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 Forum index » Diversions » Console/Video Game Discussion
[X360] Perfect Dark Zero -UPDATED! FULL GAMETYPE/WEAP. LIST!
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fugitivesoldier
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Joined: 21 Sep 2004
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Location: MI

[X360] Perfect Dark Zero -UPDATED! FULL GAMETYPE/WEAP. LIST!

I have a feeling this will be a very active game here, so here's a thread for it.

This is a video of some co-op play, two people on two different screens.

http://www.xbox.com/en-US/games/viewer.aspx?productId=972&assetTypeId=2&shotId=0

NOTE: The death animations in this vid were not done yet all the way; they look much better now. But that isn't the focus here. Smile Check it out.
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PostPosted: Thu Nov 10, 2005 8:05 pm
Last edited by fugitivesoldier on Fri Nov 18, 2005 5:31 pm; edited 1 time in total
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TridenT
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Joined: 29 Aug 2004
Posts: 433
Location: GameFAQs frequenter

Between this, Halo 2 revived on my new machine, and DOA4 (in which I will get maimed), I am going to be full-up for online gaming.
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...
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PostPosted: Fri Nov 11, 2005 1:39 am
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fugitivesoldier
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Joined: 21 Sep 2004
Posts: 513
Location: MI

All PDZ Gametypes and Weapons!

--------------------------------------------------------------------------------

Credit to Spektral2 from the IGN boards



GAMETYPES


Death Match:

# Killcount:
Killcount is a traditional free-for-all match, played in the established style of deathmatch games. Players spawn into the map at any given point and begin the great hunt, seeking out weapons to punish opponents with. Killcount games are typically feverish and fast-paced. Depending on the participants' play style,
sometimes defensive platers with protracted hunting strategies
do better than brasher players who use flashy techniques.


# Team Killcount:
Team Killcount plays out much like regular Killcount, except players are divided into two teams (which can be augmented with bots). Teams typically spawn in specific locations, which often must be defended so that the opposing team cannot set up camp and pin the competition down. Controlling map sections is pivotal to success, as it is far easier to score kills for your team total if you limit the amount of real estate opponents can hide in.


# Capture The Flag:
Capture the Flag (CTF) matches are strictly team-based affairs, the goal is to steal the opposing team's flag from their base of operations, escort it across a heavily contested map, and deposit it in your own flag bay. However, a point is scored only if your team's flag is safely in your base at the time you bring the enemy flag home.



# Territorial Gains:
Territorial games are all about possessino and ownership. Each map is peppered with Gains, tall cylinders that become violently contested as opposing teams attempt to control them. To take a Gain, you must stand next to it and and hack it by holding A for several seconds. While hacking a Gain, you are completely start over when hacking the Gain. To best take a Gain, teammates must work together to provide cover for the player assigned to hack the Gain.


Dark Ops:


# Eradication:
Eradication is similar to Killcount, except that once you are aliminated, you're out for the remainder of the round. There are no spawn points or teleporters where you can rejoin the round. You are welcome to follow the rest of the round via spectator mode, in which you can see how your teammates fare until the round is over.


# Onslaught:
Onslaught matches divide players into two teams: attackers and defenders. Defenders must repel the attacking team from a set piece of real estate on the map by any means necessary. Defenders are allowed to purchase whatever weapons they desire from the armory before the start of the round, but there is typically no time for window-shopping. The attackers are frozen in place for only about 10 seconds at the start of the round. If players have not made up their minds by then, the attackers are loosed on the lollygaggers. A defender still browsing is not only of no use to the team, but is a sitting duck for the attackers.


# Infection:
Infection divides players into two uneven teams - but one team has a serious pox on their house. The uninfected team begins the game looking like normal humans. The infected players appear as skeletons with all 206 bones in full view. There's no time for modesty, though, because the teams are not static. Whenever an infected player manages to eliminate an uninfected player, that player appears as a skeleton and joins the cause of hunting the healthy.


# Sabotage:
The team-based Sabotage game splits the players into two groups: attackers and defenders. But rather than defend a single chunk of real estate, as in an Onslaught game, the defenders are charged with protecting a series of properties, called "Props." These Props include such things as communication antennas, crates, and barrels. Props are grouped in different areas of the map, giving defenders ample opportunity to set up defensive perimiters
__________________


--------------------------------------------------------------------------------


WEAPONS

PISTOLS

# P9P Sniper Rifle:


Primary Fire : Manual Shooting
Secondary Fire : Silencer Toggle
Tertiary Fire : Flashlight Toggle

Damage : 25/17 (With and Without Silencer)
Rate of Fire : Fast
Chamber : 9
Max Rounds : 200
Clip Size : Small
Accuracy : High
Pistol Whipe : 3 Hits
Specials : Zoom and Dual Wield
Dark Ops Price : 1,000cr


Notes
The P9P is a highly customizable pistol that comes standard with a scope. Activating the secondary funtion attaches a silencer for stealth kills, while the tertiary function adds a flashlight that's useful in low-light conditions




# Falcon 17

Primary Fire : Manual Shooting
Secondary Fire : Firecracker

Damage : 17
Rate of Fire : Fast
Chamber : 18
Max Rounds : 200
Clip Size : Large
Accuracy : High
Pistol Whip : 3 Hits
Specials : Dual Wield
Dark Ops Price : 1,500cr


Notes
Despite being relativley underpowered, the Falcon is a highly accurate pistol, favored by professionals capable of making best use of its high rate of fire. The Falcon's secondary function allows a full clip to be thrown down, firing each round in sequence to distract enemies.




# DY357 Magnum

Primary Fire : Manual Shooting
Secondary Fire : Decoy

Damage : 50
Rate of Fire : Slow
Chamber: 6
Max Rounds : 200
Clip Size : Small
Accuracy : Low
Pistol Whip : 3 Hits
Specials : Fast Fire, Dual Wield
Dark Ops Price : 2,500cr


Notes
Favored by old-timers who understand the importance of stopping power, this intimidating six-shooter teaches a painful lesson in muzzle velocity to the unluckiest punks. Quick firing allows the user to fan the trigger and increase the rate of fire. The secondary shot function fires a silenced shot with delayed detonation that makes an effective decoy.




# Magsec 4

Primary Fire : Damaging shots with armor-piercing tendencies
Secondary Fire : Ricochet shots for hitting targets around corners

Damage : 25
Rate of Fire : Fast
Chamber : 9
Max Rounds : 200
Clip Size : Small
Accuracy : Medium
Pistol Whip : 3 Hits
Specials : Zoom or Dual Wield
Dark Ops Price : 1,500cr

Notes
A state-of-the-art military pistol, the Magsec 4 is ideal for engaging targets at a distance. Switching to ssecondary fire magnatizes the rounds, allowing them to ricochet. This allows skilled users to effectivley fire around corners.




# Psychosis Gun

Primary Fire : Blurs vision of victim.
Secondary Fire : Radar Confusion

Damage : 12
Rate of Fire : Fast
Chamber : 6
Max Rounds : 200
Clip Size : Small
Accuracy : Medium
Pistol Whip : 2 Hits
Specials : Blur, Radar Switch, Dual Wield
Dark Ops Price : 2,000cr

Notes
A compact non-lethal pistol originally used by bail enforcement agents to tranquilize targets. The Psychosis Gun earned it's name when it was adapted to fire a concentrated dose that causes the target to confuse friends and enemies, resulting in considerable collateral damage.



SUB-MACHINE GUNS

# CMP-150

Primary Fire : Automatic Fire
Secondary Fire : Hologram Decoy

Damage : 17
Rate of Fire : Fast
Chamber : 24
Max Rounds : 200
Clip SIze : Medium
Accuracy : High
Pistol Whip : 3 Hits
Specials : Hologram, Dual Wield
Dark Ops Price : 3,500cr

Notes
Accurate and fast-firing, the CMP can shred enemies at close quarters. Its highly advanced secondary function fires a hovering hologram projector that you can use to lure and confuse enemies or recon dangerous territory.



# DW-P5

Primary Fire : Automatic fire
Secondary Fire : Silencer Toggle
Tertiary Fire : Flashlight Toggle

Damage : 25
Rate of Fire : Fast
Chamber : 24
Max Rounds : 200
Clip Size : Medium
Accuracy : Medium
Pistol Whip : 3 Hits
Specials : Zoom, Silencer
Dark Ops Price : 3,000cr

Notes
An accurate and reasonable powerful sub-machine gun, the DW-P5 comes with a built in scope and is easily modified. Activating the secondary function attaches a silencer for recon missions, while the tertiary function adds a flashlight for low-light conditions.



# RCP-90

Primary Fire : Automatic Fire
Secondary Fire : Threat Detector
Tertiary Fire : Reprograms Electroincs (Mines, Laptop Guns)

Damage : 25
Rate of Fire : Fast
Chamber : 40
Max Rounds : 200
Clip Size : Big
Accuracy :High
Pistol Whip : 3 Hits
Specials : Threat Detector, Zoom
Dark Ops Price : 5,500cr

Notes
Although it has a stunning rate of fire, the RCP-90 really comes into its own when using it's extra functions. The RCP's secondary use pinpoints and enhances enemy threats, while it's tertiary funtion reprograms electronic threats such as sentry guns, rendering them useless.



# UGL Liberator

Primary Fire : Automatic Fire
Secondary Fire : Throw as a mine

Damage : 25
Rate of Fire : Medium-Fast
Chamber : 24
Max Rounds : 200
Clip Size : Medium
Accuracy : Low
Pistol Whip : 3 Hits
Specials : Land Mine, Dual Wield

Notes
A powerful but inaccurate weapon, the UGL Liberator is favored by the "spray-and-pray" school of close quarters combat. Secondary fire throws the weapon down, activating an internal explosive device that detonates when enemies get close.



RIFLES



# FAC-16

Primary Fire : Automatic Fire
Secondary Fire : Grenade Launcher
Tertiary Fire : Silencer Toggle

Damage : 25
Rate of Fire : Medium-Fast
Chamber : 30/1
Max Rounds : 200/6
Clip Size : Medium
Accuracy : Medium
Pistol Whip : 3 Hits
Specials : Slow Grenade
Dark Ops Price : 6,500cr

Notes
The FAC-16 is a highly adaptable and accurate military assault rifle with a standard-issue scope for ranged attack. It packs an explosive punch with it's secondary fire grenades, which detonate on impact with any surface. The tertiary functino adds a silencer for stealth kills.



# KSI-74

Primary Fire : Automatic Fire
Secondary Fire : Harpoon, Massive damage

Dsmage : 33
Rate of Fire : Medium-Fast
Chamber : 30/1
Max Rounds : 200/1
Clip Size : Medium
Accuracy : Low
Pistol Whip : 3 Hits
Specials : Bayonet
Dark Ops Price : 4,500cr

Notes
This rugged and powerful assault rifle is highly effective when fired in short bursts. The secondary function fires a harpoon for silent takedowns.



# Laptop Gun

Primary Fire : Automatic Fire
Secondary Fire : Sentry Turret

Damage : 25
Rate of Fire : Fast
Chamber : 30
Max Rounds : 200
Clip Size : Medium
Accuracy : High
Pistol Whip : 3 Hits
Specials : Turret
Dark Ops Price : 9,500cr

Notes
The Laptop Gun is a compact and deadly assault rifle with a fearsome rate of fire. It's secondary function allows it to transform from an assault rifle to an autonomous sentry gun. This abilityto change shape makes it an ideal weapon for covert operatives who need a laptop PC in the field. Runs Windows 2020.



# SuperDragon

Primary Fire : Automatic Fire
Secondary Fire : Grenade Launcher

Damage : 25
Rate of Fire : Low-Medium
Chamber : 20/6
Max Rounds : 200/12
Clip Size : Small
Accuracy : medium
Pistol Whip : 3 Hits
Specials : Fast Grenade
Dark Ops Price : 7,500cr

Notes
This versatile infantry weapon comes equipped with a built-in scope for long-range fire. Secondary fire switches to it's underslung grenade launcher, which well-trained operatives can use to bounce grenades off walls and ceilings to devastating effect.



HEAVY WEAPONS AND SNIPER RIFLES


# Jackal Sniper

Primary Fire : Sniper Bullet
Secondary Fire : EMP Marker

Damage : 125 approx
Rate of Fire : Slow
Chamber : 1
Max Rounds : 30/1
Cip Size : Tiny
Accuracy : High
Pistol Whip : 3 Hits
Specials : Radar Jam
Dark Ops Price : 10,000cr

Notes
The Jackal is a world-class sniper rifle with dead point accuracy. It chambers a single, large-calibur round with enough stopping power to take down targets with a single shot. A built-in cornea tracking zoom aids targeting. It's secondary functoin fires an EMP marker that scrambles the enemy's radar while highlighting the enemy on ally radars.



# M60

Primary Fire : Automatic Fire
Secondary Fire : Caltrops Mines

Damage : 25
Rate of Fire : Medium
Chamber : 80
Max Rounds : 200
Clip Size : Huge
Accuracy : Low
Pistol Whip : 3 Hits
Specials : Caltrops Mines
Dark Ops Price : 10,000cr

Notes
The belt-fed beauty lays down an awesome field of suppressive fire that sends most enemies running for cover despite it's relative inaccuracy. Secondary fire dispenses caltops, which, although relativley ineffective to personnel, are enough to stop most vehicles in their tracks.



# Plasma Rifle

Primary Fire : Manual Fire
Secondary Fire : Cloak

Damage : N/A
Rate of Fire : Fast
Chamber : N/A
Max Rounds : 200
Clip Size : Huge
Accuracy : Medium-Low
Pistol Whip : 1-3 Hits
Specails : Cloak
Dark Ops Price : 15,000cr

Notes
A powerful and accurate rifle, the Plasma rifle fires bolts of super-heated plasma, which are slower than conventional rounds but explode on impact. These slow-moving explosive projectiles fire much like rockets, not instant-hit bullets. Secondary function diverts energy to cloak the firer, making you practically invisible. The self-recharging power core gives this weapon limitless ammunition but the clip is quickly exhausted, especially in cloaked mode.



# Rocket Launcher

Primary Fire : Manual Fire
Secondary Fire : Guided Fly-by-Wire Missle

Damage : 250+
Rate of Fire : Low
Chambers : 2
Max Rounds : 4
Clip Size : Tiny
Accuracy : N?A
Pistol Whip : 3 Hits
Specials : Guided Missle
Dark Ops Price : 15,000cr

Notes
It's destructive enough with a standard warhead, but its secondary fire mode reveals the Rocket Launcher's true power. Fly-by-wire rockets can be controlled directly from the flip-out target finder and guided straight to their target. However fly-by-wire control can be lost at long range.



# Shockwave

Primary Fire : Sniper like shot
Secondary Fire : X-ray vision

Damage : 100
Rate of Fire : Slow
Chamber : 30
Max Rounds : 30
Clip Size : Tiny
Accuracy : High
Pistol Whip : 3 Hits
Specails : X-Ray
Dark Ops Price : 12,500cr

Notes
A classified experimental sniper rifle, the shockwave fires a stream of highly charged particles that blasts enemies clean off their feet. It's built-in scope offer accurate target tracking, aided by the secondary function that allows you to see enemies through walls. It's prone to overheating. CANNOT SHOOT THROUGH WALLS; ONLY SEE THROUGH THEM.



THROWN AND CLOSE-ASSAULT WEAPONS


# Combat Shield

Dark Ops Price : 4,000cr

Notes
Guarantees 100% safety from melee attacks and limited protection from small arms fire. Hold the left trigger to reaise it to head height. Clear panels allow combat awareness to be maintained when equipped alongside a weapon.



# DEF-12 Shotgun

Primary Fire : Manual Fire
Secondary Fire : Radar Sweep
Tertiary Fire : Radar Mimic

Damage : 250+
Rate of Fire : Slow
Chamber : 6
Max Rounds : 80
Clip Size : Small
Accuracy : Very Low
Pistol Whip : 3 Hits
Specials : Radar Scanner and Mimic
Dark Ops Price : 5,000cr

Notes
Packing an awesome punch at close range, the DEF-12 Assault Shotgun is the weapon of choice for tight urban environments. It's built-in electronigs include a secondary radar sweep that highlights all local targets at the expense of revealing the user, and a tertiary mode where enemies see you as an ally on their radar. As standard, it's electronics protect the carrier and nearby allies from enemy radar sweeps.



# Flashbang Grenade

Primary Fire : Throw Grenade
Secondary Fire : Equip Grenade in off-hand

Dark Ops Price : 1,000cr

Notes
Explodes with a blinding light and deafening noise that temporarily confuses and disorients enemies, allowing for quick follow-up attacks. Look away from deployed Flashbangs to avoid being blinded yourself.



# Fragmentation grenade

Primary Fire : Throw Grenade
Secondary Fire : Equip Grenade in off-hand

Dark Ops Price : 1,000cr

Notes
A small high-explosive fragmentation device with a four-second fuse that allows it to be bounced around corners.



# Hawk Boomerang

Primary Fire : Throw Boomerang
Secondary Fire : Force-Field

Damage : 250+
Rate of Fire : Slow
Accuracy : High
Specials : Shield
Dark Ops Price : 4,000cr

Notes
This experimental oddity allows the userto lock on to multiple enemies and target them with a single show of its tungsten alloy blade. The Hawk uses miniaturizedanti-grav to extend its flight time and to power its secondary function, a projected force field that protects against explosives such as grenades, rockets, mines, barrels, and Plasma.



# MultiMine

Primary Fire : Proximity Mine
Secondary Fire : Remote Mine

Dark Ops Price : 4,000cr

Notes
A powerful deterrent to prevent tailing enemies, the mine can be deployed to detonate when enemies approach it. Or use its secondary function, planting trails of mines to detonate when triggered.



# Viblade

Primary Fire : Swing
Secondary Fire : Bullet Deflector

Damage : 250+
Rate of Fire : Slow
Dark Ops Price : 5,000cr

Notes
A resonating edge blade of unknown origin, the Viblade is a fearsome weapon in trained hands, its secondary function creates an impenetrable wall that deflects bullets straight back at the firer.
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Gamertag: Haruko
http://www.bungie.net/fanclub/beekeepers/Group/GroupHome.aspx
https://www.halowaypoint.com/en-us/spartan-companies/the%20beekeepers


PostPosted: Fri Nov 18, 2005 5:30 pm
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Atrophied
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Joined: 29 Aug 2004
Posts: 1133
Location: 53742E 4A6F686E27732C 4E4C00

Oooohhh, nice, they've incorporated Zombies as a gametype. /me likes
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PostPosted: Sat Nov 19, 2005 2:42 pm
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ubercado
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Joined: 06 Sep 2004
Posts: 315
Location: Over there...somewhere...i think

Picked up my copy today along with Gun. Now, Have to wait until Tuesday to pick up the 360. Smile
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Rockets? What rockets? I have no idea what you are implying. Razz
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PostPosted: Sun Nov 20, 2005 8:44 pm
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loismustdie68
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Joined: 10 Jan 2005
Posts: 87
Location: Warminster, PA

built in zombies!!111one

::drools::

cant wait till tuesday, i cannot wait to play this game. i have it already

why would they do that. why...why....its so wrong
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PostPosted: Mon Nov 21, 2005 12:38 am
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Tiny
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Joined: 04 Jan 2005
Posts: 502
Location: Cincy, OH or there abouts!

Every review and scrap of info I see on Pd0 and CoD2 make me want to wait less and less for the system. I think the 360 just took leverage over my laptop.
Tj-
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I spread my dreams at your feet.
Tread Softly, For you tread on my dreams.
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Current Arg's: Rookery Tower
Gamertag: DanteThePoet


PostPosted: Wed Nov 23, 2005 3:15 pm
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fugitivesoldier
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Joined: 21 Sep 2004
Posts: 513
Location: MI

http://www.petitiononline.com/goldpdz/

"If there is enough demand for the classic maps, we will implement them in [Perfect Dark Zero]" - Duncan Botwood, Senior Designer.

SIGN HERE to show just how much we would love to see the CLASSIC MAPS as future content: Complex, Temple and Facility!

GoldenEye lives on!
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Gamertag: Haruko
http://www.bungie.net/fanclub/beekeepers/Group/GroupHome.aspx
https://www.halowaypoint.com/en-us/spartan-companies/the%20beekeepers


PostPosted: Wed Nov 23, 2005 11:48 pm
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