N/A |
| N/A |
| 10/11/12/13 |
| mid to mid-long range |
| 10 rounds/sec |
| 50 |
| 250 |
| Free, full damage versus structures, moderate range |
| Used singly, not effective versus higher lifeforms |
| Versatile weapon of the TSA, best for taking down lower lifeforms (skulks, gorges, and lerks), or effective in large groups of focussed fire. |
| lmg |
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Combat: Weapon 1
Classic: Armory |
Combat: 1
Classic: 10 |
170(10 pellets at 17 hp each)/187/204/221
|
| close range |
| 0.77 rounds/sec |
| 8 |
| 40 |
| Massive, immediate damage. Full damage versus structures. |
| Slow reload time, low ammo clip size. Requires to be within melee range of aliens. |
| The workhorse of the Marine arsenal. Devastating at close range to structures and lifeforms. |
| shottie, sg, shotty |
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Combat: Weapon 1, Shotgun
Classic: Advanced Armory |
Combat: 1
Classic: 15 |
| 20/22/24/26 |
| short to short mid-range |
| 10 rounds/sec |
| 125 |
| 250 |
| Massive clip size, high rate of fire, excellent versus higher lifeforms. |
| Large spread at long range, long reload time. Half damage versus structures. |
| Primarily used to kill aliens, especially higher lifeforms such as oni and fades. |
| hmg, hamgee |
 |
Combat: Weapon 1, Shotgun
Classic: Advanced Armory |
Combat: 1
Classic: 15 |
| 125/137.5/150/162.5 |
| mid-range, around corners |
| 0.83 grenades/sec |
| 4 |
| 30 |
| Does splash damage and double damage versus structures. Grenades from it can be banked around corners for indirect fire. Counter to lerk umbra. |
| Very long reload time, does damage to shooter if shot at too close a range. Very difficult to hit and kill aliens. Need to have other marines to cover you. |
| To clear out large cluster of structures, clear out vents of aliens, or lay suppression fire around corners for a squad to advance. Area suppression against lower lifeforms |
| gl, grenade gun |
 |
| N/A |
| N/A |
| 20/22/24/26 |
| long range |
| 5 rounds/sec |
| 10 |
| 30 |
| Longest range of any weapon. Pinpoint accuracy. |
| Very small clip, semi-automatic fire. |
| Used often when the primary weapon has run out of ammo and you need a few extra shots to take down that alien. Also used to snipe anything from any distance. |
| hand gun |
 |
| N/A |
| N/A |
| 30 |
| melee range |
| 1.54 swipes/sec |
| N/A |
| N/A |
| Unlimited ammo, quite high ROF, slight pushback on contact. Useful for taking down non defended alien structures. |
| Must be within melee range to use it. Very bad at killing aliens, unless you are finishing them off. Their high ROF can be useful for finishing off a skulk which has taken much fire. |
| Mainly used for taking down undefended structures. |
| |
Slot 4 can hold up to 3 items.
 |
Combat: N/A
Classic: Armory, Hand Grenade researched at Armory |
Combat: 1
Classic: 20 to upgrade once, each marine gets one free when they spawn |
| 100 |
| short to short mid range |
| 1 second to prime |
| 1 |
| Indirect fire, useful for vents and around corners. |
| Relatively short range, fairly long prime time. |
| Not used that much in regular play. Can be useful for a marine if he is going through a Phase Gate with many skulks on the other end. |
| nade, hg |
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Combat: N/A
Classic: Armory |
Combat: 1
Classic: 10 |
| 125 |
| close |
| N/A |
| Dropped in packs of 4 |
| 1 pack (if selected in Combat, one mine is equipped per spawn) |
| Immediate, area damage. Cheap and effective defense of bases. Deploys very quickly. |
| Can be detonated by alien projectile attacks. |
| Base defense, defending phase gates and RTs, forward position defense, mining the hive. |
| |
 |
Combat: N/A
Classic: Armory |
Combat: 1
Classic: 5 |
| 4 hp/hit, |
| melee |
| 2.5 hits/sec |
| N/A |
| N/A |
| Used for repairing armor of all marines, light armor and heavy armored alike. Also great for saving damaged structures. |
| Is not very effective as a weapon. |
| Repairing structures and marine armor. Also necessary for welder specific points in the map to open up doors or seal vents. |
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