The GoldenEye Arms Reference
Multiplayer Modes


Site Navigation
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.

Recovery Delay (important!)

All multiplayer characters are granted an advantage enjoyed by the player during a mission - they reel backwards when struck by a bullet, and while doing so are invulnerable for about two thirds of a second. (This is of course irrelevant when playing License to Kill.) Since all firearms can fire at least that often, the rate at which bullets are fired: For instance, this means that a magnum can damage an enemy faster than an RC-P90, since neither will be permitted to inflict damage on a player more often than 1.5 times per second! Of course, if you are not sure of a hit, or need to prevent an enemy from moving into the open, then the higher rate weapon will still be an obvious choice.

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.

Health Bonuses

While the most obvious use of the health bonus is to even the results of games between players of differing ability, it can also be used to modify gameplay without giving any players an advantage if they all select the same non-Normal health bonus. In particular negative health bonuses contribute to playability; it becomes easier to kill other players while still giving an advantage to the player who can best land shots on an opponent's chest and head.

BonusAdjustmentComments
-10 (Hero)1/10 = 0.10 Any damage fatal.
-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.
BonusAdjustmentComments

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.

Mode Summary

Mode Details

The following entries permit easy comparison among the firearms available together in each mode. The capabilities of each filearm are represented like:

(a)(b)(c)(d)(e)(f)(g)(h)
RC-P90 80 5.37.2 6.69.0

Each weapon summary includes (a) the name of the weapon and (b) its clip size, followed by two bar graphs - the red one (c-e) showing the damage inflicted by a head shot and the blue one (f-h) depicting the rate of fire. Both bars are usually only partly illuminated to illustrate how much potential damage is lost to inaccuracy at medium range. For example, the entry here shows that the RCP-90 inflicts 7.2 points of damage per shot to the head (corresponding to the full length of the red bar), but because its aim is imperfect you will on average at medium range inflict only 5.3 points of damage per shot (corresponding to the brigher fraction of the red bar). See the description of `medium range accuracy' on the Weapon Comparison page for details.

Throwing knives
Slappers only!

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
PP7 7 3.84.0 5.76.0
Dostovei 8 2.34.0 3.35.7
Magnum 6 8.08.0 1.61.6

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 3.84.0 5.76.0
Dostovei 8 2.34.0 3.35.7
Klobb 20 0.72.4 1.96.5
Deustche 30 2.24.0 3.66.4

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 2.34.0 3.35.7
RC-P90 80 5.37.2 6.69.0
Auto Shot. 5 4.012.0 2.37.0
Magnum 6 8.08.0 1.61.6

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 2.34.0 3.35.7
Klobb 20 0.72.4 1.96.5
Sniper 8 4.04.0 7.67.6
Magnum 6 8.08.0 1.61.6

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 3.84.0 5.76.0
Dostovei 8 2.34.0 3.35.7
Klobb 20 0.72.4 1.96.5
KF7 30 2.04.0 3.26.3
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

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 2.34.0 3.35.7
Klobb 20 0.72.4 1.96.5
KF7 30 2.04.0 3.26.3

plus one of the following explosive or energy weapons:

Cl Damage/shot Rounds/second
Laser 8.08.0 3.43.4
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

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 3.84.0 5.76.0
Dostovei 8 2.34.0 3.35.7
ZMG 32 1.74.0 4.09.5
US AR33 30 3.75.6 6.39.5

(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.


Rhodes MillCopyright © 1998 Brandon Craig Rhodes.