To incite the "Death" part of the fantastic gameplay type we call "Deathmatch" you
need a hefty arsenal of ballistic nightmares. Or not, in the case of Half-Life 2:
Deathmatch as you'll soon find out when you play that with the aid of the Manipulator,
almost anything can be called a weapon.
| Melee Weapons |
| Crowbar (Resistance Only) |
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How could Valve dare call it Half-Life 2: Deathmatch if it didn't even have the famous Half-Life trademark, "The Crowbar"? This trusty blunt companion has great reach, just perfect for those sticky situations where you might have run out of bullets or you're sneaking up on someone. It'll make easy work out of most targets, especially seeing as you can swipe it so quickly. | ||
Stun Baton (Combine Only) |
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This is the weapon we all wanted to use during the first stages of the singleplayer game, but would they let us? No... but they've made up for it quite well by letting all Combine enemies in HL2:DM use the stun baton. The stun baton is much like the crowbar except it takes longer to swipe and does slightly more damage. It also makes an enjoyable noise as it hits someone and then glows white. Shocking! | ||
Manipulator |
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Definitely not a conventional weapon. The manipulator acts as a tractor beam of sorts, picking up objects and then it can propel them away with great force, effectively turning everyday objects into ammunition. Loads of fun is to be had with this particular device. You'll possibly use this weapon more than any other in Deathmatch. You can rip up toilets, radiators, sinks and other large and heavy objects and launch them and watch as they crack into pieces over somebody's head. | ||
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| USP Match |
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Though not an ideal weapon in most scenarios of a deathmatch game, it is still handy nonetheless to have a ballistic back-up in case you haven't got any toilets or sinks to hand. Of course there are better weapons out there but you always spawn with this one and if you want to make a few direct hits then the accuracy is a bonus too. A few well placed shots with this one will take your opponent down. | ||
.357 Magnum |
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When Deathmatch was first released, the magnum was incredibly overpowered - much like it is in the singleplayer game. Unfortunately they reduced the power down rather a lot and now you can easily take down your opponents in less than two shots. You may find that the small capacity and long reload time will often hinder you but its power more than makes up for it. | ||
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| H&K MP-7 PDW (Personal Defence Weapon) |
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You always spawn with this one in Deathmatch. Some people will find it much better to use this than it is to use the Manipulator. It has a fast rate of fire and a long burst of bullets will take your opponent down. It also has a grenade launcher attached to it which is always effective in clearing an area but the blast radius from the grenades isn't great so place them well. | ||
Overwatch Rifle |
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This operates like a plasma rifle with two modes. First a fully automatic mode which shoots plasma rounds but the secondary mode fires a giant plasma round that vaporises anything it touches. While it doesn't hold as many rounds as the SMG and doesn't fire as fast, it does seem to be more powerful. Use the ammo sparingly, you can only carry up to three of the secondary fire rounds and 90 normal plasma rounds. If you see one of the secondary fire rounds coming towards you then get your Manipulator out. It is possible to catch them and throw them back! | ||
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| SPAS-12 |
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A pump action shotgun that holds 8 rounds. If a single shot isn't enough for you, you can use the secondary fire mode of the weapon which shoots off two rounds at a time, utilising the second barrel. Though the double barrel mode won't help much more at long range, it's perfect for a nice huddle of enemies at short to medium range. It has good stopping power but reloading means having to insert one shell at a time which is time consuming in battle. | ||
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| HE Grenade |
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A standard High Explosive grenade. Pull pin, throw, listen for screams and watch the bodies fly over your head. Easy - and fun too. It can be thrown over-arm (as normal) or rolled underarm. Like any grenade, you should watch where you're throwing this as if it lands too close to an ally or even to yourself, if you are that much of a bad thrower, you will do a lot of damage. | ||
RPG (Rocket Propelled Grenade) |
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Another old favourite returns. It's laser guided and highly dangerous. The laser on it makes the rocket attempt to fly to wherever the laser is pointed at the time. It isn't advised that you use this weapon indoors as this would usually catch you in the explosion of the rocket. You'll often notice a big rush towards the part of the level that contains this rocket launcher as it has great stopping power. | ||
S.L.A.M |
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The "Selectable Lightweight Attack Munition" is a handy explosive device with two functions. One is an old favourite making a return from Half-Life Deathmatch and that is that you can attach it to a wall and it will transmit a red trip-laser so that any unwitting victim to walk through and break this trip-laser will cause the mine to detonate. The second is yet another favourite from Half-Life where you can just lob the mine on the floor and remotely detonate it later when a victim is in range. | ||
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| Crossbow |
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The crossbow has a fantastic long range and it's incredibly powerful. Much like the rocket launcher you'll often find people rushing to get this weapon. However, when you do get it you'll find that your ammo supplies are low. It also takes a long time to reload as you have to reload each bolt after each time you fire it. Have a competition with someone to see who can come up with the most interesting pose after you've impaled someone into the wall with it! | ||













