Site Navigation | ||
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Home Page | - Introduction and credits. | |
Principles | - General behavior of firearms and explosives. | |
Weapon Details | - Detailed descriptions of each weapon. | |
Weapon Comparison | - Ranking of weapons by performance metrics. | |
Multiplayer Modes | - Analysis of multiplayer weapon combinations. | |
Realism | - Authentic and inaccurate aspects of gameplay. | |
Methodology | - Techniques used to measure several metrics. | |
Multiplayer mode is the most dynamic GoldenEye activity - fighting other humans who can think, plan, surprise, and deceive. It demands more complex reflexes and planning than are required to succeed in missions.
This page presents the groups of weapons available in multiplayer mode. Its will not tell you what weapons to use, since that depends on personal skill and taste, but give you a basis on which the judge each weapons' advantages. Along with graphs of the basic weapon properties I have included brief suggestions of the roles in which I have found each firearm useful.
This should discourage exposing yourself in front of enemies just because you are carrying a rapid fire weapon. You cannot take another character down more quickly just because you have a machine gun; well aimed shots from a pistol or magnum will do as well. While one might argue that this ``feature'' degrades playability and reduces the effectiveness we associate with high rate weapons from our experience in single player mode (where enemies do take damage from every shot), we must nevertheless adapt ourselves as best we can to the environment Rare has created.
Bonus | Adjustment | Comments |
-10 (Hero) | 1/10 = 0.10 | Any damage fatal. |
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-4 (Veteran) | 1.3-4 = 0.35 | |
-3 (Veteran) | 1.3-3 = 0.46 | Head shot with standard 4-point weapons kills an unarmored player; head shot with heavy weapon (like Laser or Magnum) kills any player. |
-2 (Veteran) | 1.3-2 = 0.60 | |
-1 (Veteran) | 1.3-1 = 0.77 | |
+0 (Normal) | 1.30 = 1.00 | Normal damage. Makes kills difficult with firearms, but keeps explosives from being too consistently fatal. |
+1 (Novice) | 1.31 = 1.30 | |
+2 (Novice) | 1.32 = 1.69 | |
+3 (Novice) | 1.33 = 2.20 | |
+4 (Novice) | 1.34 = 2.86 | |
+10 (Rookie) | 10/1 = 10.00 | Player seems almost immortal; usually only permitted for beginners. |
Bonus | Adjustment | Comments |
The adjustment states what fraction of normal health you possess. For instance, choosing a health bonus of -3 makes your health only 0.46 as potent as normal; so weapons will do 1/0.46 = 2.20 times their normal damage. Practiced players often play each other with bonuses of -4 or -3, which make individual shots and mistakes more important while not permitting kills with random limb shots as in License to Kill.
(a) | (b) | (c) | (d) | (e) | (f) | (g) | (h) |
RC-P90 | 80 | 5.3 | 7.2 | 6.6 | 9.0 |
Each weapon summary includes
Throwing knives Slappers only! |
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The first of these modes contains only weapon type, and the latter offers no weapons at all. The difficulty of hitting moving targets with throwing knives, and of maneuvering for any advantage with only the slap available, makes these modes monotonous for most players. They can be livened up a bit by turning on License to Kill, but most players avoided these categories altogether. | |||||||
Pistols | |||||||
Cl | Damage/shot | Rounds/second | |||||
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PP7 | 7 | 3.8 | 4.0 | 5.7 | 6.0 | ||
Dostovei | 8 | 2.3 | 4.0 | 3.3 | 5.7 | ||
Magnum | 6 | 8.0 | 8.0 | 1.6 | 1.6 | ||
While the Magnum is more accurate and powerful than the other two pistols, it is unwieldy. The faster reaction time and firing rates of the other pistols make them more forgiving and effective tools for most players. The PP7 is probably the best mixture of accuracy and delivery power. | |||||||
Automatics | |||||||
Cl | Damage/shot | Rounds/second | |||||
PP7 | 7 | 3.8 | 4.0 | 5.7 | 6.0 | ||
Dostovei | 8 | 2.3 | 4.0 | 3.3 | 5.7 | ||
Klobb | 20 | 0.7 | 2.4 | 1.9 | 6.5 | ||
Deustche | 30 | 2.2 | 4.0 | 3.6 | 6.4 | ||
Unfortunately only two automatic weapons are included in this mode, and - even worse - one of them is the Klobb. The PP7 is the most precise of the four weapons, while the Deustche offers firepower and a deeper clip than the pistols. | |||||||
Power weapons | |||||||
Cl | Damage/shot | Rounds/second | |||||
Dostovei | 8 | 2.3 | 4.0 | 3.3 | 5.7 | ||
RC-P90 | 80 | 5.3 | 7.2 | 6.6 | 9.0 | ||
5 | 4.0 | 12.0 | 2.3 | 7.0 | |||
Magnum | 6 | 8.0 | 8.0 | 1.6 | 1.6 | ||
This is one of the most interesting weapon combinations available under multiplayer. While the RC-P90 tends to dominate normal games, the other weapons become quite competitive in License to Kill; at longer distances the shotgun is especially dangerous. | |||||||
Sniper rifles | |||||||
Cl | Damage/shot | Rounds/second | |||||
Dostovei | 8 | 2.3 | 4.0 | 3.3 | 5.7 | ||
Klobb | 20 | 0.7 | 2.4 | 1.9 | 6.5 | ||
Sniper | 8 | 4.0 | 4.0 | 7.6 | 7.6 | ||
Magnum | 6 | 8.0 | 8.0 | 1.6 | 1.6 | ||
Sniper rifles are most satisfying when all players choose a negative health bonus of -3 (or lower) so that a head shot, but not a mere chest or limb shot, is fatal. | |||||||
Golden Gun | |||||||
Cl | Damage/shot | Rounds/second | |||||
PP7 | 7 | 3.8 | 4.0 | 5.7 | 6.0 | ||
Dostovei | 8 | 2.3 | 4.0 | 3.3 | 5.7 | ||
Klobb | 20 | 0.7 | 2.4 | 1.9 | 6.5 | ||
KF7 | 30 | 2.0 | 4.0 | 3.2 | 6.3 | ||
Golden Gun | 1 | 400 points | can carry 100 bullets | ||||
Note that this mode is distinct from the `Man with the Golden Gun' scenario, which guarantees that only one golden gun exists during the game. Here the golden gun is treated like any other weapon and may be carried by several players at a time. Using it is of course a dangerous prospect since after missing you must reloaded the gun before firing again. | |||||||
Grenades Grenade Launchers Rockets Lasers |
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Each of these four modes offers the three firearms typically issued to Russian personnel in the single player missions: | |||||||
Cl | Damage/shot | Rounds/second | |||||
Dostovei | 8 | 2.3 | 4.0 | 3.3 | 5.7 | ||
Klobb | 20 | 0.7 | 2.4 | 1.9 | 6.5 | ||
KF7 | 30 | 2.0 | 4.0 | 3.2 | 6.3 | ||
plus one of the following explosive or energy weapons: | |||||||
Cl | Damage/shot | Rounds/second | |||||
Laser | 8.0 | 8.0 | 3.4 | 3.4 | |||
Hand Grenade | explosive | can carry 12 | |||||
Grenade Launcher | 6 | explosive | can carry 12 rounds | ||||
Rocket Launcher | 1 | explosive | can carry 3 rockets | ||||
The two launchers and even the Laser are powerful enough that they tend to overwhelm attempts to use the other weapons; grenades are tricky enough to use against an alert opponent that they permit more firearm use. License to Kill mode can be used to make the firearms more effective, since bullets travel much faster than explosives. Between the firearms the KF7 is the obvious choice for accuracy or clip size, while the Klobb should be avoided. | |||||||
Remote Mines Timed Mines Proximity Mines |
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Each of the three varieties of GoldenEye mine is featured in its own multiplayer mode. Each mode also includes the two high power firearms used by the Janus marines in later missions, and one of the two automatic pistols: | |||||||
Cl | Damage/shot | Rounds/second | |||||
PP7 | 7 | 3.8 | 4.0 | 5.7 | 6.0 | ||
Dostovei | 8 | 2.3 | 4.0 | 3.3 | 5.7 | ||
ZMG | 32 | 1.7 | 4.0 | 4.0 | 9.5 | ||
30 | 3.7 | 5.6 | 6.3 | 9.5 | |||
(Proxies uses the Dostovei, the other two modes use the PP7.) The kinds of mines differ only in their detonation procedure; follow their links to the weapons description page for details: | |||||||
Cl | Damage/shot | Rounds/second | |||||
Remote Mine | explosive | can carry 10 | |||||
Timed Mine | explosive | can carry 10 | |||||
Proximity Mine | explosive | can carry 10 | |||||
The remote and proximity mines are powerful enough that they dominate they game when they are available - remotes yielding furious and explosive battles, while proxies encourage very cautious games. Timed mines are of limited enough application that they bring the firearms to the fore, which is very fortunate since the ZMG and AR33 are among the best performing weapons in GoldenEye. |