 |
              
Q3F News Sites









Custom Levels

Q3F Server Sites



|
 |
|
Screenshots - Click them for full size images
|
 |
 |
 |
|
|
|
|
The Minigun
Based heavily on the B1-V1.00 model (release c.2k), the revised specification for the Minigun includes a number of modifications to better equip our troops. Among these improvements are the remodelled grip to provide greater comfort during firing and an improved ejection exhaust to ensure a safer trajectory for expelled shell casings.
We expect a significantly reduced CRDM (casualty rate due to misues) as soon as implementation is complete. Expect shipments to all areas fulfilling combatant safety regulations immediately. Outstations included.
|
|
 |
|
|
|
|
The Supply Station
A vital tool for any defense, the engineer's supply station helpfully dispenses armour and ammunition to fellow team members. Don't let that cute exterior fool you, however; this unit can be keep enemies at bay as its power cells are remotely detonated, turning the ammunition and armour components into a large fireball that will make any attacker think twice about approaching one again.
|
|
 |
|
 |
|
|
|
|
The Railgun
Used only by the Engineer, the Railgun accelerates nails to an incredible speed causing them to burst straight through organic objects and keep on going. With it's maximum clip load of 50 nails, fast rate of fire and zero reload time, this is both ideal as a close-range 'chase' weapon and for sniping stationary targets at a distance.
|
|
 |
|
|
|
|
The Nailgun
Carried by the Recon, the Agent and the Sniper, the Nailgun is a fast, furious and lightweight weapon. It’s ideal for creating small dents in the enemy as part of a big team.
The Nailgun is also good at strategic attacks on distant static objects such as Autosentries... it might not save your life that often, but it sure can clear a path through less intelligently laid out defences.
|
|
 |
|
|
|
|
The Super Nailgun
Purposely built small and with balance being a major design factor, the Super Nailgun deals roughly twice the damage of its little brother, the standard-issue Nailgun.
In this revision of the design, the nail-accelerator is now housed in a much more efficient casing, and a high-strength alloy guard is now used to provide the operator with greater protection from stray high-velocity nails.
|
|
 |
|
|
|
|
The Multimode Grenade Launcher
With the mortar-tech system taken from the SRV1, the Multimode Grenade Launcher (or MGL for short) is now far superior to its previous incarnation - the SMGL B1-V1.00, which was based almost entirely on the aged ‘id’ mechanisation.
The recent improvement in this unit’s weight coefficient has also resulted in significant optimisation of the mode selector; multimode (normal and pipe) selection is now possible while maintaining a single clip load-out, with unit switching barely affecting grenade launch vector. Previously, two entirely independent pre-configured weapons would have been required for the same job.
|
|
 |
|
|
|
|
The Autosentry
The Autosentry is a formidable defence unit, deployed and maintained by the Engineer. It has three levels of operation that are attained when an Engineer upgrades the unit.
At its highest level it fires off shells at 10 rounds per second and rockets at 3.2 second intervals. Once placed, the Autosentry will automatically lock on and fire at any incoming enemies within range.
|
|
 |
|
|
|
|
The Flamethrower
The lightweight carbine-format Flamethrower is designed solely for close combat. Using a pressurised napalm gel, it can cover an area of up to nine meters. Once the target is hit, the gel will stick to the victim and continue to burn for up to five seconds.
With sufficient fuel in a dual fuel reservoir for bursts of up to thirty seconds, the flamethrower is considered to be one of the fiercest weapons against lightly armoured classes.
|
|
 |
|
|
|
|
The Dartgun
The drugging weapon of the Agent! The Dartgun propels darts (tipped with a tranquilliser) that penetrate all known armour, passing its secret chemical compound straight in to the blood stream of the target!
Though the drug does limited damage on its own, its effects take place rapidly, causing the enemy's reflexes to be dulled for a good few seconds. Just enough time to maim, kill or outrun the rogue.
|
|
 |
|
|
|
|
The Single Barrel Shotgun
The Single Barrel Shotgun is the ideal back-up weapon. Used by many classes, it is both lightweight and extremely reliable. Able to hold eight rounds in the clip and lacking only in accuracy, it is perfect for those last-ditch attempts at escape when pursued by an enemy low on health.
|
|
|
 |
 |
 |
 |
 |
 |
 |
Site design ©1999, 2000, 2001, 2002 RR2DO2.
Q3F ©1999, 2000, 2001, 2002 Q3F. For legal info click here.
|
 |
|