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Reviews for "Arsenal Online"

good game

==REVIEW==
Things I enjoyed:
• Game looks good. Guns look nice and UI is intuitive.
• Firing range is a very handy buy-before-try testing ground.
• Variety of game modes, which all play very differently and encourage different builds and weapons
• The rewards for accuracy and headshots encourage building a balanced gun over maximizing DPS or burst damage
• The super weapons look incredibly cool and just owning them feels good
• Gameplay is engaging because of the constant loop of unlocking stuff.
• Attachments are for the most part well balanced where every one has a niche of some kind
• Credit system is far less hassle than the shard system of previous games

Things that can use changing:
• Lava is far more difficult than other game modes. It's very difficult to keep up with the multiple-per-second rain of targets at only ~50 kills. Some move fast enough to cross the screen during the 1 or 2 seconds required to reload an assault rifle. Making things worse is that accuracy is graded harshly against fast-moving targets, and headshots are almost down to luck with the constant rotations.
• Shotguns feel nearly useless. The fact that each pellet counts as a shot fired means they'll destroy a game's accuracy rating. Each round expended should count as a shot, not each pellet. Also because of their long reloads, low piercing and wild spreads, I've found shotguns are less powerful at close range than high-caliber pistols. They could use either a statistical buff or a game mode devoted to close quarters where they can shine.
• Underbarrel secondary weapons aren't appealing for their high cost because the ammunition is limited, which limits them only to game modes with a very short duration. There should be a way to reload them. The simplest way I can think of is that firing them when they are empty will trigger a reload animation. This would have to be balanced against their clip size, of course.
• One-shot weapons do not benefit from shock-damper, rapid-fire or grip attachments (the last is on the boltcaster's lance). Those could be removed.
• The m203 and the mk13 ELGM are pointlessly similar and there's no reason to buy one if you have the other. Same with the XM25 and the XM29.
• The bipod attachment is strictly superior to the grip. There's no reason to consider the grip if a bipod is available.
• I only found the zoom in ability useful during the Sniper game mode. All others have time and situational awareness pressure that discourage zooming in.
• Hitting heads with launchers does count as a headshot for the purposes of unlocking attachments but 1) it doesn't notify you when you do, which is an oversight and 2) it doesn't count towards challenges, so challenges to headshot with launchers are literally impossible.

==SUGGESTIONS FOR NEW STUFF==
• Game mode: Skeet. Dummies are thrown in a ballistic arc so that they land near the player's weapon (sometimes overshooting or undershooting by a decent amount), bounce high once, then disappear. The game ends when ten dummies disappear this way, similarly to lava or defender.
• Game mode: Close up. Dummies appear close to the player weapon in a 360 arc around them, then disappear in a few seconds. To discourage spraying, some are -Red Dummies- that give a score/credit penalty if destroyed but count as a normal kill if allowed to disappear. Game mode lasts 60 seconds and targets gradually increase in HP like with Hardened. Finally, a use case for shotguns.
• Launcher: Starstreak HVM. Each shot fires a cluster of three high-speed darts that follow the player's cursor for a few seconds, then stop homing. One shot, decently long reload.
• Ammo attachment: Hot load. Bullet moves 2x faster. Effectively increases accuracy against moving targets at long range. The boltcaster's lance would have this effect too by default, because that just makes sense.

==GAME GUIDE==
• White/green/blue targets have 100 HP. Armored (gray) targets have 500 HP. Headshots deal 125% damage base, 225% with Hollow Point. Some overkill is okay if you have piercing, because each pierce-through deals less damage. Keep in mind that Hardened, Defender and War modes start at these values but gradually increase the HP of targets.
• Score is based on accuracy, kills and headshots. Credits are based on kills and headshots only. Headshots are worth about twice as much as kills on both measures, so focus on your headshots.
• Piercing is important in most game modes, it improves your accuracy (which counts hits made vs shots fired) as well as your damage. I recommend 3-5 on fast-firing guns, and as much as 8 on slower guns.
• Speed loader is a fantastic mod that will halve total reload time. However, if you add the extended ammo mod, that will also proportionately increase the reload time, so don't use them together.
• For most purposes, 90% accuracy will let you get headshots on nearly anything. If you reach that but still have trouble hitting stuff, try reducing recoil instead.

The shooting is pretty neet

DIS GAME SO FIREEEEEE

This really has the old school flash arcade feel to it. I enjoyed it.