Generations
Arena Overview:
Earth Soldiers
STORY
The Earth Soldiers are the ones directly responsible for
the start of the "generational" faction split.
Sgt. Blaze was the first gladiator to throw down his
weapon in protest over the conditions in the Arena. As
far as he was concerned, fighting for eterninty was one
thing, but being submitted to outlandish energy weapons
and freakish environments was more than he was willing to
bear. He refused to fight until conditions changed.
Others soon followed suit.
The "Sarge's" demands were simple; a return to
simpler times. Blaze wished for the days when power was
measured in big guns, not subatomic physics. Where
environments were built by human architects, not immortal
beings with no grasp for the laws of gravity. Sarge
wasn't looking for a collection of platforms and
uranium-slug rails; he wanted giant machineguns and
levels he could truly call home.
Soon, others joined his side and split into different
factions. The Vadrigar, faced with gladiators warring
over words, not combat, were considerably perplexed. It
took some time and considerable expenditure of their
powers, but the Vadrigar accepted the terms and
reinvented the arenas.
Now, Sarge and the others breathe a sigh of comfort in
their newfound homes. One can occasionally see Sarge
standing over the rooftop of an ancient archipelago, a
pair of gatling guns propped up as he admires the world
he helped reinvent. The moment is usually fleeting,
however, as he pulls the mortar from over his shoulder to
clear out the riff-raff fighting down below...
CHARACTERS
Iconic Character:
Sgt. William James Blaze, a.k.a. "Sarge"
- A hardened twentieth-century warrior. Originally an
Allied soldier during World War II, Blaze was captured by
the Nazis and locked in a cell in the lower levels of
Castle Wolfenstein. Blaze overpowered his guard, grabbed
a pistol and knife, and worked his way through the
castle, defeating enemies one by one. Eventually, he
escaped and destroyed the Nazi's plans, including the
assassination of Adolf Hitler himself.
Exposure to chemicals used in Nazi "zombie"
experiments gave Blaze added strength and an increased
life span. He fought through the twentieth century and
beyond, eventually becoming captured by the Vadrigar
during a last-man-stand in war-torn Eurasia.
Other Characters Include:
Mynx
Razor
Biker
WEAPONS
Knife - The greatest soldier of the twentieth
century cleared out an army starting out with little more
than this blade. Honed to precision with a
diamond-carbine blade, the knife cleaves through armor
and flesh to cut the very soul.
German Luger - the simple pistol used by the light
Nazi guards. Lightweight, accurate, and deadly.
MP-40 - a decent submachinegun. The only
rapid-fire Earth weapon capable of delivering moderate
damage over a distance without depleting the ammo supply.
Gatling Gun - for when one person absolutely has
to die right now. The damage is mind-numbing, the spread
is wide, and the ammo-burn rate is like a fire hose.
Dual Gatling Guns - for when EVERYONE has to die
RIGHT NOW. The deadliest ballistic weapon(s) in the game.
When a player picks up a second Gat (or happens to find
two laying around), the real firepower begins. Of course,
anything but full ammo and it's gonna be a short
firefight.
Mortar Launcher - high velocity impact grenade
launcher. Sarge's mortar fires in a arc, requiring the
player to compensate for the drop at long ranges. The
mortar refires slightly slower than most rocket
launchers, but its high-speed flight and huge concussive
radius more than make up for this fact.
Napalm Launcher - forget everything you've seen.
Earth flamethrowers aren't a blaze of fire and flash like
in the movies. This is a real flamethrower, a
napalm-shooting stream that falls with gravity. Players
coated with the substance display a remarkable tendency
to burn. Health packs, water, lava, and slime help stop
the fire, though we recommend staying out of the latter
two.
Sniper Rifle - a high-powered, single-shot rifle
for taking opponents out from afar. Don't get excited
about locational damage, headshots, or superb accuracy...
this rifle takes skill to use. Players will actually have
to take bullet velocity, distance, and gravity into
account when shooting at their target. Be mindful of the
dangerous ricochet.
Hand Grenades - for when things have to go boom.
Pull the pin, wind back, and throw... just do remember to
actually throw.
STRATEGY
Despite the wide spread patterns of most of their
weaponry, the key to the Earth Soldiers lies in accuracy.
Players who are able to lock on to their target and blast
everything in sight will be the last ones standing on the
battlefield. Players should remember that most of their
weapons draw off the same ammo; an excessive pull on the
Gat trigger can easily leave them with nothing but a
Knife to defend themselves with. It's advisable to switch
to lower weapons as players run low on ammo. Hand
Grenades are also useful as a last-ditch resort.
Mortars and Napalm Launchers both require a sense of
timing, particularly if players are accustomed to their
normal counterparts. Mortars do not work well at close
range, but cover medium range quite well. They can also
flush a camper off the quad platform on Q3DM17, if the
arc is judged right. Napalm Launchers reward those who
can take the high ground and lambaste those fighting
below.
The sniper rifle is the only brand new weapon in the
Earth Soldiers' arsenal, brought in to compensate for the
railguns so prominent in the other classes. It is NOT
simply a railgun with no trail. The shot fires a
split-second late, the sight is slightly off, and the
bullet is affected by gravity. Anyone who can compensate
for these factors will wield one of the deadliest weapons
in the game.
Overall, players will have to discard their run-and-gun
rocket-jump tactics from Quake3, and develop new tactics.
Those who adapt will dominate; those who fail will be
cannon fodder.
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