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            Listen up, troops, this is your range instructor speaking. 
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             I hear you drove the final nail in the coffin of the Nazi regime 
            - you've battled the alien menaces at Phobos and Deimos, and you've 
            run wild through Hell itself. You've fearlessly slain Fiends and 
            Shamblers, gave old Chthon a buzz, and gibbed Shub-Niggurath down to 
            chunks small enough to dine on. You've kicked so much Skaarj ass 
            that your boots are starting to smell like lizard meat, and you've 
            singlehandedly won more gunfights than you can remember. You're 
            probably thinking you know your way around a first person shooter 
            pretty well by now. 
            Well, that was then, and this is now... the times have 
            changed. 
            Back then, handling your gun was simple point and click. Couldn't 
            have been easier - hell, you even had a glowing crosshair on your 
            HUD. I'm afraid Serpentine doesn't work that way. These are real 
            guns, and real guns call for a bit of real tactics and 
          training.  |  
        
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            Reloading (or, "Bang Bang Bang Click Damn Damn Damn!!!") 
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             Each gun, regardless of the feed system, has a maximum capacity 
            for ammuntition. The Ithaca holds 4 shells, the Remington 700 holds 
            5 rounds, the 1911 holds 7+1, the Glock holds 17+1, the Aug holds 
            20, and the MP5, 30.  
            These aren't movie guns - you know, the ones that you can fire 
            full-auto for most of an action thriller before running empty? 
            Serpentine is rooted more firmly in reality, and limited capacity is 
            a fact of life. 
            Your ammunition meter on your HUD (if you have it enabled) shows 
            you the amount of loose ammunition you have in your pocket, for the 
            currently selected gun. Notice, it doesn't drop when you pull the 
            trigger - it drops when you reload. You might have a 0 showing, and 
            still have a full clip - it would simply mean you had nothing more 
            to reload with. 
            If you reload before the gun is completely empty - you 
            automatically scavenge the remaining ammunition from the gun back 
            out into your pocket, so you never lose any ammo. Thus, if you can 
            afford the time spent vulnerable, reloading whenever you get a 
            chance to is a very valid tactic, ensuring your gun is topped off 
            for the next firefight. 
            Reloading itself is accomplished by binding a key to button 
            bExtra3 - for example,  set input X button bExtra3 would bind 
            your X key to be reload. In the case of gun with a removable 
            magazine, you'd tap it once to change clips - if the gun forces you 
            to reload it one at a time (like the Ithaca and the Remington) you'd 
            have to hit X for each round you wanted stuffed in. This is a pain 
            in the ass, and the chief advantage of a having a detachable 
            magazine, although it does allow you to pause halfway through a 
            reload if someone interrupts you. 
            Note that occasionally it's faster to switch to a full gun than 
            reload the one that you're using - and it tends to suck to switch to 
            a weapon to find that you left it empty. When you get a breather, 
            it's often wise to reload every gun in your inventory, just in case. 
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            "Plus One"  |  
        
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             You'll often see us designate a weapon as holding 7+1 rounds, or 
            17+1 - the +1 means that one round can be carried in the chamber. 
            Some would claim that this is a dangerous way to carry a pistol - it 
            certainly does keep it closer to readiness at all times. The 
            practical upshot of +1 is shown by this example... 
            I have a totally empty Colt 1911a1 (0 in the magazine, 0 in the 
            chamber). I slap a clip into it. (I now have 7 in the magazine and 0 
            in the chamber) Then I rack the slide, which takes 1 from the 
            magazine and chambers it. Now we have 6 in the magazine and 1 in the 
            chamber, right? Well, if I reload -again-, pulling the clip, 
            stuffing another round in it to top it up, and then slapping the 
            clip back in, we now have 7 in the magazine and 1 in the chamber - 8 
            rounds total. 
            So, if the pistol is shot all the way empty, until it locks open, 
            you'll get 7 rounds when you reload. Reload *again*, and you get the 
            8th round. 
            Or, if you reload any time before the gun is totally empty (i.e. 
            it still has 1 in the chamber) you'll go straight to 8. This is a 
            reason to pace yourself, and reload whenever possible - BEFORE the 
            gun is empty.   |  
        
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            The Trigger (or, more importantly, the Disconnector) 
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             In reality, if you pick up a loaded 1911, aim it downrange, and 
            squeeze the trigger, it will go off. Once. Bang, and the slide flies 
            back, ejecting the empty, comes forward, chambering the next round 
            from the magazine... then it waits patiently for you, even though 
            you're still squeezing the trigger. To make it fire again, you have 
            to RELEASE the trigger, then pull it *again*. 
            This is due to a very handy little bit of machinery inside the 
            trigger group called the Disconnector. Were it not for the 
            disconnector, the pistol would be fully automatic. Full auto with a 
            7 round clip is ridiculous - it's only barely useful with a clip of 
            30, and it doesn't come into it's own until you've got 100+ round 
            belts. 
            In Serpentine, your fire button IS the trigger. The same rules 
            apply - hold it, and a pistol fires once. Release it, then hit it 
            again for the next shot. You can happily walk around for as long as 
            you like with your finger mashing the trigger - it won't do you a 
            bit of good, unless the gun is capable of fully automatic 
          fire.  |  
        
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            Accuracy  |  
        
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             The one cardinal rule of the rifleman is, "Only Hits Count". This 
            applies to every firearm in Serpentine. (The RPG-7 and the grenades 
            remain exceptions to this otherwise universal rule.) Unlike some 
            games or popular movies, simply unleashing a massive torrent of 
            firepower across a room doesn't generally result in kills. A miss is 
            a miss, and missing someone 30 times with an MP5 will hurt them less 
            than hitting them once with a Glock. Keep your cool! 
            Accuracy is a learned skill in Serpentine, just as in reality. 
            Guns have sights for a REASON - learn to use them. Using the sights 
            and getting a properly aligned sight picture is the single major 
            difference between gangstas capping their own buddies in the ass 
            more often than their enemies, and IPSC champions making 4 hits each 
            to 3 man-sized targets (that's 12 aimed shots total, in a drill 
            called El Presidante), in under 7 seconds - counting a fast draw and 
            a mandatory reload in the middle. 
            The sights are your friend. While you may be able to estimate the 
            point of impact while hip-shooting, you'll never be as accurate as 
            you can be by pulling up a sight picture... besides, why make things 
            harder on yourself? Altfire will bring the gun up to where you can 
            use the targetting system (if it has one). From this view, you'll be 
            able to tell precisely where the gun is pointed. The down side of 
            this stance is that your mobility is somewhat reduced, and your 
            field of view is partially blocked. So, you'll want to use it at the 
            right times - when you've got a moment to go for a steadier 
shot. 
            Now, just being able to see where the gun is pointed helps a lot. 
            Once you get the knack of aligning the sights over the target, 
            you'll be fairly competent. However, it's not the whole picture. 
            Bullets, while fast, do NOT travel instantaneously - thus, you have 
            to compensate for two more factors if you want to be a crack 
            shot. 
            One is lead (Rhymes with 'Bleed'. As in, leading ahead of the 
            target. Not as in the metal that bullets are made of). Because the 
            bullet takes time to reach it's target, the target may have moved 
            slightly by the time the bullet arrives. In long-range shooting with 
            slow bullets against fast targets, you may find you have to aim 
            ahead of the person and shoot at where they will be by the time the 
            bullet arrives. This is a skill you may have developed back as far 
            as Doom, to tag running people with a rocket. 
            The second factor is drop. The bullet is effected by gravity 
            during the entire course of it's flight between the barrel and the 
            target. This means that the path of the bullet curves to form a nice 
            ballistic trajectory. If you aim directly at a feature on a distant 
            clifface with your .45, squeeze off a round and watch, you'll see 
            that the point of impact is many yards below where the gun was 
            pointed. The slower the bullet is moving and the farther away the 
            target is, the more you will have to aim above your target's head to 
            compensate for this effect. This aiming above is called 
            "Hold-over". 
                  Different cartridges have different effects. A .45 is a slow, 
                    heavy bullet, which means it does lots of damage but requires 
                    lots of lead and holdover at range. A 9mm is a light, fast 
                    bullet, which reduces the amount of damage it can do but makes 
                    it more accurate at longer ranges. The rifle calibers are 
                    extremely fast by comparison to the pistol rounds. (Detailed 
                    specifications of each of these calibers can be found in the 
                    technical 
                    weapon data section.)  |  
        
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            Long-Range Shooting  |  
        
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             Guns in Serpentine don't really have a maximum range - they have 
            a maximum EFFECTIVE range where your odds of managing to hit anyone 
            drop too load to really be worth the attempt. Your individual 
            Maximum Effective Range will vary with your own personal 
            marksmanship as a player. Being able to estimate range, knowing how 
            the guns act, and how much drop and how much lead to expect at that 
            range can all combine to let you hit someone with your .45 "way out 
            past Fort Mudge" - a definate tactical advantage.  
            If you're looking to improve your accuracy, my advice is to 
            practice engaging targets at different ranges with each of the guns. 
            The Glock is a pretty flat-shooter out to intermediate range; the 
            .45 is a pumpkin-tosser. Long-range work is pretty much impossible 
            with the Ithaca since the shot pattern is spread so wide as to be an 
            annoyance to your target, at best. The MP5 is not a good choice for 
            long-range shooting; this variant fires from an open bolt, which 
            aids cooling but significantly reduces accuracy. The Aug and the 
            Remington 700 are both excellent choices for long range sniping 
            since the rifle calibers offer roughly two to three times the 
            velocity of the pistols - that means less holdover and less lead to 
            factor in. The Remington also has the advantage of a 4x scope. 
            When shooting for accuracy, be aware of recoil - while you CAN 
            hurry your next shot and squeeze it off while the gun is still 
            recoiling, the accuracy of that shot will be degraded. A long string 
            of rapid-fire has a cumulative error effect. Your maximum rate of 
            CONTROLLED fire is achieved by waiting for the gun to make a full 
            stop, then squeezing off the next round. This phenominon also occurs 
            with burst and full-auto; there's a marked tendancy for the shots to 
            spray... fine at close quarters, but highly ineffective at long 
            range.  |  
        
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            Speed  |  
        
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             Accuracy makes up half of combat marksmanship. The second half is 
            speed. The best way to describe the feeling of rapid, accurate fire 
            is "Take your time, just as fast as you can.". Remember, it means 
            NOTHING to be the fastest gun if you missed! The drill I recommend 
            to improve your speed is to practice engaging multiple targets as 
            rapidly as you can WITHOUT missing once. Even if you can afford the 
            wasted ammunition, you CANNOT afford the wasted time in a genuine 
            firefight. If you miss, you're going too fast - take a deep breath, 
            slow down, and gradually start accellerating toward your limit 
            again, engaging the targets in a deliberate pattern. Change patterns 
            and targets often, otherwise you'll just be learning a specific 
            choreographed dance, which isn't very useful in combat. 
            Always remember, hit versus miss is a much more important 
            distinction than fast versus slow - you should only be working on 
            your speed once you're confident with your accuracy.  |  
        
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            Tactics  |  
        
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             Lastly, rememeber that there is a tactical situation where each 
            gun is the ideal choice, and every one of them has a role. Pick the 
            weapon most suited to your own tastes and to the situation you find 
            yourself in - if you've got a Glock and an Ithaca, and somebody pops 
            up off across the courtyard from you at long range, the Glock is 
            going to put down more damage out there than the Ithaca will. Seems 
            funny for the little 9mm to be outdoing the hefty shotgun, but it's 
            true - at long range. No weapon is the best, or even close, at 
            everything - there's no magic whoop-ass-with-no -drawbacks gun in 
            the game. We set things up that way very carefully, so that with any 
            gun, if you can force the right situation, you can beat someone with 
            any other gun, given a bit of skill. Tactics work both ways - use 
            the best gun for the situation, and if you're limited to using a 
            certain gun by preferance or necessity, then force that type of 
            situation on your foe. Say you've only got a sniper rifle - you'd 
            better find somewhere inaccessable with a nice view to hide out in. 
            Or, say you've only got an MP-5... you'd better be hanging out 
            somewhere with a lot of tight blind corners and narrow hallways. 
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             Hopefully, the things I've said will help keep some of you alive 
            out there. With enough practice, you'll all develop your own 
            personal style - assuming of course that you don't get your frigging 
            head blown off first.  |  
        
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            Dismissed!  |    |