GetDotted Domains

Retro Game Walkthroughs For
"Rainbow Six 3"
(Xbox)

This game is also available on PS2.

Retro Game Walkthroughs for Rainbow Six 3 (Xbox)
Submitted By: Venomous Albino
RAINBOW SIX 3 XBOX LIVE FOR DUMMIES – by Dark Mark, Tom Clancy and a Packard Bell keyboard.


Rainbow Six 3 is one hell of a game; kinda like greasing up a naked Alyson Hannigan with sun-tan oil and then having your way with her... only with an Xbox controller and guns and stuff instead. Erm... anyway... many of you will undoubtedly spend more time playing this on Xbox Live than indulging in the single player mode, and thus many of you will be crying like babies because you're crap, and you need help on how to become excellent on Xbox Live... like me. So, rather than natter on for hours and take you through the single player game, I'm going to train you into an Xbox Live lean, mean, killing machine. With skin.

Contents
1. Guns
- Submachine Guns
- Assault Rifles
- Light Machine Guns
- Sniper Rifles
- Shotguns
- Handguns
- Grenade Launchers
2. Equipment
3. Tactics
4. Tactical positions
- Airport 1
- Airport 2
- City Streets Large
- Warehouse
- Import / Export
- Old City

-

--------
1. GUNS
--------

Your best bet when it comes to finding a decent gun is to take the time to experiment with every one, as although there aren’t many truly crap ones, some are better than others in terms of range, accuracy, etc. Below is a list of every gun along with their attributes; of which there are 6 to take into consideration when choosing your weapons:

Range – how effective is the gun at long ranges?
Damage – how much damage is caused by the gun?
Accuracy – how easy is it the gun to shoot with (determined by recoil)?
Zoom – how effective is the gun’s scope?
Capacity – how many rounds the gun’s magazines hold?
Suppressed – is the gun equipped with a silencer?

Although some may seem better than others at first glance, you may find that you prefer the “feel” of some of the “not quite so good” guns. Really, it’s all down to personal choice, and the inclusion of the list below is only a rough guideline.


- SUBMACHINE GUNS -

H&K MP5A4
Range - 11/100
Damage - 21/100
Accuracy - 44/100
Zoom - 3.5x
Capacity – 31 rounds
Suppressed - no

H&K MP5SD5
Range - 7/100
Damage - 8/100
Accuracy - 47/100
Zoom - 3.5x
Capacity – 31 rounds
Suppressed - yes

H&K UMP
Range - 10/100
Damage - 26/100
Accuracy - 43/100
Zoom - 2x
Capacity – 26 rounds
Suppressed - yes

FN P90
Range - 14/100
Damage - 17/100
Accuracy - 39/100
Zoom - 2x
Capacity – 51 rounds
Suppressed - no

Steyr TMP
Range - 7/100
Damage - 8/100
Accuracy - 46/100
Zoom - 1.5x
Capacity – 31 rounds
Suppressed - yes

Ingram MAC-11/9
Range - 7/100
Damage - 8/100
Accuracy - 27/100
Zoom - 1.5x
Capacity – 31 rounds
Suppressed - yes

SR-2
Range - 12/100
Damage - 20/100
Accuracy - 26/100
Zoom - 2x
Capacity - 21 rounds
Suppressed - no

- ASSAULT RIFLES -

H&K G3A3
Range - 49/100
Damage - 87/100
Accuracy - 65/100
Zoom - 3.5x
Capacity – 21 rounds
Suppressed - no

H&K G36C

Range - 39/100
Damage - 56/100
Accuracy - 59/100
Zoom - 2x
Capacity – 31 rounds
Suppressed – no

Colt M16A2
Range - 39/100
Damage - 66/100
Accuracy - 74/100
Zoom - 3.5x Magnification
Capacity – 31 rounds
Suppressed - no

Colt M4A1
Range - 39/100
Damage - 56/100
Accuracy - 49/100
Zoom - 2x
Capacity – 31 rounds
Suppressed - no

Steyr AUG-A1
Range - 39/100
Damage - 57/100
Accuracy - 59/100
Zoom - 3.5x
Capacity – 31 rounds
Suppressed - no

FAMAS G2
Range - 39/100
Damage - 56/100
Accuracy - 60/100
Zoom - 2x
Capacity – 31 rounds
Suppressed - no

IMI TAR-21
Range - 39/100
Damage - 52/100
Accuracy - 57/100
Zoom – 2x
Capacity – 31 rounds
Suppressed - no

IMI Galil ARM
Range - 39/100
Damage - 60/100
Accuracy - 71/100
Zoom - 1.5x
Capacity – 101 rounds
Suppressed - no

Enfield L85A1
Range - 39/100
Damage - 58/100
Accuracy - 63/100
Zoom - 3.5x
Capacity – 31 rounds
Suppressed - no

Kalashnikov AK-47
Range - 37/100
Damage - 70/100
Accuracy - 45/100
Zoom - 1.5x
Capacity – 31 rounds
Suppressed - no

- LIGHT MACHINE GUNS -

FN M249 SAW
Range - 39/100
Damage - 55/100
Accuracy - 52/100
Zoom - 3.5x
Capacity - 200 rounds
Suppressed - no

M60E4
Range - 49/100
Damage - 100/100
Accuracy - 47/100
Zoom - 1.5x
Capacity – 100 rounds
Suppressed - no

- SNIPER RIFLES -

H&K PSG-1
Range - 49/100
Damage - 75/100
Accuracy - 100/100
Zoom - 10x
Capacity - 11 rounds
Suppressed - no

Barrett M82A1
Range - 100/100
Damage - 100/100
Accuracy - 82/100
Zoom - 10x
Capacity – 11 rounds
Suppressed - no

AW Covert
Range - 8/100
Damage - 20/100
Accuracy - 100/100
Zoom - 10x
Capacity - 11 rounds
Suppressed - yes

- SHOTGUNS -

Daewoo USAS-12
Range - 8/100
Damage - 100/100
Accuracy - 1/100
Zoom - 1.5x
Capacity – 21 rounds
Suppressed - no

Benelli M1
Range - 8/100
Damage - 100/100
Accuracy - 1/100
Zoom - 1.5x
Capacity - 6 rounds
Suppressed - no

- HANDGUNS -

H&K MK23
Range – 8/100
Damage - 19/100
Accuracy - 42/100
Zoom - 1.5x
Capacity – 13 rounds
Suppressed - yes

H&K USP
Range - 10/100
Damage - 20/100
Accuracy - 32/100
Zoom - 1.5x
Capacity – 14 rounds
Suppressed - no

Beretta M92FS
Range - 7/100
Damage - 12/100
Accuracy - 42/100
Zoom - 1.5x
Capacity – 16 rounds
Suppressed – yes

IMI Desert Eagle .50AE
Range - 20/100
Damage - 70/100
Accuracy - 36/100
Zoom - 1.5x
Capacity – 8 rounds
Suppressed - no

Ingram MAC-11/9
Range - 7/100
Damage - 8/100
Accuracy - 27/100
Zoom - 1.5x
Capacity – 17 rounds
Suppressed - no

SR-2
Range - 12/100
Damage - 20/100
Accuracy - 35/100
Zoom – 2x
Capacity – 21 rounds
Suppressed - no

- GRENADE LAUNCHERS -

M203 Grenade Launcher
Range – n/a
Damage – variable
Accuracy – n/a
Zoom - 1.5x
Capacity - 1 round
Suppressed - no

The M203 has four different grenades:

M203 HE (High-Explosive) Rounds - High-Explosive Grenade that has a large blast radius. Leaves a cloud of Yellow smoke after detonation.

M203 RP (Red Phosphorus) Rounds - Incendiary Grenade that incinerates anyone unfortunate to be in the blast radius. Only drawback is a rather small blast radius. Leaves a cloud of Red smoke after detonation.

M203 CS (Tear Gas) Rounds - CS Tear Gas Grenade that irritates the eyes and lungs of anyone that walks through the cloud of Tear Gas. A Tear Gas cloud remains in area for about one minute after detonation.

M203 Smoke Rounds - Grenade that releases a large cloud of Orange smoke, which effectively cloaks movement, and enables the user to make full use of their Thermal Goggles.

-

----------
EQUIPMENT
----------

On top of being able to carry two firearms, you’re also allowed to carry two additional pieces of equipment; designed for tactical use rather than all-out warfare. As with the guns, each piece of equipment has its’ own advantages over the others on offer, and experimenting with everything is advised.

M61 Fragmentation Grenade
Range – n/a
Damage - 100/100
Accuracy – n/a
Zoom - 1.5x
Capacity – n/a
Suppressed – n/a

M34 White Phosphorus Grenade
Range – n/a
Damage - 100/100
Accuracy – n/a
Zoom – 1.5x
Capacity – n/a
Suppressed – n/a

Flashbang Grenade
Range – n/a
Damage – n/a
Accuracy – n/a
Zoom - 1.5x
Capacity – n/a
Suppressed – n/a

Smoke Grenade
Range – n/a
Damage – n/a
Accuracy – n/a
Zoom - 1.5x
Capacity – n/a
Suppressed – n/a

Tear Gas Grenade
Range – n/a
Damage – n/a
Accuracy – n/a
Zoom - 1.5x
Capacity – n/a
Suppressed – n/a

Claymore Mine
Range – n/a
Damage - 100/100
Accuracy – n/a
Zoom - 1.5x
Capacity – n/a
Suppressed – n/a

Remote Charge
Range – n/a
Damage - 100/100
Accuracy – n/a
Zoom - 1.5x
Capacity – n/a
Suppressed – n/a

Breaching Charge

Range – n/a
Damage - 100/100
Accuracy – n/a
Zoom - 1.5x
Capacity – n/a
Suppressed – n/a

Gas Mask
Range – n/a
Damage – n/a
Accuracy – n/a
Zoom - 1.5x
Capacity – n/a
Suppressed – n/a

-

--------
TACTICS
--------

Choose your weapons depending on the level you’re playing in. Obviously, sniper rifles aren’t going to do you much good in the smaller levels, where you’ll nearly always be involved in close-quarters combat; in which assault rifles and submachine guns are your best option.

While some people foam at the mouth in a fit of homicidal rage at the mere mention of people camping, there’s absolutely no rule against it. Finding a good spot to snipe from is essential if you don’t want to be spotted and picked off like a fish in a barrel. Try to find a place where it’s easier for you to see out than it is for opponents to see in (which is helped even further by crouching, rather than standing tall and doing a Mexican wave), and where you can take shots at an enemy before hiding behind ample scenery to avoid being spotted.

Use sound to your advantage. If you sit still for a moment and just listen to what’s going on, you can hear your opponents’ footsteps, doors opening and also pinpoint where enemy gunshots are coming from; allowing you to take the appropriate action. Another thing to take into consideration is that your opponents can hear you just as well as you can hear them, so you need to be careful of what you do and even more careful of how loud you’re doing it. Avoid running around stamping your feet on the ground because that’s stupid (and you’ll ruin the carpet); instead keep crouched and move slowly so as not to draw attention to your position. Open doors with care; slowly to avoid deafening creaks and also as not to give away your position visually as well as aurally. Some weapons are equipped with silencers. This means that even if you’re sniping and/or camping and you fire at an opponent, all is not lost if you miss – providing you’re using a suppressed weapon - as they’ll never be entirely sure of which direction the gunshot came from.

Avoid blowing up any barrels or shooting out any windows just for the hell of it, as this also gives opponents a general idea of where you are and allows them to formulate a strategy on how to shoot your face off. However, blowing up barrels is not an entirely bad idea if you know when to do it. A brilliant strategy is to avoid shooting an opponent directly if they’re standing near an explosive barrel; instead, shoot the barrel itself, which will explode violently and almost certainly kill your attacker instantly.

As I mentioned earlier, opening doors is an art in itself and another crucial factor to be considered if you want to win. When you enter a room – and providing there’s no one in it trying to riddle you with bullets – close the door behind you, as this makes it less likely that any opponents who might be walking through the area later on will be aware that you where ever in the vicinity and if you’re going to camp in the room you’ll be aware of anyone approaching as they’ll need to open the door to get in. Likewise, if you see a door that you believe has been left open by an opponent, your best option is to leave it open as once again it prevents them from really knowing if you’re anywhere near as you haven’t altered the environment in any way.

The various grenades and other pieces of equipment on offer are all good for making things difficult for your opponents. Use smoke grenades in large quantities so as to create a smoke cloud as large as possible, as it makes it all the more difficult for opponents to see you. The same goes for tear gas grenades, as they will prevent your opponents not only from seeing you, but also from sneakily using their thermal vision to pinpoint you anyway. Obviously if you’re going to use tear gas grenades you’ll need to equip yourselves with gas masks, or else you could end up with a room full of defenseless enemies and no means of accurately taking them all out, although hurling frag or phosphorus grenades in after the previous grenades may cause a death or two. When encountered with opponents using grenades, you need to be ready to act quickly as a grenade ALWAYS means bad news. A good idea would be to learn exactly what each grenade looks like so you can take the appropriate actions: turning away if it’s a flashbang, and running like hell if it’s frag or phosphorus. If you’re not prepared to (i.e. clever enough) to do this, then you need to run like hell the moment you see a grenade heading in your general direction.

Breaching charges, claymore mines and such can also be used to effectively – and more important, comically – dispose of unwanted opponents. Camping in a room with only one means of entry with a claymore mine or remote charge played by or near the door is always good, especially when used together with listening out for enemy movement.

The scenery in each level is there for two reasons: a) so we don’t complain about big empty levels with naff all to gawp at; and b) so we can use it to our tactical advantage and boast about how amazing we are at Rainbow Six 3. Duck behind scenery when under fire, as no gun shoots through scenery (except doors, but I’ll get to that later). Having retreated behind an object, reloading your weapon is always a good idea, just to ensure that you’re fully prepared for any onslaught. Peeping out from behind objects and firing off short bursts is also a good tactic.

If you suspect or know for certain that an enemy is lurking behind an object, use your thermal goggles to track their exact position so you won’t have to guess where they’re going to appear from and therefore won’t be caught with your Calvins down. You can also use the thermal vision to see through doors and depending on what gun you have and how close to the door an opponent is standing, you can shoot straight through the door and score a swift shot to the head, no questions asked.

Speaking of head shots; aim for those large round appendages sitting on top of your opponents’ necks whenever possible. While it’s possible for an opponent to be shot numerous times in most body parts (gulp) and still manage to successful retreat or – even worse – killing you in gratitude, no one comes out of a headshot alive. Ensuring that you score headshots often is helped by how well you use your gun. If you’re wielding a submachine gun or assault rifle (i.e. a rapid fire weapon with high recoil), then you need to fire in short bursts rather than holding down the trigger á la Rambo as it increases your accuracy and prevents you from missing your target completely, thus not giving anyone the chance to turn around and return the favour.

You have an Xbox Live headset so bloody use it, as working as a team is essential. Communicate with your team-mates; use your collective grey matter to formulate strategies, as simply scattering and seeing what happens rarely results in success. Playing with people you actually know or with people you play with on a regular basis helps, as you all have a rough idea of what strategies each player likes to use and therefore can incorporate these various strategies together to form a meddling kid proof plan. When playing against these people, keep in mind that they still know how your feeble mind works and this will no doubt give them a helping hand in defeating you, and vice versa.

Use your radar. If you know that an ally is around the corner by looking at the map, don’t jump out of your seat when they pop up and accidentally shoot them in the face, as you’ll not gain many friends and you’ll have one point deducted from your score. The radar also helps when you’re listening for enemy movement. If you can hear footsteps, and there no one is showing up on the radar, then you know that those footsteps belong to an enemy. Also, make use of the radar’s ability to show where your team-mates were killed (marked by an X on the map), as chances are high that there’ll be at least one enemy lurking around the vicinity and you’ll know to take the proper precautions necessary.

-

-------------------
TACTICAL POSITIONS
-------------------

As you will have gathered by now, staying put in a particularly good hiding place and sniping at your opponents or laying in wait with explosive traps is a good tactic; that is, providing you know of any decent places to do so. Below are a few particularly sneaky ones, along with some places to avoid camping at… unless you’ve saved up enough for your family to pay for a decent buffet at your funeral (and can I come?).

AIRPORT 1

From the green team spawn point, head to the left and past the stairs until you reach the main yard outside the hangar. Take a left turn and you’ll find a nice hiding place behind a bunch of crates where you’re almost completely protected, save for the peep hole you can snipe from. From this spot, you also have a handy view of an explosive barrel; handy for blowing up your opponents without too much hassle.

In the main yard outside the hangar, you’ll notice a plane. You can actually sit in the cargo hatch of the plane, which is an ideal place to sit and wait for enemies to wander on by and get blown up by explosives.

From the green team spawn point, head up the stairs and open the first door on your right, which will reveal a bathroom. From here, you can either lay a mine on the floor outside the bathroom or close the door behind you and plant a breaching charge (though the former works far better). Now simply sit and listen for footsteps. When an enemy is outside your position, blow them to pieces.

Right next to the green team spawn point there is a staircase, which is a perfect place to sit and wait for any opportunity to make use of any traps you’ve laid.

AIRPORT 2

As with Airport 1, there are various bathrooms you can hide in while you wait for enemies to walk over any traps you may have laid outside your position. Also, there are two staircases outside for sneaky beggars like you to lurk underneath like a troll waiting for any gruff goat sorts to trot down above you and explode like a faulty Christmas tree light.


CITY STREETS LARGE

Not many places to snipe in this one. Avoid at all costs the urge to sit and snipe through the windows by each team’s spawn point as you’re an easy target for anyone else who was stupid / clever enough to do the same thing.

WAREHOUSE

From the red team spawn point, take a right turn across a catwalk, another right turn and up some stairs. Now, head up the stairs just enough to be able to snipe effectively at the highest catwalk. If you have a team-mate covering the only other door into this room, this spot is a great place to sit tight and pick off anyone who might come your way. One thing you don’t want to be doing is sitting still on any of the catwalks themselves while sniping the areas above or below them, as it’s all too easy for someone passing by to pick you off with little or no effort whatsoever.

IMPORT / EXPORT

You have the opportunity to use the “camping under the stairs” trick at either one of the team spawn points. Also, try hiding behind the pillars and dumpsters on either end of the long area outside, as you’ll have a perfect view of a few explosive barrels in this area.

OLD CITY

From the red team spawn point, head through the door behind you then once outside, take a left turn and carry on straight ahead. Here you’ll find an alley filled with sheets and clothes hanging down onto the street. This is a great place to crouch behind some wooden barrels and pick off any enemies who might wander in to check the area. Also, keep in mind that you can shoot through the sheets, so if you see an enemy’s feet through the gap between a sheet and the floor, use your thermal goggles to try and score a sneaky head shot.
Submitted By: Borat
----------Rainbow Six 3 (XBOX) – Weapons, Ammunition & Equipment Guide-------
-----------------------Walkthrough by ßora† SagdiyeV-------------------------

-------------Rifle/Pistol/Shotgun/Submachine Gun Ammunition Facts------------
-----------------------------------------------------------------------------

9mm – Light Damage
.40 Calibre – Light Damage
.45 Calibre – Light/Moderate Damage, Pierces wooden doors
.50 Calibre – Extreme Damage, Pierces multiple targets, wooden and steel doors
5.7mm – Light Damage
5.56mm – Moderate/Heavy Damage, Pierces multiple targets and wooden doors
7.62mm – Heavy/Extreme Damage, Pierces multiple targets, wooden and steel doors
12 Gauge Buckshot – Extreme Damage, Blows open most types of door

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----------------Primary Weapons : SUB-MACHINE GUNS---------------------------

Submachine guns bridge the gap between the practicality and lightweight of pistols, and the accuracy and firepower of the assault rifles. They are best suited to close quarter battles, and environments such as the insides of buildings, where targets are usually at short range, and long distance accuracy is not therefore required.

MP5A5 with Mini Scope (9mm)
The MP5 is a great all round weapon. It has the standard 30 round magazine, a good rate of fire, an excellent zoom capability, considering the guns size, and reasonable accuracy at long range. The 9mm rounds do not offer much stopping power however, so you really need to aim for the head to be certain of a quick kill.

MP5SD5 with Mini Scope (9mm)
This is the same MP5 submachine gun, only with a suppressor attached. It has all the strengths and weaknesses of the standard gun, although this suffers from even weaker long-range accuracy, and does even less damage thanks to the lower muzzle velocity the suppressor imposes. The only reason to choose this over the standard gun is if stealth is important.

UMP45 with Reflex sight (.45 Calibre)
Comparable to the above MP5 submachine gun, this is also suppressed and so is useful if stealth is important. The .45 calibre rounds pack much more punch than the 9mm of the MP5, and despite the weaker scope, the gun has comparable accuracy at long range. One disadvantage is that the magazine only holds 25 rounds, instead of the usual 30.

P90 with Reflex Sight (5.7mm)
The P90 is a strange looking weapon, but certainly not one to be overlooked. It has a large magazine (50 rounds) and a great rate of fire. However, the accuracy at long range is sometimes laughable and the rounds do not do very much damage. On the whole though, for close quarters battles it is a good weapon to use.

TMP with Suppressor (9mm)
Poor accuracy at long range, the rounds do hardly any damage to the target, no scope. This gun should be classed as rubbish, but used in close quarters, and with some skill, it is not a bad weapon after all. The suppressor means it is a good gun for stealth applications also.

Mac 11/9 with Suppressor (9mm)
Very similar to the above TMP, but with even poorer accuracy. I really can’t see any reason why you would choose this gun over the other suppressed submachine pistols available in the game.

SR-2 with Reflex sight (9mm)
With poor accuracy and effective range, this machine pistol would seem a poor choice, but actually dishes out quite a bit of damage. The gun also has a scope fitted, which improves its practicality some.

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-------------------Primary Weapons : ASSAULT RIFLES----------------------

Assault rifles offer increased power, magazine capacity, range and accuracy. They are far more suited to outdoor scenarios, where targets may be some distance away.

G3A3 with Mini Scope (7.62mm)
Incredibly accurate, an excellent effective range, and dishing out an astounding amount of damage, via its 7.62mm rounds, the G3A3 is a formidable weapon. The only real downside is that the magazine can only hold 20 rounds, meaning sustained firefights may require frequent reloading breaks.

G36C with Reflex Sight (5.56mm)
A more compact brother of the G3A3, the 5.56mm G36C still offers good accuracy, range and firepower. The magazine holds the standard 30 rounds meaning it is a little more effective when large firefights break out, than the G3A3.

M16A2 with Mini Scope (5.56mm)
The most accurate assault rifle in the game, the M16 is a good choice for pretty much any map. It has good long range zoom with its scope, accuracy to match, and formidable stopping power. This rifle holds the standard 30 rounds in its magazine.

M4 with Reflex Sight (5.56mm)
A cut down version of the M16, designed for shorter-range battles and close quarter combat. The accuracy and damage suffers due to its shorter barrel length, and the rifle has quite strong recoil, but another good all round rifle, if a little limited at long range. Again, this rifle holds 30 rounds plus one in the chamber.

Steyr AUG with Scope (5.56mm)
An impressive looking assault rifle, the AUG is great at short to medium range. It suffers from strong recoil, so full auto is not a good idea, but in short bursts, the accuracy is good. A 30 round magazine is used.


FAMAS G2 with Reflex Sight (5.56mm)
A personal favourite of mine, this is a great all round rifle. Accuracy and Range are suited primarily for short to medium distances, although it is possible to hit targets at long range with some degree of certainty. It has low recoil meaning that even on full auto it is possible to hit your desired target. It has the fastest rate of fire of all the assault rifles, and a 30 round magazine is fitted.

TAR-21 with Reflex Sight (5.56mm)
Similar in many ways to the FAMAS, this is another great all rounder. Recoil is low so sustained bursts of fire can be put down, accuracy and range are again mainly suited to short/medium distances. A good rate of fire and the standard 30 round magazine.

GALIL ARM with High Capacity Magazine (5.56mm)
A bit of a monster, this was allegedly based on the AK-47 chassis. It features a massive 100 magazine, is very accurate, and inflicts a large amount of damage. There is no scope on the rifle, so range is suited to short/medium distances. The rifle has a very good rate of fire, and has obvious advantages in prolonged firefights due to not having to reload very often.

L85A1 with Scope (5.56mm)
This is the rifle used in the British Army. It has good accuracy at medium range, deals out a decent amount of damage and has a good rate of fire. The gun features a 30 round magazine.

AK-47 (7.62mm)
A formidable weapon at close range, this deals massive damage. However, the fact that the gun has no scope, coupled with its heavy recoil means that accuracy is not its strong point. Short bursts are the name of the game here, and don’t even bother with it if the enemy may be far away – they’ll out-snipe you with ease. It has a 30 round magazine.

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------------------Primary Weapons : LIGHT MACHINE-GUNS-------------------

Light Machine-Guns are the heavy bruisers of the weapons available. Huge Capacity magazines and very high muzzle velocity, assuring large damage to any target, mean these are great ‘point and spray’ weapons. They are primarily used as covering weapons, but in the right hands can be used effectively as a replacement for the assault rifles.

M249 SAW with Mini Scope (5.56mm)
This gun features a huge 200 round magazine and an excellent rate of fire, but in most other departments it is mediocre. The range and accuracy is good at medium range, but is best used with a crouched firing position.

M60 E4 (7.62mm)
Massive damage is the main advantage here – this beast can turn most doors into pieces with prolonged fire. The M60 features a 100 round magazine and has pretty good range and accuracy, despite its lack of any type of scope. Good players can use this effectively as a close quarter weapon, but as a rule it is generally a support/cover weapon.

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--------------------Primary Weapons : SNIPER RIFLES----------------------

The key advantage of the sniper rifle is range and accuracy. For those cheesy 100-yard kills nothing beats these things, and some of them actually do more damage than any other guns in the game. This makes them incredibly deadly, although generally speaking, in close quarter battles, assault rifles or machine guns will have the advantage.

PSG1 with Scope (7.62mm)
Unbeatable accuracy, a superb range, and dishing out a large amount of damage, the PSG1 is your not-so-standard sniper rifle. A good all rounder featuring a 10 round magazine.

M82A1 with Scope (.50cal)
This is a complete monster of a gun, which features the incredibly destructive .50cal round. This gun will kill with one shot, regardless of where on the body the round hits. This makes it a bit of a cheesy gun to use, and has caused some controversy online. It also has excellent accuracy and range, and almost no recoil whatsoever. It can destroy wooden doors with only a couple of shots; the only downside is the small 10 round magazine. Awesome weapon.

AW Covert with Scope (7.62mm)
For sneaky kills and all round stealth, this is an excellent suppressed sniper rifle. The suppressor inevitably slows down the projectile and means it will do considerably less damage than the PSG1, but the accuracy and range is good. Like the other sniper rifles this only has 10 rounds per magazine.

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---------------------Primary Weapons : SHOTGUNS--------------------------

For pure untamed brute force at close ranges, nothing beats the shotgun. At long ranges these are next to useless, but for CQB and tasks such as blowing open doors, these guns are made to fit. As they fire buckshot, aiming accurately is not so important – just point it roughly at your target and pull the trigger.

M1 (12 Gauge Buckshot)
Massive damage at close range is all this gun has to offer really. Its round capacity is a meagre 6, and reloading takes an age, so you better make them count. Really very poor, when compared to its far better counterpart.

USAS-12 (12 Gauge Buckshot)
An automatic shotgun offering a 20 round magazine, and dishing out the same amount of damage as the M1, this is a far better alternative. Reloading is far quicker also, so you really are best choosing this if you want a shotgun. Just point, and spray!

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-------------------Secondary Weapons : HANDGUNS--------------------------

Pistols are used mainly as a back-up weapon, depending on the mission at hand. They come in several guises, from your regular single shot, to suppressed models, to semi-automatic machine pistols. Choosing a good pistol can be just as important as choosing a good primary rifle.

MK23 with Suppressor (.45 cal)
An excellent suppressed pistol for use on stealth missions, this packs quite a punch and offers decent accuracy and range. 12 rounds are available from its magazine.

USP (.40 cal)
Decent accuracy, range and firepower. This is your standard good all round none-suppressed pistol, offering a 13 round magazine.

M92FS (9mm)
Smaller and less powerful than the MK23, the advantage of this suppressed pistol is its larger magazine (15 rounds). Personally I would choose the MK23 over this any time, but if the additional 3 rounds are important to you, then this may be the right one to choose.

Desert Eagle (.50 cal)
Extremely deadly and very accurate due to its long barrel length and .50 cal rounds. The Desert Eagle can more than match the power of an assault rifle at close ranges, but suffers from a small 7 round magazine. If suppression is not important, and if you can put up with the small magazine, this would be the gun to go for every time.

MAC-11/9 (9mm)
An impressive rate of fire, but very poor accuracy and firepower from its 16 round magazine, the MAC-11/9 is a trade off. Useful only really at very close range, I would tend to give this gun a miss. It looks impressive fired on full auto, but is essentially a poor choice.

SR-2 with Reflex Sight (9mm)
The only pistol with a fitted sight, this is a great gun to choose alongside a primary weapon with no sight (such as a shotgun). Decent range, accuracy and firepower, and a large 20 round magazine, mean this is a good choice as a back-up weapon, and is often overlooked.

-------------------------------------------------------------------------
-------------------Secondary Weapons : GRENADE LAUNCHERS-----------------

These offer massive damage at a distance. There is only one grenade launcher on offer, but it has a choice of different grenade rounds to suit the situation.

M203 (40mm Grenade Round)
This is a great weapon to use in the right hands and can propel grenades up to 50 metres. Reload time is very slow however, and only 2 spare grenades can be carried at any one time, so use your projectiles wisely. There are several types of grenade round, detailed below :
·HE (High Explosive) – Has a large blast radius and will kill instantly anyone close enough to the explosion.
·RP (Red Phosphorous) – Has a smaller blast radius than the HE, but emits a cloud of red incendiary phosphorous, which will burn anything/anyone within range. Will still kill instantly if target is close enough to explosion.
·CS (CS/Tear Gas) – Emits a cloud of tear gas when detonated, which, assuming the target is not wearing a mask, will incapacitate through irritating the respiratory tracts and eyes.
·Smoke Rounds – Emits a cloud of smoke when detonated, obscuring vision or creating diversions.

-------------------ADDITIONAL EQUIPMENT------------------------------

As well as your rifle, pistol, grenade launcher and whatever you use to deal out death on a large scale, you will also be wanting to equip yourself with some additional vital kit. Explosive devices, diversion devices and other miscellaneous equipment are on offer.

M61 Fragmentation Grenade
The standard grenade used all over the world, this has a large blast radius and will kill anyone within range instantly. Once the pin is pulled and the grenade is thrown, you have 3 seconds until detonation. A very handy and almost essential piece of equipment to carry

M34 WP (White Phosphorous) Grenade
A variation of the fragmentation grenade – this also emits a cloud of white hot phosphorous which will burn anything/anyone within range. Not as effective in my view as the fragmentation grenade, but still more than capable of killing if used correctly.

Flash-Bang Grenade
Emits a blinding flash and incredibly loud bang. Anyone within range looking in the direction of the Flash-Bang will be deafened and blinded for about 5 seconds, leaving them completely open to attack. Does not harm the person in any way.

Smoke Grenade
Once thrown, will begin to emit a cloud of smoke, obscuring vision and confusing enemy. Can be countered, however, using thermal vision. Of most use on single player, and co-operative missions, as terrorists do not have access to thermal goggles.

Tear Gas Grenade
Emits a cloud of tear gas, which, assuming the enemy does not have gas masks equipped, will distort their vision to the extent that they are effectively blinded temporarily. Useless if gas masks are being used.

Claymore Mine
The claymore mine is very useful as a booby trap at key points on the map. It takes several seconds to deploy, but once set can be detonated at any time, remotely, from anywhere on the map. Of course, to know when the enemy is in range, you will have to be within visual range of the mine, and you cannot fire your weapons while the detonator is in your hand, so it is a risky weapon to use. The explosion is directional, so be sure to set it up facing in the intended direction.

Remote Charge
Pretty much exactly the same as the claymore mine, this is deployed and then remotely detonated from anywhere on the map. The explosion is more akin to the fragmentation grenade, and is not directional, so can be more useful for taking out multiple enemies.

Door Breaching Charge
This device is fitted to a door and remotely detonated. It will damage or even kill anyone standing behind the door, so make sure you have no teammates inside the room in question.

Gas Mask
The Gas Mask negates the effects of tear gas, and is equipped automatically when it is chosen in the equipment menu. If you intend using tear gas yourself, or if you suspect anyone on either team will be using it, this piece of equipment is essential.

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