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SM75 Combat Flares

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SM75 Combat Flare
Flares
Class: All
Duration N/A
Capacity 15
Secondary None
Notes Provides Auto-Aim Bonus


OverviewEdit

The SM75 Combat Flares are an offhand item available to all classes at the start. Their primary use is to illuminate an area, but they also grant auto-aim against any aliens caught in their glow. Each flare lasts 30 seconds.

AdvantagesEdit

  • Great for dark levels or sections
  • Grants every marine an auto-aim bonus regardless of weapon

DisadvantagesEdit

  • Stationary once used

DescriptionEdit

The SM75 Combat Flares are a special magnesium flare developed by the SynTek Megacorporation in conjunction with other standard issue firearms. In addition to providing light over an area, the flares also give out a key wavelength of reflective light which aids the targeting - allowing weapons to lock onto any foe caught in the magnesium glow.

StrategyEdit

  • Chuck them into dark areas (such as the air ducts on the right side of SynTek Residential) to detect incoming aliens, or in choke points to assist in deterring a Swarm assault.
  • The auto-aim bonus can be devastating with certain weapons, such as the Railgun or the Marksman Rifle.
  • If you'd rather have a passive, constant means of illumination and don't mind losing the auto-aim bonus, consider using the Flashlight over the Combat Flares. Nightvision Goggles are another alternative.
  • Flares can be set to give off red, green, or blue light in console. Type "asw_flare_r" for red, "asw_flare_g" for green, and "asw_flare_b" for blue.

GlitchesEdit

  • The weapons M42, and Model 35 both have their pump reset when you toss a flare. This means if you get into a tight situation you can simply throw flares while holding the fire button to rapidly fire rounds into any aliens in sight.

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