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Conker: Live & Reloaded

  Conker: Live & Reloaded multiplayer weapons:


DP 500

used by: Sky Jockey
Two of these weapons may be held and fire simultaneously. It can either fire single shots or three-shot bursts.
Modes: Single Shot Burst Shot
Head-Cam:
Range: Average
Aiming: Normal
Shots Before Reloading: 20
Reload Time: Fast
Advantages/Disadvantages
+ Fast reloading
- Not very powerful
Sturm 21
used by: Grunt
The Sturm is a machine gun that can shoot in bursts of three, single shots, or autofire. It can also shoot out dum-dum rounds.
Modes: Burst Shot Autofire Dum-dum
Head-Cam:
Rate of Fire: Fast
Range: Average
Aiming: Normal
Shots Before Reloading: 50
Advantages/Disadvantages
+ three different modes
+ Fires quickly
 
Strayfur
used by: Demolisher
The Strayfur is a mini-gun. It shoots powerful rounds at high speeds at the cost of maneuverability. This weapon can wipe out enemies and vehicles in no time at all.
Head-Cam:
Rate of Fire: Good
Range: Average
Aiming: Normal
Shots Before Reloading: 150
Reload Time: Slow
Advantages/Disadvantages:
+ Powerful
+ Shoots quickly
+ Many bullets per clip

- Greatly lowers maneuverability
- Slow reloading
 

Conker: Live And Reloaded Revolver
Krotch 45
used by: Long Ranger
Like the DP 500, you always hold two of them. The Krotch is a bit more powerful though.
Head-Cam:
Rate of Fire: Average
Range: Average
Aiming: Normal
Shots Before Reloading: 20
Reload Speed: Fast
Advantages/Disadvantages
+ Fast reloading
+ Good amount of bullets per clip

- Not very powerful
 

Widowmaker
used by: Long Ranger
This sniper rifle has three different scopes; each more powerful than the last. While using the scope, bars placed on the screen tell you the chance of hitting the opponent and your current posistion (crouched, prone, or standing). Though a head shot is an instant kill, this weapon does minimal damage when it hits any other part of the enemies body. This weapon is only for those with good aim and patience.
Modes: 7,26mm DU Tip
Head-Cam:
Rate of Fire: Slow
Range: Long
Aiming: 2 scopes (3 scopes with Upgrade)
Shots Before Reloading: 1
Reload Time: Slow
Advantages/Disadvantages:
+ Head shots = Instant kills
+ Precise aiming
+ Very long range
+ 3x scopes

- Slow reloading and firing
- Little damage
 
Bazooka
used by: Demolisher
The Bazooka can fire either guided rockets or standard rockets. Standard rockets fly forwards and arc towards enemies. The guided rocket can be controlled in a first person view after being fired. It's suprisingly easy to control despite the speed.
Modes: Standard Rocket Fire & Forge Guided
Head-Cam:
Rate of Fire: Average
Range: Long
Aiming: Normal
Shots Before Reloading: 1
Reload Time: Slow
Advantages/Disadvantages:
+ Kills with direct hits
+ High splash damage
+ Long range
+ Fast rockets

- Left immobile while using guided rockets.
- Slow reload time
 
Fauster
Fauster
used by: Thermophile
The Fauster shoots a long, powerful laser that can cut through vehicles, destroying them almost instantly. It can also quickly take down an enemy's health. Due to it's power you face a severe movement burden and can only get it through an upgrade.
Head-Cam:
Rate of Fire: Non-Stop
Range: Long
Aiming: Normal
Advantages/Disadvantages:
+ Quickly destroys vehicles
+ No reloading

- Weak against enemies
Sinurator
used by: Thermophile
The Sinurator can fire a long funnel of flame or a short stream of acid. Each mode works well on both enemies and vehicles.
Modes: Napalm Acid
Head-Cam:
Rate of Fire: Non-Stop
Range: Short
Aiming: Normal
Advantages/Disadvantages:
+ Powerful
- Short range
- Creates uncontrollable fires
Hogster
used by: Grunt
The Hogster is a grenade launcher with three different modes. You can fire of normal frags that land and explode after seconds, use Impact mode that causes the grenades to explode on impact, or the Release mode that allows you to blow up the grenade whenever you want.
Modes: Frag Impact Release
Head-Cam:
Rate of Fire: Average
Range: Average
Aiming: Normal
Shots Before Reloading: 2
Advantages/Disadvantages:
+ Gas clouds good for escaping large battles
+ Allows grenades to get farther than when you throw them
+ Frags can be bounced around corners

- Easy to get caught by own grenades
- Poor in close quarters
Sabre
Sabre
used by: Sneeker
You can use the sabre to attack or defend. You can behead enemies in a single swing while in attack mode and deflect any bullets coming your way in defense mode.
Modes: Attack Defend
Head-Cam:
Range: Melee
Advantages/Disadvantages:
+ Kills with one hit
+ Can deflect bullets
+ Attacks quickly

- Melee range
 
Dagger
Dagger
used by: Sneeker
Daggers are lethal at close range. A single stab can down an opponent. Knives will curve towards the enemies head when thrown which will result in an instant kill. You can run out of daggers to throw so be careful.
Modes: Stab Throw
Head-Cam:
Rate of Fire: Stab - Fast / Throw - Average
Range: Stab-Melee / Throw-Average
Aiming: Normal
Knives Used Before Reloading: Stab - 1 / Throw - 20
Advantages/Disadvantages:
+ One hit kills through stabbing or head shots
+ Curves towards the head

- Slow attacks
 

  Grenades:

Flashbang
Class: Grunt
, Long Ranger
Flashbangs create a large flash that stuns enemies. Stunned enemies can not attack and are forced to run very slowly.
Blast Radius: Average
Advantages/Disadvantages:
+ Stuns enemies
+ Lare blast radius
Frag Grenade
Class: Grunt, Demolisher (with Upgrade), Long Ranger (with Upgrade), Thermophile (with Upgrade)
Frags are your standard grenade. They explode several seconds upon landing, damaging anyone close to the blast.
Blast Radius: Average
Advantages/Disadvantages:
+Does a lot of damage
CJ24
Class: Sneeker (with Upgrade), Thermophile
Creates a large gas cloud that slowly kills enemie that wonder into it.
Blast Radius: Large
Advantages/Disadvantages:
+ Can be used for escaping battle
- Kills slowly
Magnova Grenade
Class: Grunt (with Upgrade), Sneeker, Long Ranger, Sky Jockey

The Magnova can stop any vehicles within it's huge blast radius. When an enemy is near the explosion it will make them stop.
Blast Radius: Large
Advantages/Disadvantages:
+ Causes enemies to flinch
+ Destroys vehicles
+ Huge blast radius
Napalm Grenade
Class: Demolisher, Thermphile

Starts a fire where it lands.
Time Until Explosion: Explodes upon landing
Blast Radius: Small
Advantages/Disadvantages:
+Explodes upon landing
+Spreads quickly

-Fires doesn't last long
Smoke Grenade
Class: Demolisher
Smoke grenades create a thick smoke cloud. Good for escaping from battles or confusing enemies.
Blast Radius: Large
Advantages/Disadvantages:
+ Creates a useful smoke cloud
- No damage
 

  Devices:

 
Mines
Class: Thermophile, Long Ranger, Demolisher
These mines come in sets of three. Like all Special Ordinance objects you'll be slowed down when carrying them. You can place them anywhere on the ground and they'll blow up whenever someone damages or walks over them. They are quite large so clever placing will be more useful.
Time Until Explosion: Explodes on impact
Blast Radius: Large
+ Can be detonated to destory nearby enemies
- Mines disappear if you die
Snoopa
Class: Sneeker

A remote controlled bomb that can be used to destroy enemies with an explosion or spy on them. Enemies can easilly destroy it because of it's slow speed and large size.
+ Can be sent to spy on enemies
+ Can be detonated to destory nearby enemies

- You can´t move while using the Snoopa
Medgun
Class: Thermophile, Grunt, Long Ranger

The Medgun is a non-combat weapon that can be used to restore health. It will fully recover whoever it hits.
Rate of Fire: Slow
Range: Average
Aiming: Normal
Shots Before Reloading: 1
Reload Time: Average
  Advantages/Disadvantages
+ Can heal team mates
- Can heal enemies
Hacking Device
Hacking Device
Class: Sneeker

This non-combat weapon can be used to change the ownership of doors and terminals or break into secure areas.
Advantages/Disadvantages
+ Able to access secured areas
+ Can change terminal and door ownership

- Can't be used for combat
Arc Weld
Arc Weld
Class: Sky Jockey, Demolisher
Though it can't be used for combat, it's still a very useful piece of machinery. It can be used to repair personal armor, vehicles, and terminals.
Movement Burden: Hefty
Advantages/Disadvantages
+Able to repair damaged teminals, armor, and vehicles
-Can't be used for combat
Parachute
Parachute
Class: Sky Jockey
When in the air you can tap X to deploy the Parachute. It will allow you to slowly and safely float to the ground.
 

  Items:

Upgrade
Upgrade

Large, yellow orbs with a "U" in the middle. When you pick them up your character can recieve power-ups such as new weapons, new modes for current weapons, and abilities.
When you die, you lose youre Upgrade and someone else can pick it up, because you will drop the yellow orb just were you died.

 Machines:


Earth Guard


These can be obtained from Special Ordinance terminals. They act as automatic turrets that fire at any ground enemy. They are heavy and can't be moved when place so be careful how you use them. There are three differents sets, each more powerful when it comes to offense and defesne than the last.
Set 1 - Grunt / Long Ranger
Set 2 - Demolisher (U) / Grunt (U) / Thermophile
Set 3 - Thermophile (U)
   

Sky Guard


These are used the same way as Earth Guards. They'll shoot down the enemy's aerial vehicles but will ignore any enemies on the ground. This makes them easy to destroy.
Gate Maker
Gat Maker
Class: Sneeker
There's an in-gate and an out-gate. When you go the the Special Ordinance terminal you'll pick up the in-gate and can carry it anywhere on the map. Then go back to the terminal for the out-gate so you can carry that where you want it. Once both are on the map you can run into the in-gate and teleport to wherever the out-gate is. Unfortunately you can't go back through the other way.
Terminal
Terminals

There are two kinds of terminals. Specialist Ordinance Terminals, which give out some of the objects previously mentioned, and Mobile Units, which can respawn vehicles for the class using it.


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