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Star Trek: Elite Force offers familiar Star Trek universe weapons (such as the phaser and phaser rifle, called the compression rifle) and a host of new creations and otherworld designs. This section details strategies for Star Trek: Elite Force's weapons for use in single- and multiplayer holomatches. The weapon statistics apply primarily to the multiplayer holomatches.
"Standard issue sidearm used by Federation away teams."
Initial ammo: 50
Primary shot ammo use: 1
Secondary shot ammo use: 1
Ammo per pick-up: n/a (recharges)
The weakest of weapons, at least at first glance, the Federation-issue phaser would seem mostly useless. It's true you can't rampage through the single-player game or conquer a multiplayer arena using only the phaser, but the default weapon does carry some advantages. First off, it uses no ammunition. The phaser recharges after use. In a multiplayer game, the phaser begins at 50. As you fire, the number decreases until it reaches zero. Once you stop firing, the phaser begins to recharge. At zero, the phaser will still be recharging but also firing at the same time. You can still fire a beam at zero energy, though you can't sustain the phaser's secondary, more powerful burst.
Its applications are obvious in the single-player game. It doesn't use ammunition so you should fall back on the phaser if you need to conserve ammunition (or worse, you're currently out of ammunition). In a multiplayer game, the phaser can rack up a few kills, though you will certainly want to opt for a more powerful weapon. However, as soon as you respawn (either from a death or a level change), the phaser is the weapon you begin with. If an opponent stands nearby, don't run for another weapon - go for the kill!
The phaser fires a straight, solid beam. Since the phaser's beam is straight, it's difficult to miss. Simply align your crosshairs with an enemy and fire. Don't worry about ammo consumption - just keep holding the fire button down and, when you reach zero, fire in short bursts to keep the phaser charged. For the most part, you will always want to fire on the secondary setting. It's more powerful, and it's unlikely you will be using the phaser for long anyhow. Naturally, you should search for an alternate weapon as soon as possible, but upon respawn, the phaser can be your best friend. Don't ignore it!
"Powerful Federation weapon issued for dangerous missions."
Initial ammo: 32
Primary shot ammo use: 1
Secondary shot ammo use: 8
Ammo per pick-up: 32
The compression rifle is certainly an upgrade from the standard issue phaser, but does carry a few disadvantages. First, it actually uses ammo that must be collected to keep the compression rifle full and charged. Second, its projectile isn't constant, which means you must display some accuracy skill if you are to consistently strike enemy targets. The primary fire mode launches projectiles quickly; the projectiles hit almost instantaneously, so keep your crosshairs aligned on the enemy target as much as possible to score plentiful, damaging strikes. The primary fire mode uses one round of ammo per shot, but it's rapid fire and won't last long if you're holding down the attack button and haven't collected much additional ammunition.
The compression rifle's alternate shot fires a high damaging, nearly instant-hit energy beam that consumes an alarming eight rounds of ammo per use. Its alternate fire operates somewhat like the rail gun from Quake III. It's a nearly instant-hit projectile, though it doesn't carry the same damage potential of Quake III's popular weapon. In multiplayer games, you can receive the "impressive" award by connecting on two shots in a row with the compression rifle secondary fire mode. That should give you a clue that it's very difficult to score successive blows, which you'll often need to terminate your opponent.
Though the zoom is available on all weapons (it defaults to the Z key and can be held down to increase magnifying range), it's even more useful with the compression rifle's secondary fire mode. The compression rifle's secondary mode can work well in both tight halls and more open areas, depending on its use. In tight halls, the opponent won't have much room to escape the blast. At eight rounds of ammo per shot, though, you won't have many before you start running low on ammunition. In open areas, scan with a zoomed-in rifle to locate a stationary opponent. Blast away; if the opponent is moving, attempt to lead him slightly, depending on distance. Be cautious, though; when you're zoomed in, it's impossible to see enemies in your peripheral vision.
"Anti-Borg weapon designed by Seven of Nine. It constantly changes its energy frequency, so the Borg shields cannot adapt to it."
Initial ammo: 15
Primary shot ammo use: 1
Secondary shot ammo use: 3
Ammo per pick-up: 15
In the single-player game, the infinity modulator (or I-mod) is a weapon designed by Voyager crew member and ex-Borg Seven of Nine and is used specifically against enemy Borg. The I-mod constantly changes its energy frequency to thwart an enemy Borg's modulating shields. If the I-mod had to be compared to a standard first-person shooter weapon, it could be found somewhat similar to a low-spread shotgun. Its blast is impressive and nearly immediate, but doesn't contain the spread of your traditional shotgun. The primary mode shoots a small, purple beam of energy with a rapid firing rate. Without spread, you must line up your crosshairs well to strike targets consistently.
The I-mod's secondary fire mode operates similarly. It uses three rounds of ammunition and fires a bigger, blue beam of energy at a slower firing rate. The secondary I-mod firing mode, like the compression rifle, can carry the multiplayer "impressive" award. Score two consecutive shots with the I-mod's secondary fire mode to receive the award. Zooming in will prove effective, much like with the compressive rifle, but be careful if you're wandering through crowded areas, as it will be extremely easy for another opponent to enter your blind spot.
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