back

CommBattle Weapons and Artifacts

Missiles

Missiles are very effective weapons. Although it takes some time for a missile to reach the target, every missile is completely autonomous and can follow the target's movements. When a missile reaches its target, it bursts and causes severe damage to the target player.

In order to launch a missile, lock in on your target by tapping the screen area as close to the target player's position as possible (the target player should be inside the red circled missile range). Once locked, you can view the player's pin and name under the FIRE button. Tap the FIRE button to launch missile towards the locked target.

Generally, only missiles sent by you or locked on you by other players are viewable.

Apart from the damage they cause, missiles are characterized by their speed, range, field of view, maneuverability and hit resistance attributes. Speed and range values are expressed in game units where 1 unit =1 meter (3 feet) on the battle field. Hence, the missile with a speed of 2 flies towards its target with a speed of 2 meters/second (or 6 feet/second). The field of view (FOV) of a missile is expressed in degrees and describes the angular width of the missile's FOV - once the target moves out of from the missile's field of view (i.e. missile "looses" target), the missile self-destructs. Missiles can change direction to follow its target player. The maneuverability attribute displays the degrees or bearing of a missile to its target during 1 second of missile fly time. If the target moves faster than the missile, the target could potentially out-maneuver the missile and get out of the missile's FOV causing the missile to self-destruct.

Whenever a missile is locked on you by another player, there are two ways to respond:
  • 1. Evade the missile. Move at a faster rate then maneuverability to put yourself outside of the missile's FOV. Typically, the closer the missile, the better the chance of evading it (if you follow the right evasion trajectory).

  • 2. Destroy the missile with small arms. Utilize one or several small arms shots, if necessary, to destroy the missile (the more hit resistance a missile has, the more shots required to intercept it. Hit resistance translates into a missile's "health").

  • Most of the basic missiles are re-spawnable (e.g. a full set of missiles will be re-spawned for the next round after the player is killed). Most basic missiles are also available at the Armor Depots (see Pick Boxes section below).

    Small Arms

    Small arms weapons (e.g., laser and plasma guns) are basic weapons which are limited to the damage sector of the specific weapon. A damage sector is a triangular area in front of the player's pin, which needs to be adjusted using the compass bearing (either via the hardware compass or manually from the phone's trackball). When a target, (player or missile) appears inside this damage sector, you can take a shoot by hitting FIRE.

    Because not models of small arms have perfect accuracy, don't expect every hit from small arms weapons to reach their targets. Also, factor in delays between shots, which are required to "cool off' these weapons.

    Basic types of small arms are generally re-spawnable and are recovered at Armory Depots.

    Land Mines

    While missiles and small arms damage and destroy single targets, land mines are designed to cause significant damage to a number of players with a single burst (within the mine "splash" area).

    The main distinctive feature of land mines is that they are invisible until players come upon a mine's splash zone (the only other way to discover a mine is through the use of a Mine Detector Item). If a target player is in a mine's splash zone and is fast enough to reach the planted mine before the miner triggers it to explode, the mine is picked up by the target player (and added to his/her inventory).

    To plant a land mine, select a specific land mine, go to the desired placement area and press FIRE button to plant it. Once planted, a land mine can be triggered by hitting the FIRE button again. You can only plant another land mine of the same type after you have burst the previous one.

    Be sure to leave the splash zone of a mine before bursting it, otherwise you risk being damaged by your own mine. Land mines are also limited by a control range (marked with a green circle when it's planted). This limits the maximum distance at which a miner can trigger a mine.

    In general, mines are not re-spawnable (basic mines are re-spawned in the next round should you run out of mines in the prior round) and can not be recovered through Armory Depots.

    Proximity Mines

    Proximity mines are another type of CommBattle mine, and they differ from land mines in that these types of mines cannot be detonated once planted. Proximity mines detonate themselves and remain invisible to other players unless a player gets "stuck" within its proximity (or range), which will then start the proximity mine's timer (which will appear on your screen counting backwards toward its deactivation time). During this time period, any significant movement on the "stuck" player's part can trigger detonation (only very small and insignificant position changes are allowed); otherwise, the mine will self-destruct causing damage to the player. Once the deactivation time is reached, the mine is simply added to the target player's inventory (if several players are within the proximity mine at this time, the first player who entered the zone gets the deactivated mine).

    Proximity mine timers are not triggered by their own miners, however, miners should leave the mine's proximity zone as soon as possible after planting a mine, because other players could trigger the mine damaging the miner.

    To plant a proximity mine, select the mine, choose the right location and use the FIRE button to place it. In contrast to land mines, players can plant as many proximity mines as are available in their inventory.

    In general, proximity mines are not re-spawnable and can not be recovered through the Armory Depots.

    Artifacts

    There are various types of artifacts available in CommBattle. Artifacts are characterized by power (i.e. health points for a Medi-Kit, shield points for a Shield-Charger) and the duration of effect (e.g., for an Anti-Stun). CommBattle Deathmatch Beta supports only a few types of artifacts, however, a majority of artifacts (including wear-on artifacts) will be supported in a Release version.

    In general, artifacts are not re-spawnable.

    Back to menu