[[quoteright:184:http://static.tvtropes.org/pmwiki/pub/images/blacklight-mini_2701.jpg]]
[[caption-width-right:184:''Welcome back, Agent.'']]

-> ''"Objective : [[KillEmAll Eliminate All Hostile Agents.]]"''
-->-- '''In-game announcer''', ''before starting a Deathmatch/Team Deathmatch round.''

[[http://blacklight.perfectworld.com/ Blacklight: Retribution]] is a [[AllegedlyFreeGame free to play]] sequel to ''Blacklight: Tango Down''. Created by folks at Zombie Studios and published by Perfect World Entertainment, it's a standard FirstPersonShooter powered by the Unreal Engine, though it's got some features to set it apart from the pack:

* Everybody has the HRV (Hyper Reality Visor), which let players see enemies and objectives through walls. This comes with a downside, though--you can't use any weapons while it's in use and you have to wait for it to recharge.
* The game features weapon depots scattered around the map that lets players restock on ammo and health, and bring heavy weapons like a flamethrower, rocket launcher, or [[MiniMecha Hardsuit]] into the fight in exchange for CP they gained from kills, assists or completing objectives.
* Players receive GP and experience points at the end of a match depending on how well they performed, which you can use to get new gear. Of course, [[BribingYourWayToVictory paying for it is much faster]].

The game feature classic game modes like Deathmatch, Capture the Flag, Domination, and KOTH, alongside new ones like [=NetWar=] (A combination of CTF and Domination), Siege and Kill Confirmed. A recent update added Search & Destroy, Last Man Standing, and Onslaught.

[[http://store.steampowered.com//app/209870 Now available on Steam!]]

[[https://www.youtube.com/watch?v=3lv9mGHZKWk And now coming for the PlayStation 4!]]

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!!This game provides examples of:

* AbnormalAmmo: Electro ammo does less damage to troopers (unless they're Stunned) but extra to Hardsuits and turrets, Toxic ammo obscures your vision and does mild damage over time, Explosive ammo jars the target's vision to throw off their aim and prevents Reviving, and Incendiary ammo sets your enemies on fire, doing more damage in total in exchange for less damage up-front. The former three veer into AwesomeButImpractical territory, though.
* AKA47: Several weapon parts can easily be identified as having come from real firearms, or at least are very visibly based off parts from them. Also see the GunPorn entry further down.
** For more specific examples, the Heavy Pistol receiver is clearly based off the old Colt [=M1911=], the Burstfire Pistol is some manner of Glock, The heavy Assualt Rifle resembles the FN Carbine and the complete StarterEquipment rifle bears a ''remarkable'' resemblance to the [=SIG 550=]. One foregrip/barrel segment is highly similar to the [=MP7=], whilst another resembles the [=FN MAG=]. The newly introduced Snubnose Revolver is nearly identical to the snub-nosed Chiappa Rhino.
** Two new assault rifle like receivers don't even try to hide what guns they are based on. Their names are the AK-470 and [=M4X=], and the flavor text states they're modernized versions.
* AllegedlyFreeGame: You can still play without ZEN (which is obtained using real money or from surveys/offers), you'll just have access to higher-level equipment slower. However, some decorative items which have no effect on gameplay (like camouflages or taunts) are available with ZEN only, and weapon parts that are ZEN-only tend to have niche advantages.
* AllThereInTheManual: Where the heck are the zombies coming from, and who are those guys backing up said zombies? They're holdovers from the co-op mode in the first game, which explained the zombies as victims of SIV, a virus that rots flesh and turns the victim homocidally insane, while the Order are a terrorist group that has ex-US Special Forces in them.
* AnAxeToGrind: The new Exploding Tomahawk.
* AwesomeButImpractical:
** [[MiniMecha Hard]][[MightyGlacier suit]]s. They're good to use against regular enemies, but are slow to maneuver, setting them up wide open for flamethrower or rocket ambushes - and they're completely useless in Onslaught, because the game will begin to spawn Order goons with one-hit kill rocket launchers.
** [[OneHitKill Anti-Material Rifle]]. Reload every single shot. Extremely long scope-in time. Not commonly used.
* BlingBlingBang: Metallic gold, silver, and bronze 'camo' patterns are available for your weapons. There's also the weapon tags; (gold) dollar signs, pots of gold, and so on.
* BlownAcrossTheRoom: Shotguns and the Anti-Materiel Rifle can throw ragdolls a fair distance, often causing a slightly more conventional RailingKill.
* BodyArmorAsHitPoints: Wearing heavier armour pieces increases your health; wearing lighter pieces reduces it. Also see SprintMeter, FragileSpeedster.
* BrokenFaceplate: Battle-damaged variants of the Hunter and [=R5X=] Ghost were given out as awards somewhat recently - though in this case the damage is purely cosmetic and they have the same stats as the undamaged models. Whether or not they make your Agent look {{Badass}} is up for you to decide.
* CallBack: After killing an enemy agent, agents will sometimes say, "Tango down! Heh. That's appropriate."
* ColorCodedElements: The 'elemental' ammo above tends to have unique impact effects, and each elemental magazine has a color-coded warning notice to indicate the type of ammo in it. Explosive is orange-yellow, Electro is blue, Toxic is green, and Incendiary is red. Equipment that protects against these types of damage are also color-coded to indicate what type of damage they protect against. Oh, and there's also 'Magnum' ammo, which is purple and does more damage at the cost of increased recoil and reduced range.
* CherryTapping: Jumping on another player directly from above will cause 1 HP damage to him/her, likewise hitting them with a thrown grenade will also do exactly 1 HP damage. It's rare but possible to kill a player like that.
* CyberPunk: Between the ''Film/BladeRunner'' scenery, the armor designs, and the electronic warfare, it's definitely fitting.
* DeathFromAbove: Airstrikes, of course.
** Let's just say you don't want to be standing where a hardsuit is going to land - whether from the initial drop-in, or if it just decides to drop off a ledge.
* DifficultButAwesome :
** The Combat Rifle. It is a semi-automatic rifle, making it quite nice to use at mid to long range. Problem is, [[MasterOfNone at any range there's a receiver that does its job better.]] Low ammo count tends to cause problem too. But in the right hands they're capable of downing ANYONE in quick 2-4 shots assuming the user is careful of the spread.
** Light Machine Gun. Even before Recoil Update it is highly inaccurate against other automatics at range, lending itself toward defensive or ambush situation. However, it boast highest damage per shot of all automatic receivers.
* FacelessGoons: Almost ''everyone''. But the helmets are awesome looking, so it's forgiven. Most hero characters, however, have an option to go helmet-less, or at least have some form of skin exposure (Viper only shows off his arm, and MARS is all-robot).
* ForMassiveDamage: If you're skilled/crazy/stupid enough, you can hit the weak points on a Hardsuit for ten times the damage. Especially true if you manage to hit it with the Breach Hammer or Katana. Also, a direct Stinger hit will do around 7500 damage to a Hardsuit (consider it has 15000 health 'new') regardless of where it hits.
* FlareGun: The Breech-Loaded Pistol works like this. One ammo type is even named flare. Fairly accurate, and the flares explode shortly after striking a target. The other alternate ammo type converts it into a ShortRangeShotgun.
* FragileSpeedster: Speed-oriented builds, as you have to sacrifice maximum health for your increased speed. Pure speed builds are uncommon, as most feel they sacrifice too much to gain too little. This is Viper's gimmick - he's ''extremely'' fast, but one good hit from even an SMG will kill him dead.
* FriendlyFireproof: Although you can shoot enemy mines, setting them off next to their friends. Unoccupied hardsuits can be damaged by both teams, too.
** This leads to nasty schmuck like sticking Airstrike Beacon or Explosive Tomahawk on teammates.
* GoodOldFisticuffs: Since the [[{{BFG}} anti-materiel rifle]] is too heavy and large to use it as makeshift club in melee, the player character will simply ''punch'' the enemy in melee.
* GrenadeSpam: ''Mostly'' averted, as you can only carry a single grenade of any given type at a time, though with the right kit setup and a lot of GP and/or Zen you could feasibly carry up to four different kinds. Of course that all goes out the window if someone gets their hands on the "Bear Claw" revolver-mechanism grenade launcher...
* GunPorn: Players praised the game's customization feature. ''Metallic pink'' automatic death spewing machine with attached 1.8x holographic scope, short damage-enhancing barrel complete with foregrip and silencer, anyone?
** GunAccessories: No underbarrel attachments or anything too fancy, but otherwise? Suppressors, flashbrakes, compensators, scopes, there are plenty of things to use. As mentioned above, many are clearly based off actual real-life gun parts. [[RareGuns Some of which never actually entered widespread production.]]
* HaveANiceDeath: Leaping off of Vertigo (or quitting a match):
-->''[Player name] thought they could fly.''
* HazmatSuit: The new ''Prex Chemical/Hazmat Respirator'' helmet, added in the Evacuation Update. It claims to reduce damage taken from ''explosive'' attacks, however, not chemical weapons. The bright yellow-orange visor also makes your head ''very'' visible.
** There's also two other variants, in blue/green and red/orange, for reducing toxic and incendiary damage respectively.
* HealThyself: The Heal Injector Mk.1 tactical gear, which holds 15 'charges' and slowly regenerates them over time. It restores 50 health at the cost of all 15 charges if you use it on yourself, or 100 health at the cost of 3 charges if you use it on allies. Much more team-oriented than it used to be.
* HelmetsAreHardlyHeroic: Played with. Standard characters can't remove their helmets (the closest one can get is by wearing a face-covering goggle getup, with a balaclava over the rest). However, a few of the hero characters have the option to have their helmet removed, and certain heroes, like Duchess, don't come with one.
** Apparently the characters have a face beneath the helmet which can be seen through clipping.
* HighlyConspicuousUniform: Camouflage would work fine if not for all those [[ColorCodedMultiplayer team-indicating]] neon highlights on your armor. Also, the fact that your name appears over your head.
** There's also various "unique" camouflages you can buy with ZEN or get as a reward from chance packs, certain events, or promotions. Purple, red, baby blue, bright pink, metallic gold/silver, solid white... take your pick.
* HollywoodSilencer: There are four, each (save the highest-level one) reducing damage and having some other minor effects. The quieter audio cue can often give you an extra edge over an unaware enemy; by the time they've figured out where you're shooting from, they're already dead.
* InexplicablyAwesome: In-universe, nobody knows who - or ''what'' - Viper is. Flavor text ranges from rumors that he's undead, a mutant, or not even human.
* InterfaceScrew: Digi Grenades act like a smokescreen by creating a cloud of digital interference; entering it will also obscure your view. Shock Grenades and Mines make your display fuzzy and stop you from turning around. Being hit with explosive ammo and nearby explosions will jar your vision as you'd expect. EMP Grenades are the worst, throwing the ''Blue Screen of Death'' all over your interface!
** If you look closely at the HUD when it restarts, you can see your own agent/character name being entered into a login and password bar. These are both carryovers from Tango Down. Also an example of TheDevTeamThinksOfEverything.
** The 'new' animation displayed when spawning is considered a very negative use of this by some players as well. Fortunately, it can be disabled.
* ''"[[IRegretNothing I Regret Nothiiiiing!]]"'': One of the death sounds for [[LetsPlay/SeaNanners SeaNanners']] bonus voice pack.
* IShallTauntYou: Most need to be purchased with ZEN first, though a couple are free. They can be used in-game, and give a small Combat Point bonus depending on length and type, with longer stationary taunts (during which the taunter is defenseless) providing a greater bonus than one of the quick taunts that allow movement.
** AirplaneArms: A very annoying one. Complete with ''Brrrrrrrr'' sound!
** FingerWag: The first taunt you get.
** FlippingTheBird: Specifically, the rapid full-arm variant.
** GivingSomeoneThePointerFinger
** HandSignals: Being a military-ish game, a couple of actual military hand signals are available as taunts. There's also throat-cutting, and so on.
** PracticalTaunt: Crane Kick and Uppercut. Like ''VideoGame/TeamFortress2'', these taunts can kill, but leave the user vulnerable during the wind-up animation.
** VSign
** VictoryPose: What most of them are used for, in the post-game scores screen.
** And many more!
* InvisibilityCloak:
** Active camouflage tactical gear, though it doesn't hide you from infrared scopes or HRV, and [[VisibleInvisibility you're still somewhat visible (especially when sprinting)]].
** The HRV Blackout item will prevent anything nearby from appearing on HRV, though, to the naked eye, it has a very noticeable distortion field. Often used to hide mines, snipers, turrets, or [[UpToEleven all of ]][[CrazyPrepared them at once]].
** HRV Cloak Tactical Gear is a backpack that hides its user from HRV. A good way to screw with most players.
** A lesser form is the Infrared Protection Gear, which allows someone to not be seen well with IR scopes.
* KatanasAreJustBetter: Available as depot item. Costs 350 points, and does a lot of damage, plus it has a [[FlashStep lunge attack]] that can kill multiple foes in one swift assault. It also throws a nice diagonal bloodsplatter across the screen.
* KillAllHumans: It's very easy to miss, but the bots in Practice Mode sometimes say this and other similar phrases.
* KillItWithFire: The flamethrower, of course. Effective against Agents and Hardsuits--they cook the pilot alive. However, do not [[HoistByHisOwnPetard try to steal that Hardsuit you just flamed while it still red-hot.]]
** Incendiary ammo, to a lesser degree. Whilst bullets do less damage per-hit, the target takes damage over time as mentioned above.
* KukrisAreKool: The so-called Machete has a inward bowed blade resembling a kukri much more than an actual machete.
* [[LandMineGoesClick Prox Mine Goes Beep]]: Now in delicious Frag and Stun flavours! They make a nice little ''bee-beep'' noise just before exploding, so sometimes you can at least avoid dying. Keep an eye on your HRV; mines are marked with an exclamation symbol. Also, you can 'safely' detonate enemy mines using gunfire or grenades to earn a few Combat Points, and maybe hurt any enemies standing close to them.
* LethalJokeItem: The Burst-Fire [=SMG=] used to be one of these (or just a ScrappyWeapon depending on who you ask), as its recoil and spread usually had the third and fourth (sometimes even the second!) shots going way off target, essentially wasting them. Then the new spread/recoil system came along, and it's turned ''deadly'' all of a sudden, able to put all four rounds on target and the recoil only really kicks in around the end of the burst.
* LettersToTheEditor: Not exactly. But Zombie Studio will be answering questions through Blacklight Retribution Patch Minutes videos which come out with every game updates. [[http://www.youtube.com/watch?v=0XEuS2msbpE&feature=youtu.be Here's one for 0.964.]]
* LuckilyMyShieldWillProtectMe: Like [[CallOfDutyBlackOps2 Black Ops 2, you can use and deploy a shield.]] SIV infectees can also carry them.
* MagneticWeapons: Seriously, don't get in the way of any sort of [[OneHitKill Railgun]].
* MightyGlacier: Hardsuits. Though they have a 'boost' function, they can't move, turn, or fire their weapons for a few moments after using it. Max-health builds tend to count as well - especially if they pack very heavy weapons that reduce their movement speed even more.
* MiniMecha: The Hardsuits are combat mecha, and come with a [[MoreDakka minigun]] and a [[OneHitKill railgun]]. These things are very dangerous from the front and can even run you down with its boost. They do, however, [[AttackItsWeakPoint have a randomly generated weakpoint]]. Hitting it causes your weapon to deal ''ten times'' it's normal damage.. Also they have slow turning rates, making teammates backup pretty much mandatory, and making them useless in Onslaught, as Order goons with rocket launchers spawn when you do.
* MoreDakka: Minigun, both on the Hardsuit and handheld.
* {{Nerf}}: Many.
** There was an era when the Assault Rifle would kill anything it was pointed at.
** Heavy Assault Rifles made using a Bolt-Action Rifle for sniping useless due to very predictable recoil pattern; it also had ridiculously high damage, so much so that it could beat an SMG in close quarters. Now reduced to a more [[PVPBalanced balanced]] level with a smaller magazine, lower damage and slightly less range.
** During the closed beta, by either bug or poor design, the SMG had such a low spread that its 10 points of damage at long range could kill a target was no issue even with full-automatic fire. Pretty impressive for the 9mm round of the future.
** World's End brought some long-overdue (at least as far as many are concerned) nerfs to the Exploding Tomahawk, Machine Pistol, and maximum-damage oriented Bolt Action Rifle builds. The Health Injector got adjusted around the same time, and people aren't quite sure about the results.
* KnifeNut: Two types of combat knives, throwing knives and the machete give players enough variation to become this. You could feasibly carry the lot with enough gear slots, if you were feeling redundant.
* NeverBringAKnifeToAGunFight: Played straight and subverted. Players who charge enemies with only their knives will often be quickly shot dead. However played straight when using the right tactics, as players can kill multiple enemies in short time.
* NoobCave: New players can choose to play on Proving Ground servers that only allow players level 1-10 to play in. They're a good way to get a handle of the game mechanics without having high-level players stomping you while you're still learning.
** There's also the new ''Practice'' option, which allows the player to go head to head with a mob of robots on one of the most hectic close-quarters maps in the game.
** ''Onslaught'' was intentionally designed as something of a NoobCave, with decent [=XP=] and [=GP=] payouts even on Easy Difficulty, so that new players can level up and unlock gear without being hammered by veterans. One should also keep in mind that it goes all the way up to [[HarderThanHard Hardcore Difficulty]] (which makes only headshots deal any damage to the enemies), so it's not ''just'' for rookies.
* NoPlotNoProblem: It is supposed to be a sequel to ''Blacklight: Tango Down''. But as of yet, the game still doesn't have much in the way of an official storyline.
** The world seems to be going to hell in a handbasket, with no real governments, and the players are the best of the best picked out by Blacklight to help protect the world. A virus of some description is ravaging the civilian population, with automated broadcasts recommending people stay in their homes as much as possible. See the Fridge page! A popular theory is that the 'game' is basically a virtual reality simulation which Blacklight uses to train their recruits.
** Another popular theory says that after Tango Down, Blacklight failed to maintain peace. Many Blacklight/The Order agents (like you) went rogue, each fighting for their own interest.
** The Order returns in Onslaught mode, as the soldiers attacking you while you try to fight off zombies.
* NotUsingTheZWord: They're [=SIVs=], not zombie-like-guys!
* OneBulletClips
* PinkMist: Can be averted with the "Gore" setting with Full (heads are removed with headshots) to Mid (heads remain intact but blood is shown) to None (blood is replaced with splashes of a glowing blue liquid).
* PistolWhipping: Handguns' melee attack.
* PrettyLittleHeadshots: Played with. With full gore, scoring a full shotgun blast to somebody's face - or landing a headshot with the Bolt Action Rifle - results in a satisfying explosion sound and a red cloud. Other weapons may or may not cause it; it seems random, or [[NoKillLikeOverkill based on damage]].
* RagdollPhysics: May cause corpses to spin or breakdance on their own. Especially if they get one limb stuck in something.
* RareGuns: Along with some gun parts, the new ''Snub 260'' Revolver has its barrel aligned with the bottom chamber, likely drawing inspiration from the [[http://en.wikipedia.org/wiki/Mateba_Autorevolver Mateba Autorevolver]] and its kin.
** The M4 and {{AK47}} are considered this in-universe judging by {{M4X}} and {{AK470}}'s flavor text.
* RedEyesTakeWarning: The [[NotUsingTheZWord SIVs]] have glowing red eyes. As if the fact they're charging at you and basically foaming at the mouth because they think you look tasty or something wasn't enough of a warning.
* RegeneratingHealth: If knocked below half health, you regenerate up to half way - but for a full heal, you want to visit the depot or get a teammate to heal you using the Health Injector.
* ReverseGrip: How characters hold the combat knives.
* QuickMelee: Pressing the melee key will make you melee with your gun's stock or [[PistolWhipping pistol's grip]]. However the game also has a number of stronger dedicated melee weapon like combat knives, machetes, and the Breach Hammer - which is a OneHitKill on any agent.
* RobotGirl: M.A.R.S., the second Hero character, who uses a female voice and is referred to as 'she'.
* ScaryBlackMan: Grendel, the demolitionist Hero. He has the maximum possible health, and similarly, the maximum quantity of explosives - three grenades and a proximity mine.
* SentryGun: A depot item you can buy. It has a fairly limited firing arc. Used to love shooting at walls but recent patches fixed its targeting behaviour. Savvy players can use Shock and [=EMP=] grenades to temporarily disable it.
* ShoutOut:
** The two Steam achievements related to destroying turrets are [[VideoGame/TeamFortress2 "Sapper"]] and [[VideoGame/{{Portal}} "Are You Still There...?"]]
** Now we have the [[VideoGame/{{Half-Life}} Black Mesa Crowbar]] available for purchase in celebration of the Steam launch, for a limited time, and a Headcrab Weapon Tag recently became available for playing prior to a certain date. There were also limited-edition Portal Gun weapon tags.
** One weapon tag you can equip on your gun is a suspiciously familiar [[Franchise/SuperMarioBros red mushroom with white dots]].
** Chain enough headshots together, and your character will yell [[WebVideo/PurePwnage BOOM, HEADSHOT!]]
* ShotgunsAreJustBetter: Currently the pump action and automatic shotgun are around the most popular secondary weapons, especially after the MP was nerfed. They offer good damage over short range and are also ideal for detonating mines.
* ShortRangeShotgun: They start losing damage beyond around 10 meters, and hit minimum damage by around 20. Combine that with the way the shot cloud spreads out, and you might as well use harsh language at longer ranges. On the other hand, they're ''[[OneHitKill extremely]]'' deadly within their effective range.
* SkullForAHead: The Bonebreaker helmet has a stylized faceplate that resembles the upper half of a skull.
* SniperPistol: You could, with the plethora of customization options... but it's not very effective. Damage falloff kicks in pretty quick for pistols. Even the Revolver has an optimal range of 40 meters and effective maximum range of 60 meters.
* SoundEffectBleep: Sometimes, throwing out an HRV Blackout with the bonus voice pack results in this gem;
-->'''Agent:''' ''"Jammer is live...! [BLEEP!]"''
* SprintMeter: Wearing heavy armour to increase your health decreases the sprint speed and the amount of time you can sprint, wearing light armour (thus decreasing your health) increases your sprint speed and time. It's a balancing act.
* StarterEquipment: Everyone is given a set of basic armor, a light pistol, and a basic assault rifle with iron sights. They are [[BoringButPractical pretty reliable]], mind you. It's not unusual to see BLR newcomers [[CurbstompBattle kicking the snot out of multiple level 30+ veterans]] using these things, and some vets like to go back to them just for the fun of it.
** In ''Onslaught'', the game will drop "Grasshopper" assault rifles, in case anyone runs out of ammo, or has inferior equipment.
* StandardFPSGuns: Though it should be noted that the role of the primary weapon mostly depends on how you configure it and which parts you use. You can have a compact AR that's good at close combat, or one with a powerful scope better suited to mid/long range combat. A bolt-action rifle ideal for high-damage long-range shots, or shorter-range engagements and quickly moving between vantage points. And so on.
** Assault Rifle. Jack of all trades, can be customized and tuned to suit almost any role - though a more specialized weapon will do the job better.
*** [=M4X=] Rifle. Based on the M4 carbine. Increased rate of fire, but reduced damage, range and accuracy. Better for close-up combat.
*** [=AK470=] Rifle. Based on the [=AK47=]. Increased damage and accuracy at the cost of increased recoil.
*** Heavy Assault Rifle. Increased damage and accuracy at the cost of increased recoil, a lower rate of fire, and reduced ammo capacity.
** Burst-Fire Rifle. Bullpup config, three-round bursts. Exceptionally accurate.
** Bullpup Full Auto. Bullpup config again, more a hybrid of the AR and SMG than a long range gun like the [=BFR=] above.
** Combat Rifle. Semi-automatic rifle. A 'lite' edition of the bolt-action rifle, much better rate of fire and higher ammo capacity, but less damage. Somewhere between the [=BFR=] and [=BAR=], in theory.
** Bolt-Action Rifle. Very small ammo cap and low rate of fire, but high damage and generally pinpoint accurate. Lower damage builds have a higher rate of fire, whilst high damage builds tend to have an even lower rate of fire ''or'' reduced accuracy.
*** Anti-Materiel Rifle. Single-shot, ''very'' slow reload, very slow scope-in time, but always one-hit kill regardless of where you hit the target.
** SMG, very good at close quarters but less effective at range; and the Machine Pistol, its smaller, sidearm cousin.
*** Tactical SMG, faster but weaker version of the SMG. Deadly in close quarters. For Even MoreDakka. Looks vaguely like a [[RareGuns P-90]].
*** Burst-fire SMG, exactly what it sounds like. Once thought to be weak and ineffective, now proving to be surprisingly deadly in the right hands.
** Light Machine Gun, for suppressing enemies and MoreDakka. Recoil is high, reducing the effectiveness of short bursts, but decreases during prolonged firing.
*** LMG-Recon. A lower rate of fire than the standard [=LMG=], and exceptionally high accuracy when correctly configured. Works best when you have a significant range advantage.
** Light Pistol, Heavy Pistol, Burst-Fire Pistol, [[FlareGun Breech-Loaded Pistol]], [[RevolversAreJustBetter Revolver, and Snub-Nose Revolver]]. All fairly competent secondary weapons.
** Shotgun, an 'up close and personal' secondary weapon. Straight ouf of the ShortRangeShotgun school of thought.
*** [=SARk=] Automatic Shotgun, the Shotgun, but with less recoil, fewer pellets, and a massively increased rate of fire. Oh, and a very silly firing noise.
* TechnicolorBlade: The combat knife mk.2, throwing knives, exploding tomahawk and the katana have blue/orange outlines implying a high tech nature, explaining their presence in the futuristic combat.
* TournamentPlay: General community's clan vs clan scrim ruleset ban the use of Hardsuits, [[AbnormalAmmo elemental ammo]] and depot weapons. Other weapons may apply depending on their current GameBreaker status.
* VideogameCrueltyPotential: It's entirely possible to kill an enemy who just ordered a Hardsuit, then hack into said Hardsuit to use it yourself. Woo, free hardsuit! It's also possible to destroy a hardsuit by deploying your own. You can also abandon badly-damaged hardsuits and use them as bait for unsuspecting enemy players. Mines can also be used to boobytrap depots.
* VideoGameFlamethrowersSuck: Not exactly. They can kill faster than assault rifles and submachine guns (and have no recoil, either), and can cook enemies out of their Hardsuits (unless they're wearing the Battlesuit upgrade), and in Onslaught, bypass shield-wielding zombies and kill regular Order soldiers and zombies quickly. However, you can't spread fire to deny areas, and enemies don't catch fire.
* ViolationOfCommonSense: Of the ''VideoGame/{{Counter-Strike}}'' kind: equip the pistol or knife to sprint faster.
** Most weapons can be tuned to increase your sprinting speed as well, at least a little. This usually comes at the cost of low accuracy, high recoil, and low damage.
* ZombieApocalypse: The whole [=SIV=] [[TheVirus virus]] crisis caused by The Order back in Tango Down. Also, the new ''Onslaught'' mode pitches you against ten waves of increasingly difficult foes, with four possible difficulty levels, and assorted rewards for collecting special tokens during the match.

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