Checklists
Weapons
The Weapons section is divided into the following pages. Click on a weapon below for stats, details and images.
The Weapons | |||
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Plasma Cutter | Line Gun | Pulse Rifle | Ripper |
Force Gun | Contact Gun | Flamethrower | Misc. Equipment |
The Arsenal
This section will cover the basics of the weapons in the original disc-game (and none of that downloadable crap), as well as the special abilities you get in 5 to 10 minutes into the game Kinesis and Stasis). The tutorials will not cover the use of weapons.
Note if you put weapons into storage and end a chapter, it will only have 1 unit of ammunition when you pull it out of storage in the next chapter.
Ammo Units Per Pick-Up | 25 |
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Ammo Units Per RIG Slot | 150 |
Credits Per Ammo Unit | 20 |
Max Credits From Full Slot | 3000 |
Secondary Function | Fire Trap |
IGN would like to take time out now to remind the sole reason Ellen Ripley could use a flamethrower in Alien 2 (James Cameron's Aliens) is because she was on a planet. In a spaceship, a flamethrower is effectively a suffocation weapon (like poison gas) since it can burn up more oxygen than what O2 cyclers or plants can replenish.
In Deadspace, the flamer is a makeshift weapon used for welding. The fuel is cheap, but the weapon is limited to an atmosphere -- if you take Isaac out into a vacuum, the flamethrower -- and the ammunition it uses -- becomes the largest piece of un-used crap in your inventory.
The saving grace about the flamer is its ability to lay down several fire traps in a narrow corridor and let Necromorphs suck up fire damage until they explode. However, this is less likely on harder difficulties (enemies are tougher and have more armor), so you should focus on more effective weapons.
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