LASERFORCE LISBURN

BE IT... DONT JUST PLAY IT !!!

SPECIAL ABILITY'S 

Ability:Rapid Fire
Level required to use:1 - Recruit
Obtained/Activated by:Deactivating other players. The Suit’s lights will flash quickly and a sound notification will announce the start of the ability ("Rapid fire Activated") but will only announce the end if the shots are expired. ("Rapid Fire Deactivated")
SP Consumption:0SP per Activation. Start with this ability or obtained it by Deactivating 2 players without being deactivated yourself. After expiration, the number of players to be zapped is increased by 1. This rule is capped at 5 deactivations in a row.
Duration:100 shots or until deactivation
Effects:Very self explanatory. Hold down trigger to fire in continuous burst of fire. Or pull trigger quickly to fire in fast bursts.
Advice while using:Very useful in large group situations or on lower level confrontations.

Ability:Invulnerability
Level required to use:2 - Gunner
Obtained/Activated by:Deactivating other players. The Suit’s lights will lock on bright (not flash) and a sound notification will announce both start ("Invulnerability Activated") and end of the ability ("Invulnerability Deactivated").
SP Consumption:0SP per Activation. Ability is obtained by Deactivating 5 players without being deactivated yourself. After expiration, the number of players to be zapped is increased by 2. (5, 7, 9, 11. 13. 15) This rule is capped at 15 deactivations in a row.
Duration:Approximately 10 seconds or until missiled (for those Level 4 or above) or Nuked (Level 6)
Effects:Very self explanatory. The user can not be deactivated while the suit is invulnerable (see exemption below).
Advice while using:This ability is taken for granted by most new players as an excuse to charge in and shoot at a lot of people. But please note: while you can not be deactivated, you can be shot and scored against! It is very important that you use this carefully as someone with rapid fire can score a good 4000+ points from you not seeing them. This of course can be used in reverse. A player invulnerable who has not seen you is worth to shoot as many times as you can and score points off - even if you get only 10 shots into him before he sees you. 10x100= 1000 free points! The second most important thing to know about this ability is if you are over level 4 or can use missiles/be missiled. A missile against a invulnerable player will deactivate them and score points from them, but its recommended that instead you shoot them as many times as you can instead because chances are you will get more then approx 500 points anyway.

Ability:Payback
Level required to use:3 - Trooper
Obtained/Activated by:Holding special features button while deactivated. The suit will announce ("Payback Activated")
SP Consumption:5 SP per Activation cost then increases by 2 capped at 15sp per use.
Duration:One reactivation.
Effects:A deactivated player can use this to bring themselves back avoiding the 6-10 second downtime.
Advice while using:For a level 3 I recommend you use this every chance you hear your suit say it’s available because this is the only sp using ability you have. Use common sense though - a lower level is still shooting you, or you’re in a situation where your going to be shot again before you can shoot back. Don’t use it. Too many times have I seen wasted SP going towards a payback that the person gets shot again. For higher levels you have personal preference. I prefer to save my special points for a higher skill. (Reset, missile, nuke).

Ability:Missile
Level required to use:4 - Captain
Obtained/Activated by:Locking and obtaining the lock onto an activated player or a player that has used Reset. The suit will then play a series of tones. Once the third and highest tone is reached if the trigger is pulled a missile will be fired.
SP Consumption:5 SP per Activation.
Duration:1 shot
Effects:A player being locked on to will hear a warning tone briefly before the missile tone is completed for them to move out of the way to break the lock. A successful missile will give the player 500 points +/- 100 for each level below or above, 2 Special Points, 2 deactivations (to go towards Rapid fire or inv) and in some games the player will lose points for being missiled.
Advice while using:Missiles will not work on level 3 and below! The only real way to missile someone is to deactivate a level 4 then either activate a reset (level 5 skill) or shoot another player (or target) close by. Then return your lock quickly to that down person. This eliminates the chance of you being shot while locking and minimizes the chance for the person to duck away. Avoiding a missile is as easy as getting away. If a high level player has his gun pointed at you for a period of time, duck away or leave. A lot of people hang around after being shot and then end upgetting missiled. The best thing you can do is retreat and then re-attack. Don’t give the other players un-needed points.

Ability:Reset
Level required to use:5 - Starlord
Obtained/Activated by:By pushing the special features button while activated the sound will be played to let you know it activated (Reset Activated)
SP Consumption:5 SP per use adding 1 Sp to the cost per use, maxing at 10 SP per use.
Duration:1 reset.
Effects:Allows a player to shoot and deal I shot of damage (or obtain a missile lock) onto an already downed player.
Advice while using:Don’t. Save the SP for missiles and nukes.Shooting someone else is a free reset so I don’t understand why people would use SP to use one. Using a reset on level 3 or lower will only do one shot of damage to them; they’ll come up with two and put you down. Also in using this skill as a level 6 runs the risk of pulling a nuke (if you have enough sp nuke takes priority) in front of a potentially difficult situation. Not worth using unless you want quick points or deactivate someone for a length of time.

Ability:Nuke
Level required to use:6 - Lasermaster
Obtained/Activated by:By pushing special features button after the suit has told you that you have enough special points for one ("Nuke Available"). When the button has been pushed a sound will let you know the nuke has been activated ("Nuke Activated")
SP Consumption:20SP + 10 SP per extra nuke, with a max of 50SP per nuke.
Duration:N/A
Effects:Once the nuke has been activated; a sound effect will play on the loudspeaker to let everyone know it has been activated. If the player detonating the nuke is deactivated during the time this effect is played the nuke is cancelled and nothing happens and no points are earned. If the full sound effect feature is played then all other level 6’s will be deactivated for the usual deactivated time and the player is awarded 500 points.
Advice while using:Take note to what is being played over the loud speakers. This is how long you have to remain un-deactivated and safe if you want your nuke to work.

"Space marine requesting clearance for nuclear strike: confirmed" -4 Seconds
"Alright. We’ve got 6 canisters of CN-20. I say we roll them in there and nerve gas the whole nest" -7 seconds
"I say we take off and nuke the entire site from orbit" - 4 Seconds.

 Nukes are worth 500 points, unless a few resets or paybacks can earn you that, it’s better off you save for these.