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Medal Of Honor: Allied Assault - Weapons

The weapons in Medal of Honour: Allied Assault are realistically modeled on the weapons from the world war II period, right down to the way they handle, look, and sound to the point you can almost taste them. You can change your weapon at anytime via the weapons menu, where upon re-spawning you’ll be armed with the weapon of your choice.

The Sub-Machine guns, Machine guns, pistols and the M1 Garand have high rates of fire so  be fired via single shots (tap fire button for each bullet) or via a  burst fire technique which fires 3 bullets at once.  Burst fire is usually better because it will down a player once they're hit, whereas single shots will require you to hit the target 2 - 3 times (not easy when they start running!).

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Although not a selectable option, I'd recommend "Double-tapping" a target.   When firing a rapid fire weapon, fire off 2-3 shots quickly.  Re-aim, then repeat. This will ensure a higher hit rate and saves the hassle of missing the target if you rapidly hit the fire button (most shots will miss which also means less ammo available for the next target).

Probably the hardest trick to learn is aiming ahead of a moving target.   Bullets take time to travel from the gun to a target, so you will need to anticipate the position of your intended victim.  

Aim ahead to ensure the bullets hit the mark as the enemy soldier crosses their path. To get the range, let off one shot just ahead of the target. Once a bullet connects you'll then know the distance you need to aim ahead, and you can down the target.  Since most enemy troops operate in squads, once you've got the range for one of them the others who are nearby will be at the same range.   As you've already worked out the distance you need to aim, you'll be able to make short work of them.

In the image left (which is a plan view of the image above it) you can see the two enemy soldiers are running ahead, so I had my crosshair just ahead of them to ensure when I fired a shot off it will hit the target.  If I aimed right at them my shots would miss due to the speed, direction, and distance they are from me.

Note. The enemy will be doing this as well, trying to aim ahead of you so it's always a good idea to zig zag, or change speed and direction every few seconds if you're under fire.

Pistols

A pistol is an excellent fall back weapon for when you're in the thick of the action, but they only hold a small number of shots so you will have to make them count. Only on full, healthy targets will headshots cause enough damage to down an enemy soldier: however if used purely as a backup, the pistol should be able to finish off any health left on a wounded player.

Using secondary fire with a pistol allows you to pistol-whip a player (crack them across the head with it). The advantage here is the fact this method is silent and also extremely annoying and humbling for the player on the receiving end.

Colt 45
Magazine Capacity:  7

Good rapid-fire pistol. Packs a powerful punch, and it has the ability to crack off 2/3 shots to the target in quick session, however with only 7 shots it's fairly easy to run out of ammo within 3 seconds.

Walther P38
Magazine Capacity:  8

A tad slower than the Colt 45, but nevertheless is deadly if used right. 

Rifles

Rifles are best used for general/long-range combat, each behaves in a slightly different way and only with practice will you be able to use them effectively.

M1 Garand
Magazine Capacity:  8

The M1 Garand's rapid fire makes it a potent weapon, but like with the real gun it's impossible to reload without first firing all 8 rounds (which results in a *ping* noise as the base of the magazine is ejected). This can result in some embarrassing moments, like being in a hiding place with one round left in the chamber and the enemy searching nearby. However don't let this deter you from an otherwise good all round rifle.

Springfield '03 sniper rifle
Round Capacity:  5

It does exactly what it says on the tin. It’s a sniper rifle with a sniper scope (activated by using secondary fire). Deadly at long range, but don’t expect much luck when the enemy is close up!

Kar-98K
Magazine Capacity:  5

Slightly more powerful than the M1 Garand, but each round has to be pre-loaded into the chamber leaving you to make slight pauses between shots.

Kar-98 Sniper Rifle
Round Capacity:  5

A tad slower than the Springfield rifle, but deadly in its own right. The German sniper rifle does feel a bit easier to use, and more accurate, but this could be because of the slow reload time, which allows you to calm down a touch before each shot.

Sub-Machine Gun

Unlike other weapons it’s fairly easy to get to grips with the sub-machine guns. A quick burst at close range can score enough hits to down enemy players.

The trick with sub-machine guns is burst firing them (hold trigger for 1-2 seconds then release). This way you get controlled fire and more shots will hit a target at range. When up close however letting rip while holding the trigger down is the only way to rock.

M40 Sub-Machine Gun
Magazine Capacity:  32

The M40 is the best weapon in the game. It has a very accurate spread, and with a large magazine capacity, useful for those close to mid-range shots.

Thompson Sub-Machine Gun
Magazine Capacity:  30

Unlike the M40 the “tommy gun” has a wider spread, but nevertheless does the job well.

Machine Guns

Heavy weapons can spray a lot of fire in quick session. They are useful to cover team mates or lay down heavy fire on a position. They are not really good for running about with, but can prove useful in built up areas, although they come into their own across wide-open spaces. The machine gun is the prefect ambush weapon.

BAR (Browning Automatic Rifle) Rifle
Magazine Capacity:  20

Powerful, but has a slight pause between each shot, and does take time to master, but once you have, it is a potent weapon which is only let down by its low magazine capacity.

StG44 Sturmgewehr
Magazine Capacity:  30

High rate of fire but has the habit of kicking up slightly. Burst fire (tap fire button) ensures most shots hit dead on the target and in the right hands the Sturmgewehr can take down a good number of players in quick time.

Grenades

The longer you hold down the fire button the further the grenade will go. The secondary fire also lobs the grenade a shorter distance (directly down, like an underarm toss). With two throwing options you have a greater degree of control over where your grenades will go.

Stielhandgranate
The Stielhandgranate is the classic German stick grenade. Grabbing the top and twisting the handle before lobbing it will prime the grenade. Due to its stick shape, it can be a tad tricky to throw through small gaps, but nevertheless a fine grenade.

Mark II fragmentation Grenade
Pull the pin and lob. Nice and easy, and due to their rounded nature easier to lob through small gaps.

Heavy Weapons & Shotgun

Winchester Shotgun
Shell Capacity:   5

The shotgun is the best weapon for close range combat. If you can see the whites of a player’s eyes then you will cause a lot of damage with the shotgun. One shot near the upper body/head will down the player, who will only hear the "boom" of the shotgun before the lights go out. The only problem is the slow reload cycle, which takes about a second to load each shell. This can be fatal, but with a bit of practice you can spot the enemy, get in close and make them taste lead before they can react. 

Heavy Weapons are designed to hit armoured vehicles hard. They are not that useful against infantry targets however, although if fired into a confined space they can cause a lot of damage.

Bazooka
Not as powerful as you'd think they are. The area effect is pretty powerful, but a soldier will have to be close to the target area hit to have any serious damaged caused to him.

Panzerschreck
The Panzerschreck is the German answer to the bazooka (behaves very similarly to the Allied Bazooka).

 


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