Enemy
Analysis
By
Horshack83
Always know your enemy. Very good advice, how can you beat the enemy,
if you don't know there characteristics? Hopefully, after reading this
you should have a good idea, of the habits of a lazy guard, and a slimy
Skedar.
Human
Analysis
"Why are people so unkind?" - Kamahl
Sensitivity of Regions from Gunfire
 |
Head
(Head)
Head shots kill always.
Chest (Body)
Chest shots cause considerable damage.
Arms (Limbs)
Arm shots cause 1/2 as much damage as chest shots.
Legs (Limbs)
Leg shots cause 1/2 as much damage as chest shots.
|
Secondary
Effects of Gunfire
Cradling:
Shots to the arms (mostly near the elbow) will cause the victim to cradle
that arm, which will cause a reduction in their mobility.
Limping: Shots to the legs (closer to the kneecap) will cause
the victim to limp, thus drastically reducing their mobility.
Disarming: If gunfire hits a enemy guard's gun it will fly out
of their hands.
Other
Means of Incapacitation
Unarmed: If
you creep up from behind and they are unaware of your presence, one
punch will be enough. If not, you will have to make like Bruce Lee.
Crossbow: [Sedate]
Knocks out the victim.
[Instant Kill] Kills the victim.
Tranquilizer: [Sedate]
3 shots will put out most guards.
[Lethal Injection] 1-Hit Kill uses up 4 sedatives.
N-Bomb: Neutron
Bomb's explode into a black sphere, anyone in the radius of the sphere
will have their energy slowly drained. They will also drop their weapons
and become woozy.
Explosions: Humans
will die instantaneously from explosions.
Artificial
Intelligence Notes
If a guard shots their gun while they are
not walking, they will not change their aim until they have finished.
So if a guard begins the action of shooting run around and cap them
in the head.
If a guard shots their gun while they are walking, they can change
their aim when they slowly walk towards you. But they still cannot pivot
their arm.
Guards will usually only run for help if they are far away from you,
If they are on their own and you're close to them they tend to shoot
at you and run around a lot.
Stationary guards behind barriers & crates shoot in timed bursts.
To kill them easily make yourself seen then take cover, after you hear
their gunfire stop, run out and cap them in the head.
A guard will only start hitting you when you're close, after he/she
has finished shooting. They will also only hit you if you are in front
of them, so just strafe around them and punch or shot.
If you disarm a guard by shooting his/her gun. They will continue
doing what they were doing (running, shooting, etc.) until they have
finished. Use this to your advantage.
If you disarm a guard and collect their gun, they will pull out a
Falcon 2 most of the time. But you usually can't disarm the Falcon 2
off them, you have to punch them out to get it.
If you disarm a guard and he puts his hands up in submission do not
shot him, he will disappear anyway so don't waste ammo.
Guards seldom throw Grenades if they are alone. They usually only
throw them if at least 2 people are shooting at you already.
If a guard gets on his belly, don't get the compulsion to move back
and forth as they will get up to get a better shot. Just stand were
you are, crouch and scope for a head shot.
If guards are not aware of you and you use one of the Spies, the guards
will run towards the Spy, but after a while they will say something
and then they will shot the Spy. This is bad if you're using a CamSpy.
But with a BombSpy this is excellent, since you can draw in bucket loads
of guards and then blow them all to hell as soon as you see one flinch!
If you cap a guard in the head through a window, from a distance or
with the DrugSpy using only one bullet. The closest guard will run up
to the dead guard and kneel. So then cap him as well.
Guard's
Reactions
1. Holds the gun, slowly walks toward you, firing
the entire time (seems these guys have about 100 bullets per clip).
This is the most damaging attack, and can be the hardest to avoid in
tight places. Either very quickly shoot enemies that do this, or try
to find cover.
2. Rolls in a direction and shoots a short burst of fire or a few shots.
Try to make them roll into an area that covers you. Also, shoot the
guy while he's rolling. He will pop right back up instantly or after
he finishes his roll. Finish off.
3. Jumps to the side, aims and shoots. See #2 for a strategy for combating
these enemies. Enemies that do this can cause you to miss a shot or
two.
4. Kneels down and shoots. This is basic. Just shoot at him, and he'll
stand up and flinch. Finish off.
5. Aims and shoots. Basic. Just shoot. He'll finch and you can finish
him.
6. Leans to side and shoots. Not much going on here either. Usually
occurs when an enemy approaches from the side. You may miss a head shot
when he moves.
7. Yells, "My gun!" or something like that and reloads. Laugh, and take
out other guards before shooting this one.
8. Backs up, yells "What the!" and runs off or shoots. Kill before he
can attack.
9. Lies down, lines up a shot and shoots. Run up close to make the guy
stand up, and shoot him before he can react.
10. Overhand throw. Run like hell and hope that the grenade or other
explosive misses you and kills some other enemies.
11. Runs and activates something. Kill these enemies very quickly because
they will either fail an objective, call in more guards, or do something
very bad.
Skedar
Analysis
"If it bleeds, we can kill it" - Arnie,
Predator
Background
Information
The Skedar are a warlike alien race, Who have
fought the Maians for centuries and have only recently agreed to a ceasefire.
They tend to use mechanized armatures to walk about and fight in, since
they are in actual fact smaller, snakelike creatures. Very aggressive
- they have made war a religion - and are extremely devout.
Sensitivity of Regions from Gunfire
 |
1.
Skull (Head) and 3. Thorax (Body)
Shots to these areas cause heavy damage.
2. Tail (Limb)
Shots to this snake-like appendage cause 400% more damage then
Skull/Thorax shots.
4. Forelimbs (Limb) and 5. Legs (Limb)
Shots to these limbs cause half as much damage as Skull/Thorax
shots.
Note: Only the base of the tail can take damage. If you
are in aiming mode and you're pointing at the tail and the crosshair
is not going red, try further up.
|
Other
Means of Incapacitation
Unarmed: Yeah sure!
Combat Knife: [Knife Slash] If you creep up from behind and it's
unaware of your presence, make like a Steffi Graf fan and stab it in
the back. If it is aware of you, you'll have to do some fancy fighting
to come off unscaved.
[Throw Poison Knife] It takes approx. 9 seconds for the poison to kick
in.
Explosions: Skedar have a stronger resistance to explosions,
but most of the time they will still die straight away.
Artificial Intelligence Notes
Skedar with Maulers act much in the same
way as guards, but instead of moving back and forth they tend to edge
forward instead or retreat then suddenly ambush you.
Cloaked Skedar are always unarmed and stand dormant in semi-random
positions, then when they sense you they will uncloak and hunt you down
until you or they are dead. Just run backwards and fill them up with
rounds from the Callisto NTG.
Stationary Skedar (with Reapers and Slayers) can be dealt with in
much the same way as stationary guards, But because they have to lunge
forward before they shot they're easier, since as soon as you see them
lunging forward take cover.
Damage
System
"She's causing to much damage" - Protection by
Massive Attack
Damage
Equations
Only Humans and Skedar have damage systems, so they are the only enemies
that need a damage equation to calculate how much damage you have caused.
Things such as Autoguns, the Hovercopter, etc. explode after you have
caused more damage then their amount of HP. Anyway, in these equations
h, b & l represent the sum of all the damage you have caused to the
head, body & limb regions respectively. But in the Skedar equation exclude
any tail shots from l, as the sum of all damage to the Skedar's tail
is represented by t. If the result is greater or equal to the HP value
of that enemy, the enemy will die.
Humans : (h×1000) + b + (l÷2)
Skedar : (h + b)÷5 + (l÷10) + t
Values
All enemies
other then the ones stated below have 100 HP (including Skedar). On
Agent difficulty all of HP values are halved. < Means less then and
S means Shield. Shields take 450 damage before they are disabled. 1-Hit
Kill shots like a Charged Mauler or a Farsight can not penetrate a shield,
however they will disable the shield with one shot. These values represent
the majority, for instance the first Gun Turret in A51: Infiltration
has a HP Value of 150 while the rest have a value of 650.
| Auto-guns |
250
600 (Crash Site) |
| dD
Female Guards |
150
|
| Hovercopter |
3450 |
dD
Snipers
Sniper Rifle
Shotgun |
<25
200 |
Mr.
Blondes
Sniper Rifle
K7 Avenger
Mauler |
150
250 (Crash Site)
375 (Air Force One)
S100 |
| Gun
Turrets |
650 |
| A51
Pilots |
125 |
| A51
Guards |
200 |
| A51
Interceptors |
450 |
| Biotechnicians
|
200 |
| NSA
Bodyguards |
250
(Air Base)
150 |
| G5
Robots |
1250 |
| Skedar
Shuttle |
2550 |
| Pelagic
II Guards |
175 |
| Baby
Skedar |
20 |
| dD
Shock Troopers |
S150
(Bottom floor of CI)
<25 (Upper floor of CI) |
Gun
Damage Values
This shows the damage caused by each projectile shot from a gun on its
primary function. For instance the Shotgun's shell splits into 6 particles,
so if every particle hits the enemy it will cause 500 damage approximately.
The Mauler's Charge Up Shot, the DY357-LX & the FarSight XR-20 always
cause One-Hit Kills so I didn't include them in the list. Also the Callisto
NTG on High Impact Shells causes 111.11 damage.
| Falcon
2 |
50.00 |
| Magsec
4 |
52.63 |
| Mauler |
58.82 |
|
Phoenix |
52.63 |
| DY357
Magnum |
100.00 |
| CMP150 |
50.00
|
| Cyclone |
40.00 |
| Callisto
NTG |
58.82
|
|
RC-P120 |
58.82 |
| Laptop
Gun |
55.56 |
| Dragon |
52.63 |
|
K7 Avenger |
71.43 |
|
SuperDragon |
58.82 |
| Shotgun |
83.33 |
| Reaper |
50.00 |
| Sniper
Rifle |
58.82
|
| AR34 |
66.67 |
Written
by Horshack (horshack83@hotmail.com)