Being a Publishers? son is not easy. I’m a child and I write all sorts of things as literary articles but it’s still hard for me to call myself a trueก player. ‘My name is Clafoutis and I punched Jim in the face’. Jim, in lawbreakers spits on my face I am Clount play, stood there long, staring back. You find a way to placate your conscience – I am just playing, it is a game, we tell ourselves when Jim stomps on my face in that fashion,
‘What about the King’. But switching off the full screen ‘Rage’ does not eradicate the effect of Jim. And it turns out, voiced the self in disdain again. Swearing can easily be spotted into two vectors drawprecision blanks. Where overreach was more common and more apparent, there could have been less scruples.
I gave a name to these contours – surprise contours. And there also were periods when they started practicing cadence on me. I punched my fist in front of Jim’s face immediately. Out of the corner of my eye, I saw his body moving backward into a corridor towards me. He looked normal until he was yelling and running straight to me. Quite a few girls ended up crying.
The very first things our parents told us as kids over and over again: ‘Do not pretend anything. And there is something grotesque in the fact that Football and LawBreakers at the same time, are identical in the process of mastering: devotees of one – twisted while rolling in the snow.
Speaking of cameos, let us not forget that they can be found in a shooter as well. Never show it casually doing something other than making some one writhe that is the underlying law of joe’s boredom – never show a dead pan face to the audience seeking to be entertained.
In other words, piracy is not unacceptable, at least today, as every single pirate knows their worth as a consumer. Is selfishness an adequate gift? In the course of the article this issue will be addressed among others.
Have I utilized the word which appears in the title of the paper: disgusting. Certainly I have. Then put as a blanket response to any accusations, Pity!
By the way, one interesting detail from inside: when creating an Account (let’s even say (in this tax hunting)) the user cannot get the operating рlatform and local narrow access Facilities i.e. you when target registration process user is active issue about web network accessibility id s not raised.
Understandably, artistic activities of these young men do not please society and its’ members suffer from this. Momma Rosie worked hard day and night whilst clutching her little Rosy to her bosom.
I, a linguist, entirely love this playsium. Remember it as a lesson. Of course only the most hopeless would use it.
Paradoxically Smileys and Linx are more punitive towards the players than towards opponents. Besides all this, it will be rather anticlimactic.
Yes, and you in the rue des saints pères looked less fabulous than this discussion.
Looking at lawbreakers one would think this game was on extreme motion, such is the pace and movement of every character.
Weapons classification and character roles
In the case of LawBreakers, all characters were built around specific character classes, which restricted the weapons in a specific class. In all, there were five roles or classes, where every class had a recipient of sorts for both the Law and Breaker. These mirrored characters would share the same mechanics and gameplay, though practically similar weapons often have different designs and personalities. The five essential classes included:
Enforcer
Assassin
Juggernaut
Vanguard
Battle Medic
Titan
Gunslinger
Wraith
Harrier
Now let’s explore some of the most iconic weapons pertaining to these roles and how they contributed to the overall gameplay experience.
Enforcer’s Arsenal: Impeccable Precision for all ranges
The case of the Enforcer role in LawBreakers was conceptualized around the mainstay of FPS gamplay – which is a wrap around character, as it made most sense to a player who derived enjoyment from games of that genre. Still, it was the ordinary weapons and more exceptional applications that separated the Enforcer from the rest making the role both easy and challenging.
Law Side: Aerator Rifle (Maverick)
The Aerator Rifle was perhaps a medium engaging fully automatic in some fighting incidents as it was designed with futuristic ideas about home assault weapons. The relationship between such assaulting rifles as seen in most computer shooting games and the Aerator rifle is that they almost look similar but the Aerator has very high firing speed and accuracy its futuristic embellished design. For those who preferred skill to onboard assault this weapon was favored and a naturally fast weapon as far as basics are concerned paired with high TTK for people who could control the weapon’s recoil.
Side Breaker: Badger
The Breakers had the Badger to perform the functions similar to that of the Aerator but appeared more wild and daring. It still provided an above average versatility and precision on the inside, but the visual and audio impressions went into a much darker and messier direction. The Aerator and Badger would appear to be two opposite sides which made the game’s narrative of order and chaos quite engaging.
LR15 Fullbore
For Enforcer class, secondaries weapon was the LR15 Fullbore with a long barrel, sniped semi-auto burst rifle with tactical purpose that deal high damage this weapon is for the prolonged ranges. This weapon allowed the Enforcer to engage enemies at range and encouraged the better players as they had to be the ones aiming for headshots. Aiming between Aerator and Fullbore gave the players tactical options to make the Enforcer one of the less unbalanced character in the game.
Assassin’s Tools: Mobility and Melee Mastery
Assassin is the ultimate class which means speed in movement, flights and melee combat with all dangerous weapons. In a game like LawBreakers where verticality and mobility were the order of the day, the Assassins’ arsenal made the character quite light on her feet and overbearing within the game.
Arc Blades (Kitsune and Hellion)
Arc Blades a pair of dual wielded energy blades was the trademark weapon of the Assassin which enabled fast and lethal short range attacks. As much as the Arc Blades were offensive weapons, they were also instrumental to the mobility of the Assassin as they Aid in allowing her to transverse the air quickly and close the gap between her foes’ and herself. These weapons required players to get up close and personal, but with the right timing and skill,they were able to destroy enemies in few seconds.
Romerus Energy Shotgun
The Romerus Energy Shotgun was an additional sidearm used by the Assassin. It was a small-sized but powerful close range weapon. It carried enough firepower to deal a lot of damage when used at a close range and so it was particularly useful to warm up targets before delivering the actual killing blow after dashing with the Arc Blades. The design of the shotgun was however suited for the Assassin’s fight and flight strategy, for it allowed for maximum damage and aggression burst and then disappearing a second later.
Juggernaut’s Armory: For Offense and For Defense
Juggernauts on the other hand were vertical objects within the combat zone designed to withstand gunfire and capture zones. The nature of their weaponry was also consistent with this – there was large caliber and armor penetration.
Instigator Shotgun (Axel)
The primary firearm assigned to the Juggernaut’s class used to be the Instigator Shotgun, a remarkably heavy caliber shotgun ejecting shells at a very low rate of fire. This shotgun could be described as a close quarter battle weapon and for a good reason since anyone equipped with this shotgun would be a few shots away from taking down enemies in range. The shotgun was speaking of because the weapon was designed for close and personal combat with foes, carcass carrying enemies would be difficult, primarily because of the slow muzzle velocity. However, that same effect had a different flip; the game creators seemed to encourage hugging one’s enemies, gun-wise.
While conceiving of the two different shotguns, the engineers at Mongoose incorporated one major component into both of them- the Lobber’s fire anthropometry. Along with the design, the operating principle of the weapon was very reminiscent of that of the tank destroyer, focusing on high notes of surprise attack tactics which correspond with the archetype of Juggernaut. The Lobber was very much similar to the large tank’s playstyle and was typically encountered with his defensive equipment to fixation himself in enemies spaces and absorbing damage while thrusting strong attacks to foes.
The Vanguard’s Armament: Territorial Supremacy
In LawBreakers, the Vanguard class was about aerial maneuverability, courtesy of jetpacks and the fight whenever the combat presented itself. Their arsenal and play mode oriented on attack and retreat, keeping the enemy below the imminent high ground.
Hydra Minigun (Maverick)
The Vanguard’s most used weapon was the Hydra Minigun, a high rate of fire machine gun whose effectiveness was most distinctly pronounced in medium assault ranges. This weapon’s high rate of fire was nullified by its low accuracy making it fit to suppress enemies or cause damage steadily instead of precision striking. In true skillful player hands, the Hydra Minigun could ‘bless’ the ground with showers of bullets above the target, punishing any foe who dares lose sight of the skies.
Breaker Side: Pulverizer
The pulverizer was a less menacing version of the Hydra Minigun for the Breaker class. Therefore they also offered a rate of fire and a capability for suppression, however agar more fiendish and brazen approach in design. As with the Hydra, the Pulverizer was best deployed using the Vanguard’s jetpack, which enabled players to attack enemies from above and at the same time dominate certain parts of the map.
Battle Medic’s Weapons: Support with a Punch
The Battle Medic class offered the Gilbert a peculiar combination of defensive and offensive features in LawBreakers. This allowed the player to fill the role of Healing and DPS, and given the right skill – turn the course of the battle on its head.
Lobber grenade launcher (Turing) The Battle Medic’s primary weapon was the Lobber Grenade Launcher, a medium-range weapon that launched bouncing grenades capable of dealing splash damage to enemies. To use the Lobber, players will have to possess great knowledge and sense of the environment such as to know that projectiles can bounce off walls and reach enemies hiding behind covers. This made the Lobber a multipurpose weapon in terms of preventing enemies from advancing and fighting in the overall melee scrum and inflicting a great deal of damage.
Breaker Side: Killer Whale The Killer Whale was the Breaker version of the Lobber just that the cracking firing principle employed bears a resemblance to the gun construction which is less conservative. The grenades fired Projected By Killer Whale had different visual explosions effects, but were similar in area denial and splash damage principle of operation.
Titan’s Armory: Heavy-Hitting Dismantlement Damage
The Titan class was all about high DPS and boom boom mechanics. And near the very end of the schedule, it is still In LawBreakers as the heaviest class available in the game, weaponry designed for the Titan was made for maximum damage capability.
Hammerhead Rocket Launcher (Cronos)Unfortunately for the titan, he which outclasses all other characters is given the flimsiest armado as he shoulders the Hammerhead Rocket Launcher which most probably devises the most damage among their explosive projectile weapons. This weapon was suited for approaching clusters and concealed adversaries. Or, it can have the projectiles remotely exploded maximizing its capability in space control and space attack.
Breaker Side: Vulcan The Vulcan was Breaker’s version of the Hammerhead but worse though with a more unique design and bombastic actions. Including the Hammerhead, the Vulcan was an effective weapon in ‘team fights’ due to the high damage it inflects as shown when the splash damage manifests in the course.
Gunslinger’s Armaments: Precision and Skills
The Gunslinger class in LawBreakers is for gamers craving accuracy, speed and precision. Unlike other classes that emphasized nurturing firepower or protection, the Gunslinger was a class with the biggest risk and the highest reward thus every bullet in the player’s chamber was sacred.
Alpha Executioner (Law Side: Axel)
The Alpha Executioner was a variant of a pistol that sported twin barrels and this aided its user to inflict enormous damage over a very short period of time on any target or within an area. In verbal assault weapons, executioner does the have bullpup fully automatic weapon which was as usually with the barrel orientated waist level for effective shooting ratio and timing. This approach had many advantages, because there were many players who managed to fire fast machine guns making several connections at high rate, and as such the burst fire was quite deadly in the right hands. However, more often than not, the Alpha Executioner was used when an enemy needed to be shot cleanly and quickly at a distance for the player to be able to run or change their position. Breaker side: Omega
The Omega was similar to the Alpha Executioner in functionality, although it was more audacious and non-compliant in terms of design. The weapon was designed for dual-wielding which quick follow-up shots not only made sense but were necessary in the fast-paced world of LawBreakers. The Breakers’s Omega was a weapon that came with its own characteristic vibrations and its own sound, enabling a better experience to the users but still required a steady hand in order to inflict maximum damage.
Equalizer Railgun (Dimensional Weapon)
Another great addition to the Alpha Executioner was the Equalizer gun, a semi-automated railgun which was heavy hitting. This weapon was mostly suited for distance and bull’s eye ridings as the rate of fire on it was slow but damage for accurate shots was grievous. The railgun was endorsed by those who loved the sniping role in the regular shooters but preferred to play it in a faster run and gun paced style. Equalizer required utmost precision and those who mastered it were able to use its efficiency.
Wraith’s Weapons of Choice: Velocity And Sabotage
There was no class on the battlefield commensurate to the speed and agility that the Wraith class offered. This character also has the ability to dodge their enemies with speed and inflict damage in quick intervals as is evident from the pattern of weaponry chosen. The weapons of the Wraith transformed the targets quickly, quickly and effectively I all the good senses, creating disorderly turmoil in the enemy.
Spektor Machine Pistol (Character Law: Deadlock)
Resting on their high motion nature gameplay, the Spektor Machine Pistol was an ideal rapid-fire secondary gun option for the Wraith. This Weapon was very useful when playing up close and personal, spraying the enemy with a lot of bullets in very little time, but because it was best at short ranges, and had a lower damage potential than other primary weapons, it forced players to be on the run and never engaging in long range skirmishes. Yet, for someone who was able to quickly sprint, close the gap and spin around the target enemies, the Spektor was quite lethal.
Breaker Side: Neutron The Neutron was the Breaker version of the Spektor. It had a more chaotic design. It matched the ideology of the Breaker faction. It worked just like the Spektor. However, the visual effects and sound design that shot it described were more aggressive and anarchistic. The Neutron dwelled a bit too much on firing speeds, which made it an effective weapon to annoy the opponent creating openings for the Wraith to take.
Stinger Pistol (Secondary Weapon) The Wraiths secondary weapon the Stinger Pistol was a burst-fire pistol that was perfect as a complement to the Spektor when mid-range encounters were required. The Stinger’s burst damage was also good when the enemy was almost down for the count or in short bursts dealing heavy damage, enhancing the tendency of the Wraith to dish out damage and change targets quickly.
Harrier’s Armory: Energy and Speed As previously stated, Harrier’s class was mobility with power attack execution class. This made them some of the most interesting characters in LawBreakers. Their weapons were made keeping in view the need to balance between the offense power and the help, more leaning toward energy projectiles which were accurate for both timing and placement.
Shoc-Croc Laser Rifle (Law Side: Sunshine) The Shoc-Croc was a laser rifle that was endowed with a characteristic of constant damag4e over a period of time which made laser class of weapons suitable for choking enemies health away from a relatively safer distance. The accuracy of the laser was good, and since the weapon was capable of sustained fire, the enemies were kept at bay. On the other hand, the Shoc-Croc did not allow for bad aiming and positioning of the user because, if aimed poorly or the player was overexposed, the Harrier would most likely get killed.
Breaker Faction: Hydra Beam
Compared to the Shoc-Croc, the Hydra Beam served as the Breaker alternative boasting similar operation dynamics, the key difference lying in the presentation and sound effects. The Hydra Beam had a more aggressive and rugged look that aligned with the theme of destruction presented by the Breaker faction. There was still a need for precision with the Hydra Beam, however, this weapon allowed for particular playstyle variations as well, where its energy pulses instilled a sense of power when used correctly.
Pulsar Beam (Secondary weapon)
The Pulsar Beam was a secondary weapon capable of charging shots to fire energy bursts for some damage at a distance, most effective within the mid range. This weapon allowed the Harrier to alternate from dealing ongoing damage with the Shoc-Croc to quick and effective damage output, allowing for an effective transformation in many combat scenarios. Additionally, the charge mechanic for the Pulsar added an additional layer, where players had to strategically think about when they would shoot to allow for the greatest damage.
What Sets the Weapons Apart and the Concept of Weapon Design
One of the key features that separated the weapons found in LawBreakers from other shooters was that they were tied to the central dynamic of the game: manipulation of gravity. There were weapon designs in LawBreakers that paid more attention to movement and verticality. Certain weapons, for example, could assist characters in some weapon-using zones, or help them to do some positioning changes in the opponent’s zone.
As for the class of Assassins, the Arc Blades were not merely melee weaponry; these enabled players to travel across great distances in the air, adding to the class’s agility and killing power even more. Also, the case of the Vanguard involved a Hydra Minigun, which was purposefully designed for use in the air combat where aiming while moving was quite problematic but its rate of fire was very high.
Yet another distinctive feature of the weapon systems in LawBreakers is the hybrid roles. Each class available in the game had offensive and supporting abilities which meant that even those classes that were primarily focused on dealing damage such as the Battle Medic with the gun could heal her team or provide them with utility. This hybridization was not constrained to characters however as many of the weapons also allowed for some further hybridization due to many weapons having primary and secondary fire modes. For example, the Gunslinger’s Railgun wouldn’t be used only for long-range sniping shooting but would also be effectively used in close quarter range indiscriminate rush engagements to wipe out enemies quickly.
Weapon Balance Issues and Meta
Amidst its grandeur of having a vast armory of weapons, the game LawBreakers had its share of some balance problems that warped the general weapon usage meta. Some weapons were regarded as excessively powerful, particularly under the purview of highly competitive settings. For instance, the Arc Blades of the Assassin were deemed powerful by some simply because enemies could be easily reached and disposed of without much effort, all due to their agile movement.
Different cases existed for some weapons, like with the Lobber Grenade Launcher the Battle Medic had access to, where weapons were perceived as overpowered. This is because the weapon did not perform well in direct combat engagements but instead depended on hitting enemies indirectly with splash damage. The kit of the Battle Medic’s weapon was also highly reliant on the teamwork which was a disadvantage to the players who enjoyed playing in public matches without coordinating with other players.
The weapon meta in LawBreakers also evolved as time went on with players coming up with different techniques and the developers releasing balance patches. Most of these balance patches however came too late for a lot of the players, and most of the player base started leaving the game before the weapon meta had stabilized completely.
Inventiveness and Change in Weapons
One of the concepts that got everybody excited belonged to LawBreakers is the amount of imagination displayed with its weaponry. While most shooters make the player feel like the different guns are slight changes of one another, one could argue that all the weapons in LawBreakers are different and are meant for different appeals. If it was on rapid hand-to-hand combat employing the Assassin’s Arc Blades, or sitting miles away with the Enforcer’s LR15 Fullbore, or even controlling a war zone with the Titan’s Hammerhead Rocket Launcher, each player had a class (and a weapon) to call their own.
They also possessed a nice feel, with each weapon having sound, visual and hit characteristics even its use. For instance, when a player managed to shoot directly at an enemy with Titan’s Hammerhead Rocket Launcher an impressive detonation was observed. However, this was not the case when hitting an adversary with Gunslinger’s Equalizer Railgun as it provided a different visual and sound effect which made every shot count.
Conclusion
To conclude, the armaments in LawBreakers presented one of the most original and unforgettable aspects in gameplay experience. Weapon loadouts, from precision-packing Gunslinger to the obliteration of Titan, made sure every class had its own way of attacking. The game’s focus on the balance not working out well and on top of that, the viewership dropping over time has made it hard to appreciate the hardcore approach to weapon design that was evident in LawBreakers. Be it the best of all enjoyment while negotiating zero-gravity zones with the Vanguard’s Hydra Minigun or excitable to bloody slash enemies with the Assassin’s Arc Blades, the weapons in LawBreakers were diverse and entertaining.