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    FAQ/Strategy Guide by theREALbbobb

    Version: .61 | Updated: 06/12/04 | Search Guide | Bookmark Guide

    Desert Crisis 1.5 Guide
    Guide Version 0.61 by Andrew Cretella (bbobb, bbobb[sKs], theREALbbobb)
    kornrage83@hotmail.com
    Copyright 2003-2004
    
    Please do not reproduce this without my express permission. 
    
    ==============================================
    Index
    ==============================================
    
    A - General Desert Crisis Info
       A1 - What is Desert Crisis(DC)?
       A2 - Does anybody actually play this game? What's the server situation?
       A3 - Why am I writing this guide?
    B - Gameplay basics
       B1 - Accuracy
       B2 - Reloading
       B3 - Damage System
       B4 - Adrenaline, dashing, flips, and walljumps
       B5 - Objectives
       B6 - Time limits and Rounds
       B7 - Character Selection Screen(CSS)
    C - Armor
       C1 - No Armor
       C2 - Light Armor
       C3 - Medium Armor
       C4 - Heavy Armor
    D - Melee weapons
       D1 - Akimbo Machetes
       D2 - Katana
       D3 - Sledge Hammer
       D4 - Throwing Knives
       D5 - Big Hit Knife
       D6 - Empty Fist
    E - Guns   
       E1 - Sig P226 + akimbo
       E2 - Desert Eagle .357 + akimbo
       E3 - Laser Pistol + akimbo
       E4 - HK Silenced USP Match + akimbo
       E5 - Raging Bull + akimbo
       E6 - HK MP5k + akimbo
       E7 - Remington 1100 + akimbo
       E8 - HK MP5/10
       E9 - Franchi Spas 12
       E10 - HK 33KA2
       E11 - M79 Grenade Launcher
       E12 - M61A1 Vulcan Chaingun
       E13 - C22 Pulse Rifle
       E14 - C37 Plasma Cannon
       E15 - Flamethrower
       E16 - C24 EM Sniper Rifle
       E17 - Laser Assault Rifle
    F - Extra Equipment
       F1 - Fragmentation Grenades
       F2 - Alarms
       F3 - Extra Ammunition
       F4 - Akimbo Pistols
       F5 - C4
       F6 - Flare Gun
       F7 - Infrared Goggles 
       F8 - SMAW
       F9 - Throwing Knives
    G - Perks
       G1 - Bio-Regeneration
       G2 - Extra Speed
       G3 - Kung Fu
       G4 - Sharpshooter
       G5 - Stealth
       G6 - Tech
       G7 - Wootastic
       G8 - Shield (USA only)
       G9 - Anti-Gravity(UPKO only)
    H - Maps 
    I - Other Stuff
       I1 - Version History 
       I2 - Acknowledgements 
    
    ==============================================
    A - General Desert Crisis Info
    ==============================================
    
    
    ----------------------------------------------
    A1 - What is Desert Crisis(DC)?
    ----------------------------------------------
    Desert Crisis is yet another multiplayer modification for Half Life, one of 
    the less popular ones. DC is an objective based teamplay mod, but it doesn't 
    aim for realism. It pits two factions, the United Peace Keeping Organization 
    (UPKO) and United States of America (USA) against each other. The goal of 
    each team varies with each map. However, for the most part it requires 
    capturing all points in a map. It is set in the near future, so both modern 
    and futuristic weapons are available. Finally, you will need either Half 
    Life, Counter Strike retail, or perhaps Day of Defeat retail, to play it. 
    Also note that the mod itself is free. Go to 
    http://www.chaosdawn.com/dcdownload/ for a list of mirrors.
    
    ----------------------------------------------
    A2 - Does anybody actually play this game? What's the server situation?
    ----------------------------------------------
    Unfortunately the server situation at this point is abysmal. There's usually 
    a server with people playing on WON, but almost never on Steam. The remnants 
    of the Desert Crisis community that's struggling to keep it alive can be 
    found at http://dcrisis.future-x.net
    
    ----------------------------------------------
    A3 - Why am I writing this guide?
    ----------------------------------------------
    To put it simply, I love Desert Crisis. Some people find Desert Crisis very 
    hard to get used to, while others feel it to be exceedingly easy. I found it 
    very hard at first, but I just kept on playing because it was so much fun. 
    Despite what people may think, Desert Crisis actually has a respectable 
    amount of depth, when you consider all the different combinations and styles 
    of play. Hopefully, with this guide, I can help those people who have as much 
    trouble with it as I had. 
    
    
    
    ==============================================
    B - Gameplay
    ==============================================
    
    ----------------------------------------------
    B1 - Accuracy
    ----------------------------------------------
    The accuracy system in Desert Crisis is far less predictable than those in 
    other games. Some of the same rules apply in that the more stationary you 
    are, the more accuracy you'll have. You get the best accuracy when crouching, 
    then standing still, then walking, then jogging, and then jumping, flipping, 
    and walljumping are last. Since DC is a rather fast paced, hectic action mod, 
    you'll probably be shooting while running and doing stunts. It's best to 
    crouch when you really need the precision. Generally, you'll probably only be 
    crouching at medium to long range. In close range it's better to flip around 
    your opponent while shooting at them instead of crouching. Desert Crisis also 
    uses guns with multiple weapon modes. In some cases, pecking at the trigger 
    will be rewarding. However for certain guns, you can simply change firing 
    modes.
    
    ----------------------------------------------
    B2 - Reloading
    ----------------------------------------------
    Desert Crisis has realistic reloading. Whether your clip still has 10 bullets 
    left in it or it's completely empty, you must reload manually. For clip fed 
    weapons, if you don't use up all of the bullets in the clip, you will lose 
    them when you reload. Clip fed weapons will not display how many rounds you 
    have in reserve. Instead, you will see how many clips you have in reserve.   
    For a weapon that accepts one (or two in the case of the akimbo 1100s) round 
    at a time, you will not lose the rounds still in the magazine. However these 
    guns usually take even longer to reload. These weapons will display the 
    number of rounds in reserve. You will also not be able to see how many rounds 
    you currently have in the clip or magazine of your weapon. Certain weapons, 
    do not require reloading at all. They either run off of one huge supply of 
    ammunition or do not use any ammunition. 
    
    ----------------------------------------------
    B3 - Damage System
    ----------------------------------------------
    While Desert Crisis is indeed more of a death match type of game, you may 
    sometimes find yourself feeling rather fragile. Some weapons simply happen to 
    be very strong. Desert Crisis also has a locational damage system. So body 
    shots will do more damage than limb shots (although it's not incredibly 
    significant), and headshots will do the most damage (this IS incredibly 
    significant). Headshots are easily the most effective way of taking out just 
    about anyone, especially people with a lot of armor. It does about four times 
    the amount of damage that a shot to the body would do. However, note that 
    fully automatic weapons and shotguns can absolutely, never, ever get 
    headshots. Occasionally, you may see someone's head pop off when using such a 
    weapon, but there was no actual damage bonus. For the most part, only semi 
    automatic and burst weapons can get headshots. I believe that occasionally 
    flamethrowers, M79s, and Plasma Cannons can get headshots, but these 
    instances are extremely rare (or perhaps I'm just imagining things).
    
    ----------------------------------------------
    B4 - Adrenaline, Dashing, flips, and walljumps
    ----------------------------------------------
    Desert Crisis isn't the first modification to include acrobatic stunts, but 
    it has done the best job implementing them. The Adrenaline bar on your HUD, 
    will drain as you do various stunts. It will regenerate over time, but not 
    incredibly quickly, so you must watch it carefully. Jumping, dashing, 
    flipping, and walljumping will all drain the Adrenaline bar. Jumping is not 
    particularly useful for combat, but rather for getting on top of a ledge. 
    
    Dashing is done by holding down your dash key, giving you a noticeable speed 
    boost, at the cost of Adrenaline. Previous versions of Desert Crisis only 
    allowed you to move forward while dashing. 1.5 allows you to move in any 
    direction, but you only get the actual speed boost while moving forward. You 
    cannot shoot while dashing. This is useful for escaping a dangerous 
    situation, rushing toward a point to stop someone from capturing, or closing 
    the distance between yourself and other players. Unless you're using a melee 
    weapon, dashing is primarily for evasive maneuvers.
    
    Flipping may seem intimidating and gimmicky, but in actuality, it's easy to 
    pull off, and incredibly useful. It's basically, Half-Life long jump. However 
    you can do it in all directions, and there is a flipping animation for each 
    one. Flipping is done merely by pressing your crouch and jump button 
    simultaneously, exactly as you would do with Half Life's long jump. If you've 
    played the original Half-Life, then this shouldn't be much of a problem. It's 
    excellent both for evasive and offensive maneuvers. While a flip isn't as 
    fast as dashing, it makes you harder to hit, and you can fire while doing it. 
    Your screen's orientation doesn't change as you move, making it easy for you 
    to shoot while flipping. Front flips are excellent when you want to get close 
    to someone. Side flips are the best for direct conflicts. Backflips are best 
    for when you've been ambushed or caught off guard, allowing you to retreat 
    and fight back at the same time.
    
    Walljumping is slightly more difficult to perform than flipping, and it's not 
    as useful. Walljumping is done by jumping toward a wall (normal jump, not 
    flip), then pressing your jump button again when you get close to it, 
    allowing you to jump even higher. In a tight spot, you can keep walljumping 
    until the point where there is no more wall, or you run out of adrenaline. 
    Walljumping is best used for getting to places that cannot be reached by a 
    standard jump or flip, however it can be used in combat as well. It is 
    however, much harder to pull off a walljump in the middle of a fight. 
    However, if you can manage it, chances are that you'll throw off your 
    opponent. It's actually more effective in a direct conflict than flipping, so 
    long as you make sure that you're shooting at you're enemy on the way down. 
    It's a little harder to aim while walljumping, so if you plan to use it on 
    combat, automatics, shotguns, and splash damage weapons will probably serve 
    the best.
    
    ----------------------------------------------
    B5 - Objectives
    ----------------------------------------------
    Desert Crisis is said to include a modular objective system, and personally, 
    I don't know what that actually means. It gives mappers a great deal of 
    freedom for the design of their maps however. Objectives vary from map to 
    map. However just about all of them will include point capturing. Points are 
    captured by going up to the laptop that it is marked by, and hacking (holding 
    down your use button) it. This process however, takes some time, and you 
    cannot fire or move while doing it. This is when you really need your 
    teammates. It's very easy to stop someone from capturing a point, so you'll 
    need your teammates to cover you by killing or distracting opposing players. 
    Some points may take more time to capture than others. Some maps also require 
    you to destroy a certain object, or retrieve a certain object. Two maps, 
    velocity, and village, eschew objectives almost entirely, require you to do 
    nothing but kill the other team.  
    
    ----------------------------------------------
    B6 - Time Limits and Rounds
    ----------------------------------------------
    You'll notice a timer on your HUD when you play Desert Crisis. What the timer 
    displays varies from map to map, like the objectives. Some maps are played in 
    rounds, but with continuous respawns (with the exception of village and 
    velocity). On maps that require both teams to try to capture points, the time 
    limit will usually either be long, or as run until the server changes map. 
    Maps that require one team to attack, and the other to defend, usually 
    require the attacking team to complete objectives within a certain amount of 
    time. Rounds end when either the timer runs out, or all objectives are 
    completed. At this point, the objectives and timer are reset, and a new round 
    is started. 
    
    ----------------------------------------------
    B7 - Character Selection Screen (CSS)
    ----------------------------------------------
    Whenever you join a game, you'll be brought to the Character Selection Screen 
    (CSS), after choosing a team. You get to choose an armor class, a melee 
    weapon, a perk, a primary weapon, a secondary weapon, and an extra piece of 
    equipment. Note that certain perks restrict the types of weapons and perks 
    you can use. A common question heard in servers is "how come I can only use 
    pistols?", which would be due to the fact that the Wootastic perk, only 
    allows pistols. You can change your equipment at any time during gameplay, 
    and the changes will be effected after you die. Some maps also restrict the 
    use of certain weapons. Certain combinations will work better than others, 
    but there are a ton of fun, viable ones to experiment with. If you can't 
    think of anything, just click the random button for a random setup.
    
    ==============================================
    C - Armor
    ==============================================
    
    ----------------------------------------------
    C1 - No Armor 
    ----------------------------------------------
    No armor is probably the most enjoyable armor class to choose. There is 
    nothing standing between a bullet and your own body if you choose this. Your 
    character will be extremely fragile. However this is offset by how fast you 
    can move. Even the difference in speed between using no armor and light armor 
    is enormous. In many ways, it is the best choice of armor in the game. It's 
    not however, well suited for players who don't move well. However for a 
    player who can shoot and flip well at the same time, that player can't go 
    wrong by choosing no armor. 
    
    ----------------------------------------------
    C2 - Light Armor 
    ----------------------------------------------
    Light armor gives you 25 points of armor, but at the cost of some mobility. 
    The speed difference between none and light is very noticeable if you try out 
    both. However, you can still move very smoothly with light armor, as it is 
    pretty fast. While 25 points of armor may not seem like much, it can very 
    easily be the difference between life and death. This is especially true if 
    someone's using a weapon that does just over 100 damage. Light armor players 
    are noticeably easier to hit than no armor players, but a good light armor 
    player can still be very troublesome.
    
    ----------------------------------------------
    C3 - Medium Armor 
    ----------------------------------------------
    Medium armor gives you 50 points of armor, obviously at the cost of even more 
    mobility. This is when you'll begin to feel rather slow. Medium armor players 
    can still flip and do walljumps, but hitting them isn't particularly 
    difficult. If you're not too big on movement, but heavy is too slow for you, 
    then give Medium armor a shot. I've never liked it, but it's a valid choice, 
    and some players do use it. As it is sluggish in comparison to the lower 
    armor classes, but not incredibly firm like heavy armor, you'll have to rely 
    on your aim a lot.
    
    ----------------------------------------------
    C4 - Heavy Armor 
    ----------------------------------------------
    Heavy armor gives you 100 points of armor. In addition to simply making you 
    slower, heavy armor does not allow you to perform flips or walljumps. Don't 
    plan on running from a situation once you get into them, you'll have to fight 
    every time. Fortunately the excessive armor can give you some advantages. If 
    you pick heavy armor, expect someone to shout "noob" or "lamer," but don't 
    listen to them. Heavy armor certainly isn't useless, but it's nowhere near as 
    bad as some players make it out to be. In fact, in practice, it's worse than 
    the other classes in many ways.
    
    ==============================================
    D - Melee Weapons
    ==============================================
    
    ----------------------------------------------
    D1 - Akimbo Machetes 
    ----------------------------------------------
    
    The Akimbo Machetes were introduced in version 1.1, and replaced the Gurkha 
    Kukri. They're not quite as good as the katana or sledge, but a good choice 
    for a melee weapon nonetheless. Unlike the aforementioned melee weapons 
    however, you generally won't be able to rely on a single decisive shot for a 
    kill. 
    
    While a single hit is relatively weak and you must be very close, the almost 
    nonexistent delay between slashes makes the machetes lethal. Ideally, you 
    should aim for the head when going for machete kills. A few body shots may be 
    effective against weaker opponents, where as a heavily armored player may 
    require more than one headshot. It's also possible that a body shot can 
    propel a player in the opposite direction, so don't let them take advantage 
    of that opportunity to shoot you. 
    
    ----------------------------------------------
    D2 - Katana
    ----------------------------------------------
    
    The katana has always been the most commonly used melee weapon, and probably 
    always will be. I will never understand the obsession with Samurai (Ninjas 
    never used katanas), but regardless the katana is ultimately the most well-
    rounded melee weapon. It has an excellent combination of speed, range, and 
    power. 
    
    The primary fire is a slash. There are various slashing animations, but they 
    all work exactly the same. It hits instantly and does a substantial amount of 
    damage to unarmored or lightly armored players. There's not much time in 
    between slashes, and the first slash tends to disorient players, so following 
    up with a second, or even a third slash, if necessary, isn't too difficult. 
    
    A single slash to the body won't even kill an unarmored player at full health 
    in one hit, but a slash to the head will kill anyone. Constant swinging is 
    supposed to lessen the amount of damage the katana does, but whatever 
    difference there is doesn't seem to be too significant. If you're good at 
    getting headshots, the katana is most certainly the best melee weapon for 
    you, and great for taking on multiple opponents. 
    
    The alternate fire throws the katana. This is very impractical and gravity 
    does affect it. Thrown katana kills are extremely rare. If you miss (and you 
    most likely will), you can retrieve your katana from the ground.
    
    ----------------------------------------------
    D3 - Sledge Hammer
    ----------------------------------------------
    
    The sledge hammer is the most powerful melee weapon, so of course, there's 
    some sort of catch. The sledge hammer is exceedingly slow and it does not hit 
    instantaneously. It's the most commonly used melee weapon besides the katana. 
    It's arguably better, and in the right hands, devilishly effective. 
    
    With Kung Fu, a single hit does upward of one hundred points of damage to the 
    body. A headshot will kill anyone. When you press the fire button, you will 
    first raise the hammer, then bring it down on your opponent. Because it 
    doesn't hit instantly and has a long delay between swings, timing is critical 
    for effective sledging, basically unlike the rest of the melee weapons. 
    Timing can easily make the difference between another frag, and your own 
    death. The result from successfully hitting someone is very rewarding 
    however, and if you have a knack for timing, hammering your way through even 
    a band of heavily armored opponents is a breeze. It's also an excellent 
    weapon for maps that require you to destroy certain objects.
    
    The alternate fire throws the sledge. Like the katana throw, this is very 
    impractical and kills with a thrown sledge are very rare. You can retrieve it 
    if you miss though.
    
    ----------------------------------------------
    D4 - Throwing Knives
    ----------------------------------------------
    
    Throwing knives are quite commonly used, despite how difficult they are to 
    use. Players probably feel inclined to use them merely because they often 
    find themselves having it in their setup. There are three ways to acquire 
    throwing knives through the character selection screen. You can choose it 
    under the melee section, choose it under the extra equipment section, or 
    choose Kung Fu as your perk. A combination of two of these, or all three, 
    will simply give you more knives. A single knife does just over one hundred 
    points of damage. Unlike the other melee weapons however, using kung fu has 
    no effect on the power.
    
    
    The throwing knives give you the option of throwing one knife at a time, or 
    three. You can toggle between the two using your change mode button. Throwing 
    one is actually more effective and cost efficient. The trajectory is hard to 
    get used to, so trying to hit a moving target can be very difficult and will 
    take practice. However, if you do manage to get a hit, the results make it 
    quite worth the effort. 
    
    The triple knife throw won't go nearly as far and has a longer delay between 
    throws. While not awful, this mode isn't nearly as good as the other. It may 
    sound like it's much easier, and that it would allow you to get multiple 
    kills. However, in practice, it's much harder to get even one kill at a time 
    in this mode.
    
    ----------------------------------------------
    D5 - Big Hit Knife
    ----------------------------------------------
    
    The Big Hit Knife is easily the worst melee weapon in the game, so therefore, 
    it is the ultimate weapon of humiliation. It's weak, it has almost no range 
    of which to speak, and the fast slash rate just doesn't make up for its 
    shortcomings. Melee in general isn't incredibly practical, but it would be a 
    stretch to even label the knife as being viable. A BHK kill is however, 
    generally something to be proud of.
    
    The Big Hit Knife is very weak, but that's not what makes it so hard to use. 
    Merely getting a hit on a moving target is an art that will take a lot of 
    practice or lot of luck. 
    
    The alternate fire throws the knife. It works pretty much like a standard 
    throwing knife, even damage-wise. However you only get one, so throwing it 
    isn't a particularly fantastic idea. You can pick it up if you miss however, 
    assuming it's not in an unreachable place.
    
    ----------------------------------------------
    D6 - Fists
    ----------------------------------------------
    
    Although there's an empty fish option under the melee section, there's 
    absolutely no reason to take it. You have them regardless of what you choose, 
    and there's no extra incentive to select it. While fists may seem like the 
    most tame melee weapon, they're actually superior to the Big Hit Knife. 
    They're basically like slightly downgraded machetes, which means that they 
    can still be pretty effective.
    
    Fists are weak, have very short range, and unlike every other melee weapon, 
    they can't get headshots. However you can also punch very quickly, so merely 
    hitting someone isn't incredibly difficult. It's actually quite effective 
    against lower armor classes if you're persistent enough. It isn't really 
    recommended for taking on heavily armored players however, unless you know 
    they're already low on health.
    
    ==============================================
    E - Guns
    ==============================================
    
    ----------------------------------------------
    E1 - Sig P226 + Akimbo
    ----------------------------------------------
    Clip size (single): 9
    Clip size (akimbo): 18
    
    In previous versions of Desert Crisis, the Sig was always the most commonly 
    used pistol by far. 1.5 has brought more balance, and while all of the 
    pistols are very appealing right now, the Sig is still a fantastic choice. 
    Funnily enough, it has neither the incredible power of the Desert Eagle or 
    the Raging Bull, nor the large clip size of the USP Match. However, it is 
    perhaps because of this that it is the most reliable pistol in the game. 
    While the game describes the Sig as having "medium" damage, it's actually a 
    bit closer on the weak side. It's generally preferable to get headshots 
    instead of body shots, but even body shots are still reasonably effective. 
    
    A single Sig will have pinpoint accuracy while crouching still. It fires very 
    rapidly and doesn't lose much accuracy after each shot. If you have a steady 
    hand, the fast rate of fire makes this an excellent weapon for close 
    quarters. It's also commonly used for sniping, because its accuracy makes it 
    good for long ranges. The reload time is moderately fast.
    
    Akimbo sigs double the amount of shots you have, but aren't quite as 
    accurate. They're still relatively accurate, especially for an akimbo weapon. 
    Primary fire shoots one shot at a time, alternating between each pistol very 
    rapidly. Alternate fire shoots both guns at the same time. This is not even 
    half as fast, but provides a bit more accuracy. Ultimately, which one you 
    choose is probably a matter of preference. I usually see the primary fire 
    more often by other players, but the alternate fire has always worked better 
    for me. Changing modes when you have akimbo sigs allows you to switch back 
    and forth between wielding each individual pistol, and both pistols at the 
    same time. The akimbo sigs reload almost instantly, so you don't have to 
    worry about being caught with empty guns.
    
    ----------------------------------------------
    E2 - Desert Eagle .357 + Akimbo
    ----------------------------------------------
    Clip size (single): 7
    Clip size (akimbo): 14
    
    The Desert Eagle has made its way into a lot of movies and games since its 
    inception. In Desert Crisis, it has an excellent combination of power and 
    fire rate, but at the cost of clip size. Since its betterment in 1.5, it has 
    seen much more use. The reason for choosing the Desert Eagle over any other 
    pistol aren't that hard to figure out. It has a definite power, unlike the 
    Sig and the Match, and it fires pretty quickly, unlike the Raging Bull. Both 
    headshots and body shots work extremely well. 
    
    A single Desert Eagle will have perfect accuracy while crouching still, but 
    it loses a bit after each shot. You don't need to be as precise as with some 
    other pistols, because a few body shots will do the trick. It also reloads 
    almost instantly, making it great for close quarters and back up. It serves 
    about as well as the Sig at long range.
    
    The akimbo Desert Eagles obviously have twice the clip size. However, this 
    comes at the cost of a very noticeable accuracy reduction. Given this, they 
    are less versatile. The primary fire for the akimbo Desert Eagles alternates 
    very quickly between each gun. This is wildly inaccurate for the most part, 
    but putting out so many powerful shots in such a short period of time can be 
    devastating. Alternate fire shoots both guns at the same time. This provides 
    a bit more accuracy, but doesn't fire even half as fast. It's still not 
    incredibly accurate. However, it will require you to be a bit more decisive 
    and less wasteful. Just like the Sigs, most players seem to prefer the 
    primary fire, but the alternate has always worked better for me. The reload 
    is very long however, so try to finish off your opponent before you run out.
    
    ----------------------------------------------
    E3 - Laser Pistol + Akimbo
    ----------------------------------------------
    
    Of all the game's pistols, the laser seem to be used the least. It isn't bad 
    however, in fact, I'd say it's pretty underrated. In some ways, it's better 
    than the other pistols. Unlike the other pistols, the Laser never needs to be 
    reloaded. It's powered by a battery, rather than being clip fed. Firing shots 
    drains energy from this battery. While you never have to reload it, you do 
    have to take some time to recharge the Laser. Your ammunition is basically 
    unlimited. While it takes a relatively long time to recharge, and can only do 
    so when selected, you can interrupt the process if you need to fire the 
    Laser. 
    
    Standard shots are relatively weak. However, by holding down your fire key, a 
    laser shot can be charged to do more damage. The longer you hold it down, the 
    more powerful the shot will be. However, once it's fully charged, you must 
    fire it quickly. If you don't, it'll overheat. If you let it overheat, both 
    the shot and battery power will be lost. If you don't plan on charging your 
    lasers because you don't like the idea of making a single decisive shot, then 
    you should aim for the head. Otherwise, body shots are effective.
    
    A single laser provides perfect accuracy while crouching. It also loses 
    practically no accuracy loss after each successive shot if you stay still. 
    The single laser is best reserved for mid and long ranges, as it just isn't 
    that great for close quarters. A good weapon for sniping however.
    
    The akimbo lasers are the most accurate of all the akimbo weapons in the 
    game. They're almost perfect, so they require much more precision than other 
    akimbo pistols. Two fully charged laser shots will kill an unarmored player 
    with one direct hit. Charged lasers even have a bit of splash damage. Primary 
    fire alternates between each pistol, while alternate fires both at the same 
    time. Unlike all the other pistols, the alternate fire is definitely the 
    better choice in the case of the lasers. The change mode button will switch 
    between single and akimbo. Given the accuracy of the akimbo, the only reason 
    to really use this, is if you absolutely need that pinpoint accuracy. For 
    some reason the single and akimbo also share the exact same power source, as 
    opposed to each pistol being independent.
    
    ----------------------------------------------
    E4 - HK Silenced USP Match + Akimbo
    ----------------------------------------------
    Clip size (single): 15
    Clip size (akimbo): 30
    
    The Sigs and Desert Eagles aren't incredibly different in terms of power and 
    clip size. The new pistols in 1.5 lean much closer toward either extreme. The 
    Match sacrifices power for clip size. It can take up to four headshots to 
    kill a fresh heavy. Body shots aren't really recommended due to the lack of 
    power, unless you can fire with such consistent accuracy. While certainly an 
    excellent weapon, they don't see quite as much use as the Sigs or Desert 
    Eagles. The severe lack of power may seem unappealing, but they're actually 
    nowhere near as hard to use as they may seem. The clip size gives you plenty 
    of opportunities to make headshots. Supposedly they're silenced, but this 
    little bit of information doesn't really mean anything.
    
    While the game says that it's not as accurate as the Sig, a single USP is 
    just as accurate as any other single pistol. It also has very little accuracy 
    loss after each shot. It works a bit better for sniping than close quarters.  
    You'll have to make sure you get as many hits on your opponent as possible. 
    Ideally you should get headshots. The reload time is relatively quick.
    
    The akimbo Matches give you a whopping clip size of 30, much more than the 
    akimbo sigs. The akimbo is still reasonably accurate, but less so than the 
    single, of course. Primary fire alternates between each pistol, at a very 
    rapid rate of fire. Alternate fire shoots both guns at the same time. This is 
    slower, but provides a bit more accuracy. As always, I prefer the alternate 
    fire, while it seems like most other players prefer the primary. The 
    alternate is probably a little better in this case, as it'll probably help 
    you with making those headshots. The change mode button allows you to switch 
    between single and akimbo. While the reload actually seems pretty similar to 
    the akimbo Sig reload, it's noticeably longer. 
    
    ----------------------------------------------
    E5 - Raging Bull + Akimbo
    ----------------------------------------------
    Clip size (single): 6
    Clip size (akimbo): 12
    
    The Raging Bull is basically the opposite of the Match. It's one of the most 
    powerful hitscan weapons in the game. A single headshot will kill anything in 
    one hit, except a heavy with full health and armor points. Even a few body 
    shots are enough to kill just about anything. Obviously however, such amazing 
    power can't be without drawbacks. The bull has a slow rate of fire, and being 
    a revolver, a small clip size. It's used relatively often, as it seems 
    appealing. In practice however, it's not as easy to use as the sig or the 
    deagle. It's still a great weapon, but a considerable amount of luck is 
    involved. Due to the slow fire rate and clip size, you need to pick your 
    shots a bit more carefully. 
    
    A single bull isn't actually much less accurate than any other single pistol, 
    but your shots will still need to be more decisive. You can snipe with it, 
    but you just can't fire as carelessly as you could with any other pistol. You 
    could aim for the head, as it's perfectly capable of getting headshots. Or, 
    you could just go for the body, as even a few body shots are sufficient. The 
    reload time isn't incredibly long, but you probably don't want to get caught 
    with it empty.
    
    The akimbo bulls doubles your clip, but sacrifices a great deal of accuracy. 
    You'll need to get in very close to use them effectively. The primary fire is 
    actually reasonably fast. The alternate fire shoots off both barrels 
    simultaneously, which is a bit more accurate, but exceedingly slow. The delay 
    between these shots is so enormous that it leaves you quite vulnerable. A 
    short sprint or flip during this delay can prevent an enemy from taking 
    advantage of it. The change mode button allows you to switch between single 
    and akimbo. The akimbo Raging Bulls also have what is easily the longest 
    reload time in the game. Reloading in the middle of a firefight is pretty 
    much suicidal.
    
    ----------------------------------------------
    E6 - HK MP5K + Akimbo
    ----------------------------------------------
    Clip size (single): 15
    Clip size (akimbo): 30
    
    The MP5K is a highly specialized weapon that isn't worth much at all outside 
    of close quarters. No other weapon in the game epitomizes the phrase "pray 
    and spray" better than this gun (however this doesn't necessarily mean it's 
    overpowered, or even the best automatic). At mid range you can't do much more 
    than tickle your targets. Get close if you want to use them, and switch to 
    something else when you're not close.
    
    A single MP5k isn't very good, and using it really isn't recommended. It's 
    automatic, and you can use it as a backup, but any other backup weapon is a 
    better choice. If you're going to use an MP5K, don't. Use two instead. Each 
    individual bullet is weak, and the random spray means that quite a few 
    bullets will miss entirely. However the fact that both guns are emptied in an 
    instant makes the very lethal. 
    
    Further, the reload time for the akimbo is about as long as it takes to empty 
    them. Usually however, this means that you'll run out of ammo very quickly. 
    Extra Ammunition as an equipment choice is highly recommended if you plan to 
    use the MP5ks. The MP5ks can never get headshots however, as they are fully 
    automatic weapons. Previous versions of Desert Crisis allowed them to get 
    headshots due to a bug, which was eliminated with the last version. Pressing 
    the change mode button will switch between single and akimbo, but there's 
    absolutely no practical reason to do this.
    
    ----------------------------------------------
    E7 - Remington 1100 + Akimbo
    ----------------------------------------------
    Clip size (single): 5
    Clip size (akimbo): 10
    
    The 1100 gives you awesome power up to about five videogame feet. Some 
    players prefer to use it as a back up instead of pistols for its exemplary 
    close quarters capabilities. Seeing as how it's a shotgun, it lacks the 
    versatility of pistols as a backup weapon. While pistols are great for 
    backing up specialized primary weapons, the 1100 is a fantastic supplement 
    for versatile primary weapons. So it goes well with weapons such as the HK33 
    or the MP5, rather than the Spas or the EM. 
    
    The 1100 reloads by inserting each individual shell one at a time, rather 
    than changing clips. At times, this means that reloading will take quite a 
    long time. However, it also means that you don't have to worry about throwing 
    ammo away, so you should reload whenever you're not in action. You can always 
    go into a battle with your clip entirely full. 
    
    A single 1100 fires pretty slowly, but does substantial damage, so long as 
    you're close enough. There's no real point in firing it outside of close 
    range, as that's just a waste of ammo. It's great for taking out someone who 
    has already been weakened and is low on health. Reload time varies depending 
    on how empty the clip is.
    
    Akimbo 1100s serve very well as a primary weapon. They are particularly good 
    for stopping someone from taking a point. The primary fire alternates between 
    both guns, and fires reasonably fast. This is effective when you're not 
    incredibly close to your opponents or when you're dealing with fast, 
    unarmored or lightly armored opponents. The alternate fire shoots both 
    barrels off at the same time, but the time between shots is incredibly slow. 
    If you're at point blank, you're almost guaranteed to kill your target. It 
    also works well on heavily armored opponents and people who are capturing 
    points. Changing modes switches between single and akimbo, but two is pretty 
    much better than one. The 1100 is a shotgun, so it can never get headshots. 
    Previous versions of Desert Crisis allowed them to get headshots due to a 
    bug, which was eliminated with the last version. 
    
    ----------------------------------------------
    E8 - HK MP5/10
    ----------------------------------------------
    Clip size: 30
    
    The MP5 is a versatile, all purpose weapon. It's pretty popular, due to its 
    ease of use and all range capabilities. Instead of pecking at the trigger for 
    accuracy, you can switch fire modes for different situations. It is certainly 
    anything but average, because it really excels in all situations. An EM 
    Sniper rifle might be a bit better for sniping and akimbo MP5ks may be a bit 
    better in close quarters, but with the MP5 you stand a very good chance 
    against both of them.
    
    The standard fully automatic mode fires very rapidly. While each individual 
    shot isn't very strong, it dominates in close quarters nonetheless. You can 
    still even manage to hit people at mid ranges, although not really with the 
    same effectiveness. You cannot get headshots in this mode however.
    
    Three round burst is generally neglected, in favor of fully automatic or semi 
    automatic. It's still a viable choice though. Predictably, as it is between 
    fully automatic and semi, its accuracy is also between the two. It's hardly 
    precise however. Unlike fully automatic however, it does allow you to get 
    headshots. 
    
    The semi automatic mode isn't truly semi automatic. Some players believe that 
    it's fast, but it's noticeably slower than all of the pistols, besides the 
    Raging Bull. While each individual shot isn't strong, the accuracy and large 
    clip size make it excellent for getting headshots and long range shooting. In 
    fact, it's easily one of the most effective sniping weapons in the game.
    
    ----------------------------------------------
    E9 - Franchi Spas 12
    ----------------------------------------------
    Clip size: 8
    
    The Spas 12 is a bit more versatile than the 1100s. Since it's a shotgun, 
    it's incapable of getting headshots. Of the weapons afflicted with the 
    headshot bug in previous versions, the Spas was undoubtedly the worst 
    offender. While I believe actual Spas shotguns have automatic capabilities, 
    for the sake of gameplay, the one in Desert Crisis is pump only. At first the 
    Spas may seem a bit too tame in this version, and it's certainly difficult to 
    use. However even a little bit of practice can result in some very satisfying 
    kills.
    
    Unlike the 1100s, it can actually serve a bit at mid range. It's still 
    primarily a close quarters weapon however. It has a much more concentrated 
    spread than the 1100s, so you'll need to pick your shots a bit more 
    carefully. 
    
    The pumping action is relatively slow and you cannot switch your weapons 
    during the animation. Instead of being clip fed, the Spas reloads by 
    inserting individual shells one at a time, so reload as much as you can. The 
    Firing mode button also allows to fold and unfold the brace. By default, it's 
    folded. Unfolded, the spread is slightly more concentrated, but the pumping 
    animation is slower. Unfortunately, neither of these changes are very 
    noticeable. You can try out each one, but there really isn't a huge 
    difference.
    
    ----------------------------------------------
    E10 - HK33K2A
    ----------------------------------------------
    Clip size: 25
    
    Before I say anything, I would just like to stress that the HK33 is NOT an 
    MP5 with a scope. As unbelievable as it may sound, it's actually an HK33 with 
    a scope. Yes, they are two different guns. Knowing that isn't exactly going 
    to help you or anything, it just peeves me somewhat when people say that. 
    Anyway, the Jack-of-all-Trades HK33 is about as well rounded as its cousin, 
    the MP5. 
    
    The difference between the two that you'll notice immediately is the scope on 
    the HK33's model. Yes, you can use the scope, but not by clicking alternate 
    fire like the EM. Instead, you must use the separate scope keys, which can be 
    configured to your liking. The HK33 comes with the same firing modes as the 
    MP5. However, it is more powerful and has a slightly smaller clip size.
    
    Fully automatic doesn't fire as fast as the MP5 on fully automatic, but the 
    fact that each individual shot does a lot of damage makes it very lethal. 
    Actually, this does make the HK33 the best close quarters weapon in the game. 
    It doesn't have quite as many bullets as some other guns or a wide spread, 
    but it's still not incredibly aim intensive. You can't get headshots on this 
    mode however.
    
    Three round burst isn't a bad choice, but it's overshadowed by full and semi 
    automatic. The accuracy is between the two, but not incredibly precise. You 
    can get headshots with it however, unlike when using full automatic. 
    
    Semi automatic fires quite slowly, but it's the only mode in which you can 
    make good use of the weapon's scope. A single HK33 shot does about as much as 
    a single Raging Bull shot, so most players will die from one headshot. It has 
    perfect accuracy if you're crouching still, however it loses a lot of 
    accuracy after each shot. Instead of constantly clicking, it's better to take 
    a single, well-placed shot, then wait a few seconds. While it only takes a 
    few body shots to kill, it's better to go for headshots. If you're quick 
    enough, you may even find it to be more effective than the EM for sniping.
    ----------------------------------------------
    E11 - M79 Grenade Launcher
    ----------------------------------------------
    Clip size: 1
    
    The M79 is a single shot grenade launcher. It's a non-hitscan weapon. This 
    means that unlike rifles, pistols, shotguns, and such, the shot does not hit 
    instantly. Because it's a non-hitscan weapon, it requires certain skills that 
    a hitscan weapon doesn't. That's not to say that it takes more skill, but 
    rather that it requires different skills. With most Half-Life mods seeming to 
    put more emphasis on hitscan weapons, it seems like most players know how to 
    aim, but only some know how to lead a shot. The M79 is all about timing and 
    prediction. It'll take a little bit of time to get accustomed to its 
    trajectory, but after a while it'll be relatively easy.
    
    The primary fire shoots a grenade that detonates on impact. Aiming directly 
    for someone generally isn't the best thing to do, unless you're dealing with 
    a slow, or stationary target. Because the M79's grenade has a relatively 
    small blast radius, but getting an actual direct hit is usually much too 
    difficult, it's generally best to shoot it near someone's feet. It does quite 
    a bit of damage at the center, but due to the small blast radius, someone who 
    flips out of the way will sustain minimal damage, if any. Fortunately, this 
    also means that unless you fire it when you're right next to a player or a 
    wall, you probably won't cause too much damage to yourself.
    
    The alternate fire is timed, but it will explode if it comes directly in 
    contact with another player. This can be shot blindly around corners, but 
    ultimately, while you get plenty of grenades, this isn't as effective as 
    fragmentation grenades. It still has some potential for abuse, but generally 
    the primary fire is just better.
    
    Only one grenade can be loaded into the M79's barrel at a time, and the 
    reload time is relatively long. Instead of reloading when you're in the 
    middle of combat, a better idea is to take out your backup weapon, and finish 
    off your opponent with that.
    ----------------------------------------------
    E12 - M61A1 Vulcan Chaingun
    ----------------------------------------------
    Clip size: N/A
    
    Desert Crisis is one of the few games in which I have seen a weapon intended 
    for suppression succeed in doing just that. It puts out an enormous volume of 
    fire at a fast rate, allowing it to hit people, without being much accurate 
    at all. Contrary to what some people may believe, the chaingun is hardly an 
    unbalanced weapon. 
    
    While the chaingun runs off a limited supply of ammo that never requires 
    reloading, you cannot fire it nonstop. If you hold down your fire button long 
    enough, it'll eventually overheat. It won't explode if it overheats, it'll 
    just stop firing. The chaingun also takes a bit of time to wind up, and you 
    cannot jump or move quickly while firing. However you can start the wind up 
    while flipping or jumping. 
    
    Once you start firing however, you're a sitting duck for anyone not in your 
    view and your immediate vicinity. So long as you manage to get it firing 
    however, it'll force players to take cover. In close range, the sheer amount 
    of firepower it has means that it'll generally win in a direct conflict. The 
    headshot bug in previous versions allowed it to get headshots, however this 
    can no longer happen.
     
    ----------------------------------------------
    E13 - C22 Pulse Rifle
    ----------------------------------------------
    Clip size: 45
    
    At first glance, the Pulse Rifle may seem like a ridiculously overpowered 
    weapon, and at one time, it was. Some people still cling to that belief, but 
    it's actually not overpowered much at all anymore. It's still great however. 
    It's an excellent close quarters weapon, with some mid range capabilities. 
    With 45 bullets of automatic fire and a grenade launcher, it just seems 
    almost too good to be fair. I assure you however, if there are any problems 
    as far as weapon balance goes in Desert Crisis, this isn't the cause
    
    The primary fire is a fully automatic mode. Unlike every other gun in the 
    game, you can actually see how many bullets are left in your clip. There is a 
    visual indicator on the rifle itself, which goes down as you fire, and resets 
    when you reload. The automatic mode is relatively fast, but incredibly 
    inaccurate, and an individual shot isn't incredibly powerful. With such a 
    huge clip size however, it's still pretty accurate. The closer you are, the 
    better. So while some players may complain about it when used with heavy 
    armor, it's actually better with less armor. It cannot get headshots however.
    
    The alternate fire is a grenade launcher, not too dissimilar to the M79, but 
    not exactly the same. It's more powerful, faster, and it goes much more 
    straight. There is less room to manipulate the trajectory however, and you 
    only get a few grenades. It does however, allows for some mid range 
    capabilities. It's also excellent when used in conjunction with the automatic 
    fire. You can soften them up with a grenade, and open fire with the 
    automatic, or vice versa.
    
    ----------------------------------------------
    E14 - C37 Plasma Cannon
    ----------------------------------------------
    Clip size(Primary): 7
    
    The Plasma Cannon is the ultimate non-hitscan weapon, great for suppressing 
    fire and defensive maneuvers. The Plasma Cannon isn't as versatile as the 
    M79, but it truly excels otherwise. Like the M79, it requires certain skills. 
    It may be a bit difficult at first, but if you play with it enough, you're 
    likely to fall in love with it. It's that good, and it's that much fun. Note 
    that it can overheat if fired too much in a short period of time. If it 
    overheats, it will explode. The explosion will kill you and injure any 
    opponents near you at the time. 
    
    The primary fire shoots out a large ball of plasma. Some players tend to 
    think of it as a rocket launcher. The basic rules and conventions of a 
    standard FPS rocket launcher apply, but the actual shots are much, much 
    slower. Like the M79, timing and prediction are important. However the 
    Plasma's ball never changes course. It goes in a completely straight path, 
    until it hits something. Because of its incredible power, this is great for 
    taking out players of all armor classes. Heavily armored players will have 
    trouble dodging it, while lightly armored players fall to it very quickly. 
    You have to be very careful about not hurting yourself however.
    The alternate fire spews out Plasma in a flamethrower-like stream. While the 
    alternate fire isn't entirely useless, the primary fire is much better. It's 
    certainly overwhelming in close quarters, but probably best reserved for 
    lightly armored players. Be careful, as the alternate fire will also overheat 
    much faster than the primary, which is a good reason not to use it.
    
    ----------------------------------------------
    E15 - Flamethrower
    ----------------------------------------------
    Clip size: N/A
    
    If you thought decent looking flamethrowers were impossible on the Half-Life 
    engine, think again. With the release of 1.5, the flamethrower is now 
    actually a viable weapon choice. Your movement no longer has much effect on 
    the flame. The flamethrower fires a continuous stream of flame and never 
    needs to be reloaded. It can overheat however, and probably quicker than 
    you'd expect it to. If it overheats, it will explode. 
    
    Generally, when you hit someone with the flame, they'll be set on fire. It'll 
    burn them for a little while, but unless they're already low on health, it 
    probably won't be enough to kill them. It's best to keep your enemies in the 
    flame as long as possible. Excellent for dealing with large groups of 
    players, just spray and ignite as many as you can. It's even better in close 
    quarters when your opponents don't have much room to avoid it. The sight of 
    flame also forces players to retreat. Note that it tends to really obstruct 
    your vision. Be careful not to set yourself on fire.
    
    ----------------------------------------------
    E16 - C24 EM Sniper Rifle
    ----------------------------------------------
    Clip size: 4
    
    The EM is the ultimate long range weapon and the most powerful hitscan weapon 
    in Desert Crisis. Theoretically, the HK33 can be a better sniping weapon, but 
    in practice, the EM is generally better because it's just so much easier to 
    use. You can use the manual scope keys, but the EM also allows you to zoom 
    using the alternate fire, which is much more convenient. You don't need to be 
    scoped to get good accuracy with the EM. In fact you can use the EM entirely 
    without ever using the scope.
    
    If you plan on using this effectively, you'll need to make your shots count. 
    Good aim and a steady hand are pretty much essential. A single body shot will 
    kill an unarmored player and a headshot will kill anything. There's a very 
    long delay between each shot, and you cannot change your weapon during this 
    delay. You also can't switch while reloading. The clip size is also quite 
    small. If the setup that you're using allows flipping, it's often good to do 
    that after firing as an evasive maneuver. Unless you're using sharpshooter, 
    the only way to get perfect accuracy is to crouch perfectly still. 
    
    There are some things that you should keep in mind however if you plan on 
    using the EM a lot. Note that your accuracy will be thrown off almost 
    entirely, if you try to fire while being shot at (and actually getting hit). 
    This means that it's easy for someone to prevent you from pulling off an 
    accurate shot if they can keep hitting you. This is especially true if they 
    got relatively close with an automatic. Also, the EM's beam sprite does not 
    always correspond with the actual shot. This becomes especially apparent when 
    you encounter the previous problem. There are even times when the beam is 
    completely off but you get the kill anyway.
    
    ----------------------------------------------
    E17 - X-1 Laser Assault Rifle
    ----------------------------------------------
    Clip size(Pulse): 20
    
    New to 1.5 is the Laser Assault Rifle (LAR). The LAR is a pretty versatile 
    weapon, but very different from the MP5 and the HK33. The primary fire has 
    two different firing modes, and there is an alternate fire. While it is 
    called a Laser weapon, and has laser sprites, it does not have a rechargeable 
    battery like the laser pistols. It is a clip fed weapon.
    
    The first firing mode is pulse, which is just fully automatic. It can't get 
    headshots. It fires at a decent rate, and does a fair amount of damage. 
    However the clip size is a bit low, and sometimes the laser sprites tend to 
    obstruct your vision. The second firing mode is called Blast, which is a 
    shotgun type of mode. It's not quite as good as the Spas however, and you'll 
    probably find yourself sticking with Pulse.
    
    The alternate fire is just a continuous stream of weak laser. It's weak, but 
    has perfect accuracy regardless of movement. It's not actually great for 
    killing, but it's fantastic when dealing with enemy snipers. The alternate 
    fire also does extra damage to the head.
    ==============================================
    F - Extra Equipment
    ==============================================
    
    ----------------------------------------------
    F1 - Fragmentation Grenades
    ----------------------------------------------
    
    New to 1.5 is the addition of Fragmentation grenades, which replace the 
    Deuterium fusion bombs of previous versions (seriously funny joke!). You can 
    no longer get some easy kills merely by throwing them randomly. While the 
    grenades certainly aren't as powerful now as they were before, they can still 
    be very effective if used strategically, which is probably why so few players 
    use them now. 
    
    Primary fire is a normal toss, which you can hold it down as long as you 
    want. The fuse countdown begins after your throw. The alternate fire will 
    prime the grenade. The fuse begins to count down as soon as you hold down the 
    key. If you don't let go soon enough, it'll explode in your hands. 
    
    The range of a grenade throw is dependent on your pitch and your movement. 
    Flipping forward will result in a very far toss. Flipping backward will 
    result in a short, but high toss. You can experiment with flipping in all 
    directions and throwing grenades. 
    
    ----------------------------------------------
    F2 - Alarms
    ----------------------------------------------
    
    In previous version of Desert Crisis, alarms served no other purpose other 
    than to annoy players by making noise. In 1.5, they still don't see much use, 
    but they can now actually serve a strategic purpose. They now only go off 
    when someone from the opposing team goes by them. In addition to that, they 
    tell the player who planted them when an alarm is triggered, and where. They 
    can serve as useful precautions for defending your points. They can however, 
    be destroyed by explosives.
    
    ----------------------------------------------
    F3 - Extra Ammunition
    ----------------------------------------------
    
    Extra ammunition gives you extra ammo for both your primary and secondary 
    weapons. For clip fed weapons, this is an extra 2 clips. For shotguns, double 
    the amount. Generally however, you're probably better off picking something 
    else. Unless you're very good or very wasteful, you probably won't find 
    yourself with out ammo. More often than not, if you can get kills, that also 
    means you get pick up more weapons. There's not much point when there are 
    better choices available. Try it out if you like, but you should probably 
    just pick something else. 
    
    ----------------------------------------------
    F4 - Akimbo pistols
    ----------------------------------------------
    
    For some players, a single pistol just doesn't cut it as a backup. Although 
    you can choose akimbo pistols as a primary, this equipment choice allows you 
    to have akimbo pistols as a backup as well. You can choose to have two pairs 
    of akimbo pistols if you want. You cannot however, choose akimbo 1100s or 
    MP5ks as backups. They are only available as primaries.
    
    ----------------------------------------------
    F5 - C4
    ----------------------------------------------
    
    Choosing C4 gives you two blocks of these remote explosives. C4 explosives 
    are very powerful and have a rather large blast radius. You can plant them 
    near capture points, choke points, or any place that would serve to impede 
    the progress of the enemy team. It's excellent both for keeping points 
    captured and taking them. By planting them near a capture point, an unwary 
    player will just die as you detonate your C4. You can also protect people who 
    are capturing points by planting C4 in the opposing team's path. Note 
    however, that C4 can be destroyed. You can destroy C4 with anything, but 
    generally it's best to do it with another explosive.
    
    Primary fire drops C4 if you haven't dropped any already. It detonates if you 
    have at least one block of C4 planted. Alternate fire continues to drop C4 
    until you have no more blocks left. You can pick up more blocks of C4 from 
    other players, but seeing as how most people don't use it, this probably 
    won't happen. 
    
    ----------------------------------------------
    F6 - Flare Gun
    ----------------------------------------------
    Clip Size: 1
    
    Contrary to the popular belief, flares do not cause lag at all. They may 
    cause a small drop in your frame rate if you don't set draw flares to 0. 
    Otherwise, don't complain about people using flares. The flare gun doesn't 
    actually serve any practical purpose. You'll never actually need to light up 
    a dark place, and they're not good for diversionary tactics either. However 
    with some changes in 1.5, the flare gun isn't actually completely useless.
    
    Now, the flare gun actually does damage. It is in fact possible to kill 
    someone with a flare gun. It's obviously a very hard thing to do however, and 
    the chances of ever seeing anyone get a flare kill are slim to none. It isn't 
    incredibly powerful, but it actually does set someone on fire. You can also 
    get headshots. However merely hitting someone with a flare is almost 
    impossible. It's slow and falls quite quickly. Once it hits the ground, it 
    can no longer do any damage. It might be fun to fool around with, but 
    ultimately the Flare Gun is completely impractical.
    
    ----------------------------------------------
    F7 - Infrared goggles
    ----------------------------------------------
    
    When activated (flashlight key), Infrared goggles will highlight all players 
    regardless of team with a red color. It allows you to clearly see players 
    whether you're out in the open or a dark area. This is a much better 
    alternative to flares if you actually need to see in the dark. It also works 
    well out in the open, as it makes it easier to spot people at long ranges. 
    The goggles aren't incredibly useful, but some players do use them almost all 
    of the time. They drain an energy supply, but you probably won't have to 
    worry about running out.
    
    There are some things to keep in mind however. First, there aren't that many 
    dark spots in the game of which to speak. If you're an attentive player who 
    is particularly good at spotting other players, you probably won't need them. 
    Also, you have to keep a much closer eye on your health, because the visual 
    indications that you are given normally when you get shot are disabled.
    
    ----------------------------------------------
    F8 - SMAW (Shoulder-Mounted Multipurpose Assault Weapon)
    ----------------------------------------------
    Clip size: N/A
    
    The SMAW is another one of the new toys available to players in 1.5. It's a 
    single shot rocket launcher. It's an excellent alternative to fragmentation 
    grenades, but it's not better than it should be. It's a powerful non-hitscan 
    weapon, great for stopping people from capturing, or forcing someone to 
    retreat. 
    
    The primary fire shoots the rocket. You can count on the rocket to sail 
    straight and fast through the air until it hits something. Once you fire it 
    however, that's it. You only get one shot however, so make it count. The SMAW 
    is very powerful, and it'll probably kill anything it hits. However, you have 
    to be very precise when you take aim, because the weapon's blast radius is 
    almost nonexistent. The alternate fire is a scope, pretty similar to the EM's 
    alternate fire.
    
    ----------------------------------------------
    F9 - Throwing Knives
    ----------------------------------------------
    Check the melee section.
    
    ==============================================
    G - Perks
    ==============================================
    
    ----------------------------------------------
    G1 - Bio-Regeneration
    ----------------------------------------------
    Easily one of the most commonly used perks in the game ever since Desert 
    Crisis was released, and with good reason, it lets you live longer. In 
    previous versions of Desert Crisis, it was easily the best perk, as you could 
    always regain your health entirely, and it gave you extra ammo. In 1.5, the 
    ammo was removed, and now you can only regain your health up to 70% of any 
    health that was lost. Despite this, regeneration is still an excellent perk 
    and favored by many.
    
    There are no medpacks or any way of healing in Desert Crisis other than 
    regeneration, which is why it's so appealing. After sustaining damage, you 
    will slowly regain small amounts of health at regular intervals. Restoring 
    only 70% of whatever you lost means that if you get hit and lose 50 points of 
    health, you can only get 35 back. Beyond the health regeneration, you get no 
    other bonuses for choosing this perk. 
    
    You also have no restrictions, so you can use whatever weapons and armor 
    class you desire. Bio-Regeneration is probably the most versatile perk, 
    allowing plenty of play styles very effectively.
    
    ----------------------------------------------
    G2 - Extra Speed
    ----------------------------------------------
    Speed is a rather underrated perk, as it's normally overshadowed by Kung Fu 
    and Regen. If you do try out however, you'll probably like it. It gives you 
    extra adrenaline (I believe it doubles it), and better special moves (flips, 
    walljumps). I don't think it actually affects how fast you move however. 
    Because you have more adrenaline, you also regain it faster than someone 
    without speed.
    
    While speed may seem like a superfluous perk because you can still dash, 
    flip, and walljump with most other perks, it's actually incredibly useful and 
    a lot of fun. If you use just about any other perk extensively, you'll 
    probably find yourself running out of adrenaline very often. Using speed 
    after will seem like a dream. 
    
    Speed does have some restrictions however. You can't use it with heavy armor 
    and you may not use it with the Chaingun, EM Sniper rifle, Plasma Cannon (It 
    would be fantastic with this), or the Flamethrower.
    
    ----------------------------------------------
    G3 - Kung Fu
    ----------------------------------------------
    Besides regeneration, Kung Fu has probably been the most popular perk in the 
    game. It allows you to take advantage of the game's melee weapons more than 
    any other perk. If you plan on using melee a lot, then this is the ideal perk 
    for you. In addition to better melee abilities, you also get five throwing 
    knives as a bonus.
    
    Precisely how does it improve your melee abilities? In order to use melee 
    weapons, you must be close, and the easiest way to get close to someone is to 
    dash. Normally, you cannot use any type of weapon while dashing. Kung fu 
    allows you to use melee weapons while dashing. You also get increased damage, 
    and since you'll be doing so much dashing, you get some extra adrenaline (not 
    as much as the Extra Speed perk however). 
    
    There are also no restrictions. You can use any weapon you want and any armor 
    class you want. Generally however, there's not much point to picking kung fu 
    if you plan on using guns all the time. You also shouldn't use anything more 
    than no armor, maybe light, if you plan to melee seriously.
    
    
    ----------------------------------------------
    G4 - Sharpshooter
    ----------------------------------------------
    Sharpshooter is an exceptionally powerful perk. By choosing sharpshooter, you 
    sacrifice movement for aim. It may seem like a bad trade, but I assure you, 
    it's definitely worth it. It's not at all a useless perk, in fact, if 
    anything, it leans toward being a bit too powerful. Regardless, it's worth 
    checking out. You'll definitely get results, but you may find not being able 
    to move much a bit boring at times.
    
    
    Contrary to what some seem to believe, you get an accuracy bonus merely for 
    picking the perk. You get an even greater bonus for pressing your toggle item 
    key. This however, drains an energy meter rather quickly. This is most easily 
    illustrated with the EM Sniper rifle. In order to get perfect accuracy with 
    the EM, without sharpshooter, you must be crouching and perfectly still. With 
    sharpshooter, you can get it standing, so long as you're still. If you have 
    sharpshooter and you press your toggle item key, you'll have perfect aim 
    regardless of movement. Fully automatic weapons however, are not supposed to 
    get an accuracy bonus without pressing your toggle item button.
    
    Previous versions of Desert Crisis allowed only certain weapons for use with 
    the sharpshooter perk. There are no weapon restrictions now. However, 
    obviously, you're not going to get much of a bonus out of using the perk if 
    you choose non-hitscan weapons or shotguns. This perk is intended for use 
    with pistols and rifles. You also get free Infrared goggles, so don't bother 
    picking them as your equipment choice.
    
    ----------------------------------------------
    G5 - Stealth
    ----------------------------------------------
    Stealth has always been the game's most useless perk, and sadly, its use is 
    still rather limited in 1.5. The idea of being stealthy may sound appealing. 
    However, in practice, stealth tactics generally aren't practical, and when 
    they are, the stealth perk is only marginally better than any other perk in 
    such a rare case.
    
    Stealth gives you only two bonuses, and neither of them are incredibly 
    helpful. Your footsteps are completely silent, and you are invisible to 
    infrared goggles. Given the game's fast paced nature, it just doesn't lend 
    well to subtlety. The invisibility to IR only works against people who are 
    actually using IR. Even then however, they'll still be able to spot you out 
    in the open. It doesn't restrict weapons or moves however, so it doesn't 
    prevent you from playing well. However there isn't a whole lot of incentive 
    to use it over other perks. It also restricts heavy armor. 
    
    ----------------------------------------------
    G6 - Tech Guru
    ----------------------------------------------
    Tech is perhaps, both the game's worst perk and the game's best perk. While 
    the game's action is what makes it so fun, it's still an objective based 
    game. This perk is ideal if you really want the objectives completed. It 
    allows you to capture points faster and go through special hidden paths to 
    objectives. However, it also gives you no actual combat bonuses.
    
    Generally, as a tech player, you're putting yourself on the line, and 
    depending on you teammates for backup. You probably shouldn't choose this 
    perk unless you trust your teammates. I believe Tech's can capture points 25% 
    faster than normal players. It may not seem like a huge difference, but it 
    most certainly is. That's easily the difference between failing and capturing 
    a point. Hidden paths usually require you to destroy obstructions, which can 
    only be destroyed by tech players.
    
    Tech allows you to use any weapon you want. The weapons conducive to 
    objective completion vary from map to map, so you can experiment a bit. The 
    only actual restriction put on you is that you must use armor. This may not 
    seem like a big deal, but no armor is usually favored by many players. You 
    also get free infrared goggles.
    
    ----------------------------------------------
    G7 - Wootastic
    ----------------------------------------------
    Wootastic is the most restrictive perk in the game. It's also probably the 
    most complained about. Wootastic limits your selections to light or no armor, 
    and only akimbo pistols (excluding lasers). Your damage with akimbo pistols 
    is also reduced. So what do you get in return? Infinite ammo and no reloads, 
    as well as extra adrenaline (but like Kung Fu, not as much as Extra Speed) 
    and enhanced stunts.
    
    While you can't choose other weapons in your setup, you can pick them up and 
    use them as you would with any other perk. If you pick up new pairs of 
    pistols, you have unlimited ammo for them as well. In order to effectively 
    play with Wootastic, take full advantage of the enhanced stunt capability and 
    fire as much as you can. Keep in mind that you can still get headshots with 
    wootastic.
    
    ----------------------------------------------
    G8 - Shield (USA only)
    ----------------------------------------------
    The shield perk is exclusive to USA. This perk is usually underrated, but it 
    certainly has its uses. When activated, a gilded energy shield encompasses 
    the player. This shield can absorb a certain amount of damage before the 
    player starts losing health. It allows you to sustain more damage, without 
    weighing you down like armor. Or you could use it with armor, allowing you to 
    absorb enormous amounts of damage.  
    
    The shield is activated by pressing your toggle item button. When it's on, 
    it'll drain energy from a meter. Once the meter runs out, the shield is 
    deactivated, so only use it when you need to. Damage will also diminish this 
    meter. The shield perk also gives you some extra bonuses and with no 
    restrictions. Melee damage is increased while the shield is activated, but 
    Kung Fu is still better for melee. You are also protected from headshots when 
    it's on.
    
    ----------------------------------------------
    G9 - Anti-Gravity(UPKO only)
    ----------------------------------------------
    Instead of having a shield apparatus, UPKO has an alleged anti-gravity 
    contraption. It doesn't actually allow you to completely defy gravity, but 
    rather it gives you the ability to jump high when activated. This perk's 
    usefulness generally depends on the map you're playing. It generally helps 
    more on maps that don't have low skies. 
    
    The anti-gravity is activated by pressing your toggle item button. This 
    drains energy from a meter, and is deactivated when the meter is empty. Only 
    activate it when you plan to make an anti-gravity jump and turn it off AFTER 
    you land. If you turn it off before, you'll suffer from fall damage. These 
    jumps also drain the meter. There are no restrictions.
    
    ==============================================
    H - Maps 
    ==============================================
    Maybe I'll get to this section another day.
    
    ==============================================
    I - Other Stuff
    ==============================================
    
    ----------------------------------------------
    I1 - Version History 
    ----------------------------------------------
    
    Version 0.61 submitted March 29, 2004 - A small, but very significant update 
    has been added regarding where Desert Crisis can be found.
    
    Version 0.6 submitted October 6, 2003 - First version containing basic 
    information, and information regarding armor, perks, weapons, and equipment.
    
    ----------------------------------------------
    I2 - Acknowledgements 
    ----------------------------------------------
    
    Valve for making Half-Life, of course.
    
    The Desert Crisis development team. Some of them aren't exactly fond of me, 
    but they did make Desert Crisis, so they've definitely earned their spot 
    here.
    
    The Sardonic Killing Squad ([sKs], not exactly a clan), for being just so 
    smart and cool (particularly Jon_the_Cynic, Simironic/Kieran, TheEnigma, 
    DeadlyFred, and 21).
    
    Other intelligent players in the game's small community such as Align, Juno 
    Miller, Junubee, and TheDisposableDweeb.
    
    Intelligent gamers everywhere, even though they make up such a small part of 
    online gamers.
    

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