Basic Weapons - Guide for Ratchet: Deadlocked
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[Dual Vipers] Dual Vipers are the main weapon in this game, and pretty powerful ones, to boot, otherwise known as your machine guns. They'll send out streams of punch-packing bullets at a Sonic the Hedgehog rate; very neat shtuff. You might think the Vipers will be one of the weapons you'll use most over time, but they turn out to be pretty weak against all the stronger enemies. I've still used them for a few quick shots at any enemy, or against Swarmers and the like. Speed mods are the standard sort of mod for this weapon, but ammo mods and knockbcack mods I deem useful as well. As for Omegas, many R&C veterans will remember the Lancer or N60, and cite that they had the same 'shock' mechanisms as the Shock Mod, but with the new age of customization, I've been using the Freeze mod most towards the end of the game. Base Ammo: 200 Base Damage: Low Base Range: Medium/High Base Rate of Fire: Fast [Dual Raptors] Figures. Other than ricocheting bullets and a blue bullet stream, these aren't too different from the Vipers. However, the bouncing shots can be helpful as a semi-equivalent of the Shock mod, and the Vipers were at least good in the first place. [Magma Cannon] A shotgun of flaming fury!!one1! Basically the sequel to the Shock Cannon, another great weapon. This gun sends out rapid vortexes of flame towards your enemy. You'll love it. It's useful for a wide range of situations, from small groups to big enemies, so you may find you'll like a few ammo mods on it, and again some of the XP or Jackpot mods. The knockback mods are nice and all on this weapon, but I rather like to substitute that for other Alphas, and then put Freeze as its Omega. Base Ammo: 20 Base Damage: Varies by distance from target Base Range: Medium/Low Base Rate of Fire: Medium/Fast [Vulcan Cannon] A shotgun with homing shots?! Blasphemy! Ooh... Blasphemy is nice. The Vulcan turns the Magma into something not entirely different, but certaintly cooler and more effective. [B-6 Obliterator] Bombs, very explody. This is a weapon meant for groups, what with the splash damage and limited ammo. However, it never becomes entirely too useful, though I still use it lots since I value variety. The mods I use with it, are, of course, the Napalm Omega Mod, and then a few knockbacks, an area expander mod or 3, and a few ammos which make it more useful to me. Be sure to remember how your aiming effects how far the bomb goes. Aim down to the ground, and you'll clear away any enemies too close for comfort; but aim a few degrees above straight ahead, and you'll send your bomb flying to where no bomb has gone before. Base Ammo: 6 Base Damage: Medium Base Range: Medium/Low Base Rate of Fire: Medium/Slow [B11 Vaporizer] Again, a very similar weapon with a few more perks. I still don't use it all that much, though. [Fusion Rifle] The all-essential sniper, the most powerful weapon, which sends a flash of concentrated energy at a specific target, damaging any others close by. Getting to know how to use this weapon is very important, especially for online play. Besides the obvious method of zooming in on an enemy in 'Look' mode and taking him out, this weapon is extremely useful for outside L2, in a method called "Hip-Sniping" by nearly all of the R&C community. For this, the Lock Strafe mode is perhaps most useful. Because of the power this thing can deliever, its aiming capabilities are a bit off, and the weapon will not go exactly to the spot you want it to every time. Putting a few aiming mods on this can help make it into a killing machine. I also recommend a few ammo mods and many speed mods, which can make it something of a slow Vulcan Fury (Jak 2-3). There are a few sorts of Omega mods you can put on it, and some of the ones I've favored over the past have been Acid, Shock, or Freeze. Base Ammo: 8 Base Damage: High Base Range: It'll go straight across to anywhere! Base Rate of Fire: Slow [Anti-Matter Rifle] This is a swirling ray of doom which will fly to your enemy and smoke him. While that would be nice, it's not what actually happens. By the end of the game (and on into Challenge Mode) it becomes something of a weak weapon. It can still be useful whenever you want to get at something rather far away, and if you want to be selective about it (as in only hitting one thing). So, at the end of the game, I have 2 ammo mods on it, and 8 Speed mods, useful whenever I'm out of other heavy hitters like the Arbiter/Silencer. [Arbiter] Ah, rockets. Evil little packages of amazing fury. They are much like the Decimator in UYA, a fast, straight shooting monster, with less homing capabilities than the Minirocket Tube, but great anyway. This is probably the second-best weapon to use on far away or big enemies besides the Fusion, but pack on a few area mods, and it can be effective in a B-6 Obliterator fashion. The allocation of some speed mods doesn't hurt either whenever you're faced with constantly spawning enemies. You can always use the Napalm mod for this weapon, but I've found after time that I like to use Time Bomb, especially when this weapon V10s. Base Ammo: 8 Base Damage: Medium/High Base Range: Medium/High Base Rate of Fire: Medium [Silencer] An Arbiter which fires 3 rockets! This turns the weapon into one more useful against large groups, but more prominently into a close-range slayer of large foes (if you get close enough so that all 3 rockets fly directly into the enemy). [Tesla Mine Launcher] I refuse to call it the Hunter Mine Launcher! Tesla is a name that has been throughout all the R&C series, from the Tesla Claw to the Tesla Barrier! Hmmph. In any case, the TESLA! Mine Launcher launches mines, as you may guess. Once deployed, they will home in on any enemy who dares come near. This is most useful if they are coming staight toward you. Area mods are a good addition to this weapon, but I've put lots of ammo on it, too. Once I got it, I found Time Bomb to be an excellent Omega mod for it. Soroush 123 mentioned in his Weapons List v3 thread something about Manual Detonation, a technique in which you just run into an enemy with this weapon equipped, and the mine waiting to be launched will blow up in the enemy's face! Base Ammo: 12 Base Damage: Medium/High Base Range: Medium/Low, more when homing Base Rate of Fire: Medium/Fast [Stalker Mine Launcher] This is a pretty cool upgrade to an already awesome gun. For one thing, it's pretty cool that it is twice the size of the original, but the main difference is in the fact that it'll split into 2 mines once it explodes! [Holoshield Launcher] Like the Holoshield Glove in the last game, this gun launches protective shields for you to hide behind. You can shoot through them, but your enemy cannot. This gun will become more useful in later fights, as you are barraged by constant rounds of fire. Be carfeful, though, it only lasts about 10 seconds until you upgrade. Upgrading it isn't hard, but I don't think you'll be using it that much in any case. I didn't fully upgrade mine till somewhere in Challenge Mode! Ammo mods are just about the only thing that's worth it to put on, but I usually give the ones this weapon gets to other weapons, since it doesn't REALLY hurt anyone till it's the Omni-Shield. Base Ammo: 8 Base Time: 10 Base Range: Low Base Rate of Fire: Slow [Omni-Shield Launcher] Pretty much the same thing, but it will shoot back at the enemy once it's taken enough damage. This feature doesn't make it any better than the regular old Holos, though. [Scorpion Flail] In a sense, an upgraded wrench. This mace has many of the mechanics of the wrench (as well as the Plasma Whip from UYA), except it only slams down, which is sort of a good thing. Well, now that I've played thru the entire adventure... It kicks the enemies' ass. HARD. Especially in Challenge Mode. 2 Area mods make this weapon a heckuva lot more effective, as do 2 Knockbacks, 2 Speeds, and 4 ammos. And the Shock mod is great for this weapon. Base Ammo: 20 Base Damage: High Base Range: Low Base Rate of Fire: Medium/Fast [Leviathan Flail] Nothing different, but still hella cool. In Challenge Mode, this became my most prized weapon. [Miniturret Launcher] Meh. This is the weapon most people will use the least, because it's on the second page of your Quick-Select, and you really just don't have much use for it. In any case though, it's a nice little upgrade of a previous glove-type weapon in UYA, which fires... Miniturrets which fire at your enemy. Speed Mods and Ammo Mods are your primary need for this weapon. I would allocate them to another weapon though, since you won't use this one. Acid or Shock are good mods for this. Base Ammo: 8 Base Damage: Low Base Range: Low, Medium/High for Miniturret's Shots Base Rate of Fire: Slow, Fast for Miniturret's Shots [Quasar Turret Launcher] A nice little upgrade, which gives the turret sniper-ish shots to charge and unleash on the enemy. Doesn't make it more useful, though. [Harbringer] Eh... Not really any strategy to use with this weapon, now is there? Use it sparingly...