The Basics

Firearms: Source is a high adrenaline First Person Shooter that emphasizes precision aiming, high mobility, and team-based strategy. Firearms: Source is a return to the classic shooters of the 90′s where the games had higher learning curves and a greater rewards for mastering the game mechanics. While our guns provide a sense of immersion unrivaled by even the most popular of retail shooters, our gameplay remains a fast paced deathmatch unrestricted by realism.


The Armory

The weapons are the focal point of the game and have been balanced based on their weapon class with different game mechanics like varying accuracy, recoil, damage and damage decay, and movement modifiers. Each weapon class excels in a certain role, whether it is close quarter combat, long range sniping, and everything in between. Players are given a static amount of credits that they can spend on over 40 different weapons along with various items and armor.


There are three different armor levels in Firearms: Source which dictate the amount of damage that is absorbed from each bullet, as well as the longevity of the armor itself.  You can also add extra armor for your arms and legs, as well as equip a helmet. The level of armor you choose affects the absorption and health of all pieces of armor that is fitted on the player. Your base level of armor comes free, but all other armor upgrades will come at a steep cost making some weapon and armor combinations impossible.


The Sidearms class in FA:S include both Pistols and Personal Defense Weapons (PDWs). These weapons have very fast draw times and pack quite a punch for their very cheap cost, usually ranging from 3-6 credits. They are highly mobile allowing you to run and gun quite easily with them, but include a rather sharp damage decay over distance. They usually come with lower ammo capacities than what you would find on their full size counter-parts.

Close Quarter Combat

The close quarter combat weapons revolve around full size Submachine Guns and Shotguns, both doing a lot of damage in close range but doing lower damages in long range engagements. The Submachine Guns typically have a high rate of fire or a large ammo capacity that allows them to pump out pistol rounds rapidly at the enemies. The shotguns have both buckshot and slug shot capabilities planned. The buckshot ammo type is extremely deadly in CQC as it sprays out  large amount lower damage pellets that blanket the area in front of you. However, slug ammunition is one very high damage round that decays over distance, acting like a hip firing large caliber rifle. Being CQC weapons, they have an inherent high mobility, meaning they suffer very little from movement penalties as well, so you will wanna use your player movement to your advantage.


We split our rifle class into three subclasses: Carbines, Assault Rifles, and Battle Rifles. Each subclass having very different recoil patterns, movement penalties, and damages.  While the rifles suffer from movement penalties, the carbine category is the most mobile of the bunch. Carbines have a higher recoil and a lower base accuracy, but they suffer the least from movement penalties meaning that you can still run and gun with a high caliber weapon. Assault Rifles have a more moderate recoil and are accurate when still but suffer from movement penalties more so than Carbines. On the other hand, Battle Rifles are very accurate, have lower recoil, and do more damage, but suffer from high movement penalties and lower ammo capacity. Carbines are great for a high power weapon in short to mid-range, Assault Rifles are a great mid to long range rifle and Battle Rifles are a great long range automatic, ideal for counter-sniping.


The support category obviously consists of Machine Guns and Sniper Rifles. While these two subclass of weapons are quite different from each other, they serve a similar role. These weapons aren’t the backbone of your arsenal, but a good machine gunner and a good sniper can help a team hugely. Both machine guns and sniper rifles suffer greatly from movement penalties and operate best when stationary, but once in position, they can suppress the opposing team very effectively. Sniper Rifles, being a high precision weapon, are headshot machines usually resulting in a 1 shot kill. Machine guns are quite the opposite role for suppression, usually spraying with a high rate of fire but with a lower accuracy to cover an entire chokepoint with lead. Support weapons usually are more expensive to exploit their weakness of immobility. If you want to be mobile with a support weapon and grab a a beefy secondary, you will have to certainly sacrifice armor.


The explosives in Firearms: Source can be both used for offense and defense depending on your style, but are mainly for support.  In regards to lethal explosives, we offer the M67 Frag Grenade, M18a1 Claymore, and the M79 Grenade Launcher. The M18A1 Claymore Mine is a defensive explosive that, once tripped or manually detonated, explodes sending balls of steel forward in a moderate cone of fire. The M67 Frag Grenade and M79 Grenade Launcher both are best used as area denial or clearing out enemy positions. While they require a bit of practice to use, a direct hit will always kill the enemy.  The non-lethal explosives in Firearms: Source are just as important as they provide cover and throw the enemy off target. The M84 Stun Grenade and the M18 Smoke Grenade serve somewhat similar purposes, however the Stun Grenade excels in indoor areas, while the Smoke Grenade is more ideal in large outdoor areas. Explosives usually cost much less than primary weapons due to their inability to be refilled (with the exception of the M79).


The Skills

There are 5 skill trees in Firearms: Source that allow your player to further hone his own abilities whether it is accuracy and recoil, or being able to treat wounded soldiers on the battlefield. Sticking to the loose class based system present in Firearms: Source, you are able to custom tailor your players abilities and mix and match from different skill trees. When a match first starts, you are given one skill credit to spend on any Tier 1 skill that is available. As you frag enemies, capture objectives, and support your team, you will rank up and and be granted more skill credits to spend. Each skill tree progresses linearly, so in order to grab Marksmanship 2, you must have the first Marksmanship skill selected.  At the beginning, the amount of frags required to be promoted starts low, but as you rank up, it becomes increasingly more work to get promoted.


The Marksmanship skill is based around accuracy, gun control, and improving target acquisition. The first and second tier of Marksmanship improve both accuracy and recoil, meaning that all player classes could benefit from the Marksmanship skill tree. However, you will likely see more mid to long range weapon classes grabbing the Marksmanship skill as weapon accuracy and recoil don’t play a large factor in fast paced CQC. The third tier of Marksmanship grants the player the ability of “Target Acquisition”, meaning the player can tag enemy combatants as long as they have line of sight. Target Acquisition comes in hugely when trying to hit targets in long range, especially when trying to show that pesky prone sniper to your teammates.


For those who prefer benefits to weapon handling mechanics and CQC fighting, they are going to want to rank up through the Gunnery skill tree. The first tier of the Gunnery skill not only improves your reload speed by 25%, but it also decreases the time to pump your shotgun, or bolt your rifle. In the second tier of Gunnery, you are then given two extra magazines for your weapons, as well as faster weapon switching team. By Gunnery 2, you are a master of weapon handling and will be able to outlast your opponents by faster reloads, faster weapon switching, and simply more ammo. At the final tier of Gunnery, you essentially become a mobile ammo cache as you get to throw down an ammo box that automatically refills the ammo of all friendly’s weapons. So, if you are going to be engaging combatants frequently in close quarters and dispensing plenty of ammo, then Gunnery is definitely the skill tree for you.

Field Medic

The Field Medic is the only skill tree that has its primary purpose as purely support and gives very little selfish benefits. The Field Medics are granted the ability to both bandage and heal their teammates. The healing mechanic on teammates gives them an initial buff in health, and then gradually regenerates their health until they are wounded again or reach their full health. Medics who only heal themselves, only get the initial health buff and do not benefit from the health regeneration. At the first and second tiers, medics given the ability to bandage, treat wounds, and regenerate their teammates health. At the third tier, the medics are also granted a Hospice Flag that increases the rate of health regeneration and replenishes players bandages. If fragging isn’t your thing, or you simply want to provide a vital mechanic to increase the survivability of your team, grab the medic skill tree and listen to your team thank you the entire game.


The Artillery skill tree is quite fun for those who want to see their enemies explode in as many ways as possible. The first and second tiers of the Artillery skill give you not only more explosives, but higher potency explosives. The higher potency explosives increase the damage of frag grenades, M79′s, and claymores. Additionally the high potency increased the range at which stun grenades blind enemies, and increases the density and size of the smoke grenades. As part of the Artillery skill tree, enemy explosives are also highlighted on your screen so you can more easily dodge frags and spot enemy claymores around corners. At the final tier of Artillery, you are granted the Artillery Barrage skill that allows you to throw down an artillery marker at an enemy position, which will result in a mortar barraging the area. The Artillery Barrage is perfect for area denial, especially if you need extra cover when capturing or defending a control point.


The Recon skill tree is all about battlefield agility, stealth, and intelligence. If you are a very mobile player and prefer to get behind enemy lines without being heard, then Recon is definitely for you. The first two skill tiers provide you with faster movement speed, less fall damage, quieter footsteps, and higher melee damage. All of these perks combined make your player into a very stealthily and mobile killing machine. You can traverse the battlefield with more ease and grace than all of the other grunts out there, and finish them off with your blades as you desire. Additionally, the third skill tier allows you to capture objectives at twice the usual speed, and you are given a Proximity Sensor. The Proximity Sensor works similarly to Target Acquisition, except that it is a stationary object that you plant which targets all enemies in a short proximity in front of them. The Proximity Sensor persists until the enemy destroys it or it eventually runs out of power, all the while spotting every enemy that passes by it. As a player with Recon, you can quickly and quietly get behind enemy lines, provide intel to your teammates, and make the ninja captures that will bring your team to victory.