Generations
Arena Overview:
Slipgaters
STORY
After the chaos of the Doom Wars, the Earth Realm fell
into a Dark Ages... not only of technology, but of the
human psyche as well. Only through the efforts of the UAC
did humanity pull itself out of the depths of its
post-apocalyptic environment.
The Vadrigar, meanwhile, attempted once again to exercise
their grasp on the Earth Realm...
The UAC, with its new gothic surroundings, began work on
"slipgates," transports based on the Martian
Gate technology. Devised as a means of moving troops
across the globe instantly, the slipgates ran into two
difficulties. The first was that soldiers who entered the
slipgates often returned insane, rewired for carnage and
shooting anything that moved. The second, and much more
important, was that an otherworldly being known as Quake
was using the slipgates to bring his own troops to the
Earth Realm. A task force was assembled, in hopes of
tracking Quake to his home dimension and defeating him.
They were too late.
Quake struck first, invading Slipgate Central with his
forces. The base was completely destroyed. Only one
soldier survived of the original task force. Undaunted,
he continued onward, determined to defeat Quake's
minions. He travelled through four dimensions and
defeated Quake's second-in-command, Shub-Niggurath,
before being stolen away to the Arenas Eternal.
When the split began among the gladiators, the Slipgaters
that survived formed under one banner. Unlike most
factions, they wished very little of actual changes. They
did not wish to change the Arena so much as receive
recognition of their influence on it. The environments
and weaponry of the Arenas Eternal bore more semblance to
their era than any moment before or after. Others fought
before, and fought after... but the Slipgaters feel they
fought best.
CHARACTERS
Iconic Character:
The Unknown Hero (codename "Ranger") -
The sole survivor of the task force originally sent to
defeat Quake and his minions. With his squad dead, he
dove through the slipgate Quake's forces entered, and
entered one of the dimensions Quake controlled. He fought
his way through Quake's soldiers, eventually destroying
Quake's second-in-command before reaching the Arena.
Other Characters Include:
Uriel
Keel
Jaeger (not avaliable in current version)
WEAPONS
Axe - the backup weapon for any marine. The
perfect weapon to split some heads.
Shotgun - a standard sidearm. Fast-firing, and
with a tight spread, but highly ineffective against most
marines. This shotgun does little more than annoy your
opponent until you can pick up something larger.
Double-barrled Shotgun - double the pleasure,
double the fun. The fastest-firing large shotgun, but
also one of the weakest. Slipgaters are not known for
their buckshot.
Nailgun - forget machineguns. Slipgaters employ
weapons that spew razor-tipped flechettes called
"nails." The standard nailgun brings two
streams of nails to hammer the enemy.
Super Nailer - advanced nailguns use multiple
barrels to drive a high-speed stream of nails towards
their target.
Grenade Launcher - bounce an explosive payload to
your target. The grenades explode either upon hitting
their target, or after a short while. Try not to be near
in either case.
Rocket Launcher - for when a grenade absolutely
positively has to be there on time.
Thunderbolt - lightning in an easy-open case. Not
to be used near open bodies of water.
ARMOR
Slipgaters have the most complex armor system in the
game, featuring three armor types that make armor control
extremely imporant. A simple rule of thumb: Slipgaters'
armor type is always the LAST armor they picked up.
Green Armor: Slipgaters can ONLY pick up green armor if
they have less than 50 armor. Upon picking up a shard,
they immediately switch to green armor, and their armor
total increases by +5. Green armor absorbs 30% of
incoming attacks. Shards can still add to more potent
armor types however, so don't shun them if you have
Yellow or Red armor.
Yellow Armor: Slipgaters can ONLY pick up yellow armor if
they have less than 150 armor. Upon picking up yellow
armor for the first time their armor total becomes
exactly 75 yellow armor. Picking up another yellow armor
adds 75 to their remaining armor count, up to a max of
150. Yellow armor absorbs 60% of incoming attacks.
Red Armor: Slipgaters can always pick up red armor so
long as they have less than 200 armor. Upon picking up
red armor for the first time their armor total becomes
exactly 100 red armor. Picking up another red armor adds
100 to their remaining armor count, up to a max of 200.
Red armor absorbs 80% of incoming attacks.
Slipgaters' armor does not stack except for armor shards.
That is, if you have Red armor you cannot pick up Yellow
armor unless it will be more beneficial than what you
currently are using.
STRATEGY
Slipgaters, quite simply, are all about the rocket
launcher. The slipgate Rocket Launcher is the standard to
which all others are judged. Players will find that the
classic pattern of find armor/find RL/loot town is just
as effective as ever.
Of course, no class is without its shortcomings.
Slipgaters will find themselves burned by flamethrowers,
devastated by BFGs, cut up by chainguns, and painted
across the walls by railguns. True victory will require
that players utilize all their abilities to succeed.
The classic tactics are still available: Pentagram and
Thunderbolt underwater, for example. Players will also
develop new tactics due to the additions to the Arenas.
The Slipgater's method of air control offers bold new
worlds to explore when combined with the Arena's
jumppads. For example, skilled players will discover that
they can travel from the yellow armor jumppad of The
Longest Yard directly onto the second Quad jumppad... or
from the accel pad to the railgun straight back onto the
red armor. Survival in the new Arena requires a blending
of old and new tactics.
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