>>
|
b418ce.jpg
Ice Petal
b418ce
Let's talk about the guy's loadout now, huh?
Now the way the S.O.S. works is by a point system. If an agent does good enough in a mission, they earn more points and can buy more stuff from the S.O.S.S., which is the Soldiers of Salvation Shop. Creative, I know. Anyway, for now you can choose a few trinkets for our guy Manny here, and he gets 'em for free.
On the top row we have primary weapons, which for a stealth class are: Boltcaster, this thing fires a metallic bolt quickly and quietly, it can get through most space armors, federation or not, and can pin shit on walls which I always found pretty cool.
Silenced sub machine gun, this thing is pretty standard, what you'd expect from hearing the name. Doesn't have a lot of accuracy, but gets the job done.
And the Retractable-Sting-Blade, or R.S.B. This is a electrically charged sword that you can retrac-pretty self explanatory-retract. It'll give the enemies a little zap when you slice 'em up too, keeps 'em quiet usually. Even numbs the pain for a sec so they don't scream.
On the second row we have two pretty basic weapons which are: A silenced pistol. Aim this thing right and it'll take most guy's down in a shot or two, not great power though.
And a silenced burst pistol. This thing's like a little machine gun. But what it does in speed, it lacks in accuracy.
Third row we have melee weapons: A standard combat knife which all agents are generally given, unless they choose otherwise. Usually fatal.
A Tranq-Prod. Which is exactly what it sounds like. One good stab with this thing will knock out any man that isn't the size of a boulder. Usually non-fatal.
And a -ugh- a retractable nightstick. Which is the only blunt weapon here. This thing is pretty much useless unless you want to beat the shit out of someone for awhile. This one varies on how hard you hit 'em.
Fourth row is grenades. Each agents gets two grenades of their choice from; EMP Grenades, Explosive Grenades, Tranquilizer-gas Grenades, and Flashbang Grenades. Pretty standard stuff.
And last but -ohboy- not least, is the CHIP INSTALLATIONS. This is my favorite part. Each S.O.S. suit comes with an available input slot for several microchips which can enhance agents abilities, or allow them to preform certain feats. The available chips for the Stealth class are;
VISIONOPTICS CHIP. This thing allows the user to see in many different fields of vision including, Nightvision, Thermal, Echolocation, ect.
MINATURE CAMERA CHIP. This allows the user to, at their will, see through any of five deployable mini-cameras from their own eyes. This can be useful to track enemy movement, keep an eye on prisoners, ect.
SENSORY INCREASE CHIP. This chip enhances the users vison, sense of smell, eyesight, taste, and general reflexes for a short amount of time. There's an afterburn after using this chip that might cause a little uh.. temporarylossofoneoftheusedsenses but for the most part this one is great. It should probably only be used once or twice a day though, and never three times. That might cause permanent damage.
What'll it be?
|