Weapons

2in1 Weapon Loadout
The weapons in Operation: Hellstorm use a combination of systems both classic and modern. Following the modern idea of only 2 weapons being available per character loadout, Operation: Hellstorm takes this idea and alters it to create the 2in1 weapon loadouts system.

This aims at more diverse confrontations, were not all players within the arena have access to the same weapons. With balancing the damage outputs and efficiency of each weapon, the core function of this system then focuses on altering confrontations and how one will respond to each enemy they encounter.

Creating 2 weapons as a part of the same and one weapon, means that weapon switching is much faster. This ensures combinations to be created that allow the players to be more effective in combat and each threat encountered more menacing. Skill is required to determine how to counter/dodge each opponent you meet, whilst skill is also required to use weapon combinations right.

How this works is with Archetypes and Extensions. There are 12 Archetype weapons and each one has access to a selection of Extensions that can be added to it from a pool of 11 Extensions. What extensions are available depend on the weapon to make sure there are no imbalanced weapon loadouts.

Alternate Fire Modes
The next mechanic used in weapons is a semi-classic and modern mechanic, alternate fire modes. Each weapon, archetype and extension, has an alternate fire mode as well, resulting in 4 fire modes per weapon loadout.

These alternate fires range from more simple alterations like rapid fire, adjusting the strategy of a weapon around, to more utility based alternate fires that help in specific situations and are for more veteran use.

No Reload, No Iron-Sights, No Spread
Some completely classic mechanics to the weapons system of Operation: Hellstorm include no reloading, no iron-sights, and no weapon recoil. For both reasons to aspire to a more acurate and fast paced arena, but also as a creative means for sci-fi "realism", Operation: Hellstorm takes to account that it is not simple rookies running around firing their weapons, but elite warriors enhanced and altered in various ways depending on factions to be supersoldiers.

For this reason, there is no fire spread from recoil and player movement. What you aim at is what you hit. No iron-sights are available as they too are completely useless within a "realistic" take of a fast paced arena, and even the sniper scope is a mode that a player needs to enter that renders them rather imobile.

Operation: Hellstorm Weapons are hence divided into the two main categories of Archetype Weapons and Extentsions.

Main Category Links
Archetypes

Extentions

Individual Weapon Links
Doomsday Archetype - Rocket Launcher