Rocket Launchers
You don’t always have the time or inclination to commandeer a vehicle. That’s where Rocket Launchers come into play. These ranged weapons deliver unstoppable damage. They help you take out Tanks, APCs, Helicopters, Planes, and everything in between. If you’re going into a vehicle-based mission or situation, make sure that you have some type of Rocket Launcher with you.
UVK-13
Your most basic Rocket Launcher is the UVK-13. It’s fine for taking out individual vehicles, but it doesn’t have the truly murderous power of the Fire Leech or the Capstone Hydra.
Fire Leech
The Fire Leech gives you a Rocket Launcher with much more spread. You can target and attack up to eight targets at once with this. Though some aiming and lock-on time are required, this weapon lets you pepper an area with explosives. Very nice for Liberations or defensive Story missions.
Capstone Hydra
Your Capstone Hydra fires five rockets at a time. When you’re taking on the heaviest Tanks and Helicopters, it helps to have this thing packed away
Grenade Launchers
Clear groups of targets quickly with a Grenade Launcher. The more enemies the General sends, the more valuable your launcher is going to be. Rocket Launchers are superior for anti-vehicle work, while Grenade Launchers excel at anti-personnel applications. Both can cross over and work in either situation, but you get the most out of your launchers when you use them against their ideal targets.
CS Negotiator
Infantry elimination is good enough with the Negotiator. It takes out a decent spread and does moderate damage.
UPU-210
Firing a wave of grenades, the 210 annihilates weaker troops, letting you clear a field without much delay.
Sniper Rifles
Sniper Rifles give you a wonderful option for taking out high-end enemy targets. Commanders, Black Hand troops, Elites, and Assault Troops are all great examples of enemies that are better killed before they have a chance to shoot at you. Sniper Rifles make that a reality. You give up quite a bit of vehicle/building destruction to take one of these, but it’s worthwhile if you’re having trouble with higher-end infantry.
USV 45 Sokol
The Sokol murders high-end infantry. It has a nasty recoil and takes more time to aim because of that weak point, but you aren’t supposed to use it when you’re under pressure. Save this for long-range fights, especially when the targets have massive health.
CS110 Archangel
The Archangel fills a similar niche to the Sokol, but it does away with the latter’s weak point. This Sniper Rifle is smooth and clean with its shots, so you won’t have to lose as much time adjusting between shots. It’s a lovely weapon.
Exotics
The only Exotic here is a Mortar, and it’s great at breaking up parties.
Urga Stupka-210
The Stupka-210 is similar to the Grenade Launchers; it’s there to take out waves of weaker targets. This is very nice for Story missions where there are battlefields with many targets.
FOWs
These special weapons are unlocked throughout the Story. Each of them has different functions, so we’ll address them individually to get a really good idea about them.
Dionysus PLDS-H
This weapon designates a site for attack from the air. Allied airplanes fly in and bomb the location that you select. Take this during Liberations so that you can do even more damage to hardened buildings.
The Thunderbird
The Thunderbird disables Bavarium shields and enemy vehicles. It’s fine for select Story missions, but is often a somewhat limited option. Most of the other special weapons are more versatile, so only take this when you know that shielded targets are involved in the coming battles.
M488
Last, but never least, the M488 destroys whatever it hits. Even Bavarium-shielded Tanks/Helicopters are destroyed in a single shot as long as you fire when the shields are down.