

Pressing 2 again alternates between explosive and distortion mortar, and the last one you use is the one you get when switching to other secondaries.Ī mine planting device. Be careful not to hit yourself with the blasts if you use this weapon in close proximity or firing wildly at targets above you.Īctivated by switching to keypad 2. It's one of the only weapons that can take down a helicopter in the early levels, if you aim at one going away from you in a straight line. This is the only weapon other than RFPG that you start with, but ammo is finite and caps at 30 mortars. Works in single loads, automatic reloading. Ammo comes in 1-3 off most sources but 5 off enemies. Ammo is initially common enough but becomes very scarce from the third campaign onwards. It's only moderately useful on groups of enemies.

Be accurate with this weapon as its blast range is small compared to other explosives. Craters are good not just for hiding but also for jumping and surprise attacks, and can slow down other enemies. It is not replaced with ammo.Ī cannon launcher for explosive rockets that leave nice craters in soft patches and nice holes in your enemies.

Grabbing one launcher from one location removes the other completely. Locations: shed behind the starting dock, inside the force field control center (Level 1). Typically, weak enemies and easy spots give less ammo than hard enemies and hidden areas. Ammo from enemies, airdrops, and storage is usually between 30-60 rounds with some giving you as many as 100 in later levels. 999 maximum, although you shoot many rounds per click. Ammo is plentiful, so you will usually have more than you need. ERFPG (Enhanced Rapid Fire Pulse Guns)Ī stronger and faster RFPG. Weak and slow compared to the enhanced version, but decent for slow enemies and barriers. VTOL (Vertical Take-Off and Landing Aircraft)Ī basic pair of automatic guns you get infinite ammo for.
