ben revellmore infoAnother side-effect of the Motion Tracker's detecting abilities, is that while it can tell how targets are moving horizontally, it can't tell how targets are moving vertically. How does this effect things? Well basically, the target on your screen could be downstairs or upstairs, for all you know. No, there's no way to get around this. Although the Motion Tracker does detect anything moving, it's hard to tell what these blips actually are -- it could be an enemy, but what type of enemy? It could be an ally, but what type of ally? It could even be something like a box breaking. How can anyone tell what these blips actually are? Speed. Since the Motion Tracker sends out detection waves much faster now, you can tell what these blips are by noticing how fast or slow they go across the screen. Although it sure can be hard to learn and remember, it just might be the advantage you're looking for. (Listings ordered from fastest to slowest.) Static (Blips that don't seem to move across the screen) Elevators moving up or down Cranes moving Occasional/Disappearing (Blips that seem to show-up, then never appear again) Doors opening Boxes, etc. breaking Players that have been suddenly killed Smart players trying to stalk you, by suddenly stopping to avoid Motion Tracker detection Slow PredAlien Heavy Predator Colonial Marine/Corporate using heavy weaponry (There's no way to tell the difference between Colonial Marines or Corporates) Average Light Predator Praetorian Predator Assault Predator Colonial Marine/Corporate Fast Runner Alien Facehugger Drone Alien Chestburster Look at it this way: the slower the blip moves across the screen, the more dangerous that blip might be. Image Intensifier First, let me say that the Colonial Marine is the only species with three separate methods to see in the dark: Image Intensifier, Shoulder Lamp and Flares -- all work well in their jobs, but all have severe limitations. So, the best way to use them is to use all of them, though only at the appropiate time. First, your night-vision equipment. The Image Intensifier is basically your night-vision equipment: it allows you to see in the dark, by taking what little light is already there and amplifying it ten times. That's how you see seem to see perfectly in complete darkness. Since this device is meant to amplify light by large amounts, I'm afraid it'll also have a blinding effect if you're near other light sources (for obvious reasons). So, just use it where's there's no light source - the dark - right? Right -- but the gun-flashes made from all Colonial Marine weaponry also makes light sources, which almost blinds you whenever you fire. So, how does a guy, an everyday Joe like yourself, get around this one? About the only way, is to to use short bursts when firing your weapons -- I mean, as long as the blinding gun-flash is still there, the harder it'll be to target and track your opponent as he's moving. But by using short bursts, there'll be periods of time where there's no gun-flash to blind you, and that's the time you should re-aim your gun. Then rinse and repeat. As you'll find out, the Image Intensifier runs on battery power, so it only works for a limited number of time; if that wasn't bad enough, because of certain difficulties you'll encounter in the single-player game, the Image Intensifier eats up energy four times as fast as it does in multi-player. Definitely try to conserve your time using this device. In the end, the Image Intensifier is very useful and is generally more effective than the Shoulder Lamp in dark areas, but is limited by its energy costs and its battle side-effects. (Note: while the Image Intensifier is on, the Motion Tracker and the Smartgun's auto-tracking ability is deactivated.) Shoulder Lamp The Shoulder Lamp is, obviously, a lamp located on your armor's left shoulder. When turned on, it shoots out a beam of light, and that beam is generally effective in lighting up areas, though kind of gives you the feeling of 'tunnel vision.' Tunnel vision? Make no mistake about it: the Shoulder Lamp only lights-up the center of the screen, so attacks coming from other parts of the screen might not be noticed right away. How do ya' get around this? It's not really a big problem, but you might want to try scanning left-and-right and and up-and-down, just in case. In single-player, because of your worn-out equipment, the Shoulder Lamp will require battery power to stay on; it sucks the power very slowly, but will eventually turnoff by itself after a few minutes or so. So again, in single-player, you should only leave it on when you need it. Another reason to leave-off the Shoulder Lamp, is that it gives your position away (for obvious, bright reasons). But really -- who are you trying to fool? From the Aliens' and Predators' vision modes, you basically glow in the dark, anyway. Unless you're fighting Corporates and stealth is your primary concern, leaving it on is just fine. Flare Flares are great. Just dropping a few of them here and there will light-up an entire area, giving you almost perfect vision for close and medium range view. It's certainly some nice equipment to have. So, what's the catch? Many. First of all, Flares are time-limited devices, that each last only about fifteen seconds. Knowing this limitation, it still makes Flares very useful in defensive positions if you know the enemy is going to come soon and you need perfect eyesight. (Note: Flares themselves aren't invulnerable, so definitely try not to shoot any explosive weapons near them.) The second disadvantage, is that you can only get a total of twenty Flares at a time. That's right: you can run-out of Flares. So, try to conserve them for the right time, and use the other, rechargeable night-seeing methods more often. For some reason, Flares don't make an appearance in multi-player maps. Why? I can only think of one reason: the Shoulder Lamp and Image Intensifier in multi-player don't suck up as much energy as it does in single-player, making the use of Flares not as important. Still, though, it's certainly possible for mappers in the future to add Flares to maps. And when that time comes, these strategies I'm about to tell you, might be useful... One strategy for Flares is actually blinding enemy Colonial Marines or Corporates. To do this, fight with one of them in a dark environment, where he might be using Image Intensifier - which is vulnerable to overload from Flares. Get the picture? Or are you too, well, uh, how would you say, uh -- blind to see it?! So, by throwing some Flares near him, this can give you a nice advantage in battle, seeing as the Flares blind him a little, while also end up providing you with better night-seeing vision. (Note: To find out for certain if he's using an Image Intensifier, just look around to see if you spot any Flares around or Shoulder Lamps on.) Another use for Flares is to use them as location marks for your team-mates, if you want them to specifically stage somewhere. "Rico! Youngblood! See that Flare over there? Head to it, men!" "All right, perimeters! I want perimeters -- stage at Flare locations #1, #2, #3 ASAFP." (This could be especially useful when a co-op play is modded in.) Ooooh-oooh! This is sweet as cotton candy on a Sunday. Pickups Pickup items are special power-ups that you, well, pickup during a mission or a multi-player level. They are essential to surviving as a Colonial Marine or Corporate, but are also vulnerable to weapons fire. Here's a question: is it wise to destroy these supplies, to deny them access to the enemy? From a Predator's and Alien's standpoint - sure! But if you're a Colonial Marine that's gotten all the supplies he needs - and has no teammates who needs it, too - it can sometimes be a good tactic to destroy them, so your Corporate or Colonial Marine enemies can't use them. Armor Armor, spread-out across maps and levels, offers you limited protection against from all forms of attack -- even from more natural forms; such as high-falls, flames and even steam. Each Armor pickup gives you one hundred points of Armor. Each Colonial Marine or Corporate, however, can have up to two hundred points of Armor, so there's definitely an incentive to get all the Armor you can. Now, while extra Armor is very useful against most weapons, everybody knows that one-shot-kill weapons will stil not effected by the extra defences; powerful weapons like the Rocket Launcher will still kill you in one hit. Unlike other FPS games, Armor comes in pieces. How so? If you get thirty-nine points of Armor at one time, you can come back later to get the remaining sixty-one, when you need it. Medi-Kit Also available everywhere, the Medi-Kit carries inside it one hundred points' worth of medical supplies, capable of restoring your health rating back maximum no matter your condition -- well, unless you're already dead, of course. Just like Armor, the Medi-Kit carries points of medical supplies -- if you heal yourself with sixty points of the Medi-Kit's supplies, there's still forty points left if you want to go back and get it in the future. Flare Pouch Only available in single-player - as Flares aren't available in multi-player - the Flare Pouch carries inside it ten Flares. (You can have a total of twenty Flares.) Ammo Box Ammo Boxes are, of course, boxes of ammo. Strangely invulnerable to all types of weapons fire, these useful boxes of goodies are very important to surviving in AvP2. The question's still there, though: just what type of goodies are in these things? The answer differs from single-player to multi-player. In single-player, the contents can range from whole supply depots of ammo and supplies, to something in the middle, to absolutely nothing. Make no mistake about it: it's a game of chance with Ammo Boxes, in single-player. Another thing about Ammo Boxes in single-player, is that they come in many forms -- even in packets! But the basic thing is, anything that looks like a box will probably be carrying ammo or supplies. In multi-player, Ammo Boxes carry all types of weapons ammunition, but no Armor, Health, Flares or anything - no supplies other than weaponry, basically. (Note: if you have the player weapon classes setting on in multi-player, you can only take ammo that's compatible with the weapons you're carrying.) All in all, Ammo Boxes are very important to any Colonial Marine or Corporate player. Knowing this, they can be good places to stage a firing position in, as you can get more ammo quickly. Other uses? Well, you can always plant Proximity Grenades or Smart Mines behind them (to hide them) to act as booby-traps... (Note: this also works for Medi-Kits and Armor.) Let's focus more on the auto-targeting system. The ATS tracks any living being - including cloaked Predators - if they're moving. That's right: if the target ain't moving, it won't automatically track it. Although you can get most opponents moving by just shooting at them manually, this can't be done against cloaked Predators, 'cause you can't even see 'em in the first place. How are we going to get out of this one? Nothing. I'm afraid there's no way to get past this. Another bad side-effect of the ATS, it is that it only track targets if they're close or medium ranged; when the enemy is far away, it won't track him at all. So, you might have to get close to get the auto-targeting working. Although the ATS is pretty accurate, it isn't actually the most accurate, ya' know? You see, the very experienced players are usually more accurate than the computer. I you're one of those players, you definitely might want to turn it off for better accuracy results. Another reason not to use the ATS, is that even with locational damage turned on, the ATS will still only target the body -- not the juicy, hitpoint-filled head. So, by turning it off, good players can kill enemies faster by manually targeting the head. Hey, isn't that something?! Well anyway, if you're just an average or relatively good player, the ATS is still very effective piece of gadgetry. That's a good reason all on its own. (Note: While using the Image Intensifier, the ATS no longer auto-tracks.) WY-102 Sniper Rifle The WY-102 Sniper Rifle is the United States Colonial Marine's long range sniping weapon. Armed with thirty, Insta-Kill rounds and a sniper-scope as its secondary mode, any man using this bad boy is going to be hated throughout the rest of the game. And that's a fact. The Sniper Rifle generally useless if you try to snipe for the head in trying to kill enemies. Why? Well, the Sniper Rifle is so powerful, a body-shot will almost always kill your opponent. Just keep your focus on actually hitting the enemy. In most FPS games, the beauty of sniping was basically hiding, and then shooting at enemy when he comes by - from long range - without giving away your sniping position. However, in AvP2, the two main enemies you'll be fighting - the Predator and Alien - can see you from miles away with their vision modes. And with the Predator's Cloaking Device, he'll most likely see you before you see him. What is a veteran gaming sniper to do? Be prepared for a tough fight; stage yourself at places where you can spot the enemy from far away - horizontally or vertically - so, for the Predator at least, his weapons won't auto-target you until he gets closer. Plus, while moving, he instantly shows up on your Motion Tracker and is pretty easily seen through the naked eye. So, when he starts coming after you, you'll have enough time to take him out. Against Aliens, this is easier, but also a little harder since they move and turn faster than the others. So, the best thing you can do against them, is to keep calm and fire carefully -- though this only really applies to the weaker Aliens, where as the Predaliens and Praetorians are slower and much easier to hit. What should we do against them? Even with the Praetorian's heavy armor and the Predalien's strength, they're usually such a large target that you'll have enough time to place in the needed shots (two) to take them down. Later on, you can maybe even train with a friend on how to learn to snipe better. Against other Colonial Marines or Corporates, is where using the Sniper Rifle really shines, boy... hiding in dark corners, trees and bushes really work against them, while Humans generally don't move very fast enough to dodge sniper fire, too. Have fun. Now, even though this is a Sniper Rifle, and it's meant for long range combat, it can still be used to some great effect in close range combat -- if you're really good at aiming, that is. Though that careful aiming largely goes away when fighting in cramped hallways, where shooting straight forward will usually result in a hit. In the end, the Sniper Rifle is largely meant and is very good at sniping from long ranges. Keep this handy. M-92 Grenade Launcher The M-92 Grenade Launcher is a good derriere-kicking weapon. It spits out grenades in semiautomatic fashion, but also spits out many different types of grenades, too. Generally, though, all types of grenades can kill any opponent with one or two rounds. The only possible exception to this is the Praetorian -- which might require four or more grenades to kill. Possible but very hard. Let's get more into the different types of grenades. Here's the full list of grenade types: Timed Grenade The Timed Grenade is your general-purpose grenade, that detonates on impact with any living being, but also explodes after a few seconds when it doesn't hit anything. As your meat and potatoes grenade, this is what you'll have the most plenty of. So, considering the quantity of these babies, shooting them down holes, hallways or even corridors in heavily-packed games - even when you don't know anybody's there - can be a good idea sometimes. Think of it this way: Quake's Thresh was known to shoot rockets in places he thought the enemy might be (and he was right, most of the time). Does it work here? Heck, yes -- and he didn't even have a Motion Tracker. Proximity Grenade The Proximity Grenade, when fired, will explode when anybody comes within a few feet of it, which also means it'll explode on contact with any player. After about a minute of waiting for a victim, the grenade will explode by itself. Basically a mine, the Proximity Grenade is definitely useful in defensive positions; using it to mine corridors and doorways is darn effective, while you can focus on other corridors and doorways. As another strategy -- while retreating from the enemy, it's certainly a good tactic to mine corridors and doorways, to either slow down or even kill the enemy; however, in outside environments, it's almost useless, 'cause the enemy can just run around them. If you like being dirty, a real nasty tactic is to place these at Ammo Boxes, Armor or even Medi-Kits as booby traps. But ya' know what makes it even better? Try hiding it behind those pickups, so it's harder to spot them. To use Proximity Grenades offensively, while just as effective as using Timed Grenades, is probably not a good idea, considering that you only have a limited amount of Proximity Grenades. So, try to save them only for certain situations. Since these grenades will also detonate if you get near them, always do your best to try to remember where they are. Plus, these grenades also emit a very low 'beep' if you get near 'em, so try to keep your ears open to help track it. As a last feature to the Proximity Grenade, it also has the ability to stick to walls. While effective against all races if shot on the walls of cramped corridors, this certainly can be handy for those crawling Aliens, hmm? Putting them at the entrances of bug-holes might be nice. Smart Mines If you ask me, the Smart Mine is basically just a better version of the Proximity Grenade - they stick to surfaces and, instead of exploding right away, gets up and runs after any target that comes by, then explodes -- kaboom! Basically a Proximity Spider Mine, most of the strategies for the Proximity Grenade should work well here. But there are some differences... Though it still shouldn't be used offensively, Smart Mines are much better than Proximity Grenades in outside environments; because when enemy sees you shoot these things on the ground that don't explode right away, they'll normally just run around it -- but with Smart Mines, they'll get up and follow the guy! The bad thing is, you don't get that many Smart Mines, so they should only be saved for those certain situations. EMP Grenade The EMP Grenade was specifically made to combat Predators. If used on them, it will drain all of their energy; by depleting all their energy, this will not only un-cloak them, but will also not allow them to fire at you, if they're using any energy-based weapons or equipment -- the Shoulder Cannon, the Plasma Pistol, Medi-Comp and the ability to automatically retrieve the Disc. Until they recharge with their Energy Sift, that is. But they have to get away first. Best of all, the EMP Grenade also temporarily immobilizes the Predator, giving you enough time to switch to another weapon and finish him off. But considering that the immobilizing effect doesn't really last long, definitely switch to your most powerful gun to finish him off as quickly as possible. M-90 Minigun The M-90 Minigun is one tough son-of-a-gun. Each clip of ammo holds nine hundred rounds, and this bad boy shoots them at a rate like no tomorrow. Ooooh, yeah. Unlike the Smartgun - which fires many, smaller and weaker bullets - the beauty of the Minigun is that it shoots many, huge and powerful bullets, that can tear through anything. In fact, it's the best weapon in the Colonial Marine arsenal to deal with heavily-armored Praetorians and Queens. (This is specifically stated in the single-player missions.) But a weapon isn't without its drawbacks. To balance the weapon, you'll notice that the gun also has a very large kick. So, firing while moving is not advisable; firing while running is just stupid. So, the best thing you can do, is stay put at where you are, and fire this puppy from that stable position. The only situation where you should change from this technique, is when the enemy gets close - where accuracy doesn't matter as much - and you can start the standard walking-backwards procedure. Just like the Smartgun, the Minigun has to charge-up first before actually firing. Although the fire-before-aiming technique can work here, the Minigun actually has as a special ability to spin-up the barrel before actually firing. What advantage is that? While the barrel is already spinned-up, you can fire instantaneously at the press of your 'Fire' button. Disadvantage? If you keep spinning it all the time, you make a large racket, basically giving your position away. Take your pick. M-6B Rocket Launcher The M-6B Rocket Launcher is a rocket launcher, that comes with both guided and unguided rockets. Basically making it two weapons in one, this bad boy spits them out in semiautomatic fashion and in three-round clips. The Rocket Launcher works well against most species... but against the tough, armored Praetorians? It's actually absolutely perfect for them! Two rockets should be about enough to kill them. The Mini-Gun is still the ultimate anti-Praetorian weapon, though. The only possible enemies that might this weapon ain't to good at are Facehuggers and Chestbursters. Why? Well, they're usually not worth to waste a rocket on and the splash damage might hit you. To a lesser extent, using this weapon against Aliens is probably not a good idea, and it's because of one side-effect: the weapon's splash damage. Aliens simply get too close for the Rocket Launcher to kill them while not killing you. (If you ever see bunches of them from far away, though... I'd take the shot.) All is well and everything's great. But to fully learn about the Rocket Launcher, we still have to know the differences between the different type of rockets it shoots. Tracking Rockets Tracking Rockets are precious. When you gain a lock on someone, there's a good 70%-30% chance of it hitting. They're simply better in every way to conventional Rockets, so you should use them whenever you can. Period. To balance this option out, you'll only get a limited amount of Tracking Rockets. But even with that, you should still use these whenever you can, and then use conventional Rockets later... There's actually only a few cases where you'll want to use rockets. Contrary to what some people think, Tracking Rockets are actually more suited to medium range combat -- when the enemy is not too far for accuracy's sake and not too close for splash damage's sake. And to add to that: you have to be within fifteen meters for these things to actually lock-on to a target. How do this effect things? By targeting at an enemy from far away, Tracking Rockets will basically act just like a regular Rocket, except that you don't have as many. I'd save them for the right moment. Direct-Fire Rockets I can tell you one thing: you'll get plenty of Direct-Fire Rockets! With no need to wait for a lock, you can fire these babies right away, expending the clip as fast as you can. Harrison - Specialist Corporal Andrew Harrison - Specialist in the United States Colonial Marine Corps. You know what I'm talking about -- the Specialist class is who you play as in the Colonial Marine single-player campaign. Although his weapon start-outs might be different than they are in multi-player, the feeling of being the hero is still the same. All player classes start-out with the same default equipment load-out. Here's the list: Motion Tracker, Shoulder Lamp and Image Intensifier. In single-player, though, you'll also have with you ten Flares, a ComTech Hacking Device and later, a Welding Torch. (Note: the Specialist is the only class you can play as in single-player; in multi-player, playing him is optional.) Let's move on to weapons load-out. In single-player, you'll begin with this load-out: a Pulse Rifle, Pistol and Knife. As you press progress through the single-player campaign, though, you'll get more ammo and be carrying all ten weapons in the Colonial Marine arsenal. In multi-player, you'll start with this non-changeable weapons load-out: Knife, Pistol, Shotgun and Smartgun. With the Smartgun as your primary weaponry - and the other classes' lack of this weapon - this basically makes you the squad machinegunner. As the squad machinegunner, you can provide the heavy firepower to support the troops in battle. But if you ever have to get up-close-and-personal, the Shotgun is a good weapon. When you think about it, Cpl. Harrison is probably a Smartgun Specialist, if anything else. Johnson - Demolitionist Ms. Johnson here is the squad Demolitionist. In the single-player campaign, she's also the squad pilot, and it's her job to fly the boys into battle, comforting them with that soothing English accent of hers... "We're ah-most right on top of it...!" In multi-player, lady AvP2 players everywhere will definitely flock over to be the Demolitionist for her overall toughness, beauty and weapons load-out: Knife, Pistol, Pulse Rifle and Flamethrower. Woo-hoo! The most important weapons are her Pulse Rifle and Flamethrower - with those bad boys at her disposal, she can use her Pulse Rifle for the medium-strength enemies - particularly in roomier environments - where Pulse Grenades can be used; she can use her Flamethrower against Drones and weaker Aliens, paticularly in close-quarters combat. Without the availability of a Shotgun, though, she's vulnerable to heavily-armored Praetorians. The best thing you can do against them is fire Armor-Piercing bullets from your pistol and run away at the same time. In the end, when you think about it, Ms. Johnson is actually more of the standard Colonial Marine class than any other. How do I mean? Well, from standard USCMC doctrine and simple gamer's intuition, the Pulse Rifle and Flamethrower are the two most basic weapons in the Colonial Marine arsenal -- while the Specialist's Smartgun certainly ain't! What gives? Believe it or not, this 'Demolitionist' is actually the standard Colonial Marine class, and it's all because of two reasons: the Pulse Rifle and the Flamethrower - with those two weapons at her side, this lady is the best all-around Colonial Marine. (Curiously, Ms. Ripley also carried the Pulse Rifle and Flamethrower in Aliens...) Ichiro - Sniper Snipers rejoice! For Ichiro is here. Though he doesn't seem to make an appearance in the single-player campaign, he'll be a heck of a lot of fun to play as in multi-player. From the looks of his skin, his blazing red shoulder-pads sure doesn't help much in the form of stealth. Although this could be fixed by using some custom skins - which place more of an emphasis on camouflage - you can also fix this by hiding behind bushes, trees, boxes and the like. Of course, the Sniper is armed with a Sniper Rifle. But that's not all: he's also armed with the usual Knife and Pistol for back-up; and for explosive havoc, he comes with an action-packed Grenade Launcher! Considering this mix of weaponry, the Sniper Rifle should still remain as your main weapon, but it sure doesn't hurt to use your Grenade Launcher's Proximity Grenades/Smart Mines around your sniping position to ward-off attackers. In a squad of Colonial Marines, the Sniper should, well, be a Sniper; because that's what he's good at. He should never be used as a frontline force, but can support his team-mates by sniping at enemie, and generally keeping a low profile while doing so. Jones - Heavy Weapons Mr. Jonesy here is your Heavy Weapons guy. In the single-player campaign, he'll be the head guy in charge, because of certain 'battle losses.' But with his tough-guy-with-a-good-heart attitude, he's like a second father to the Colonial Marines. In multi-player, his weapons load-out consists these killing devices: Knife, Pistol, Shotgun and Rocket Launcher. Use the freaking Rocket Launcher. With the other weapons mainly acting as back-up, the Heavy Weapons guy is forced to fight in open areas, where the splash damage from the Rocket Launcher is too far way to kill him. But if ever forced to fight close-up, using the Shotgun in conjunction with ambush tactics is the best way to go. And it's definitely important to switch to the Shotgun while running way - it increases your speed - while also maybe getting more Rocket Launcher ammo. In the end, it's best to think of the Heavy Weapons guy as the Rocket Launcher guy. If you're fighting with teammates, it's probably advisable that you not get in close-up fights, and stay in roomer areas as you rocket enemies with untold firepower. ALICE - Exosuit The Exosuit - nicknamed "ALICE" - is a Powerloader with teeth and armor. Capable of following fellow Colonial Marines on foot to places APCs can't go, this provides a Colonial Marine squad with the heavy firepower they need. Along with being heavily-armored, this battle-suit is also heavily-armed with a Mini-Gun with thousands of rounds; a Rocket Launcher with dozens of rockets, through a belt-feed system; a LASER gun to cut-up Aliens; and a Flamethrower sending gobs of napalm, and all from one huge can of th stuff. Mowing down enemies with this girl is a simple fact of life. I love you! Although the Exosuit seems big and bulky, it's actually very maneuverable and runs at about the same rate as a regular Colonial Marine does on foot -- and jumps as high! Definitely don't be afraid of moving fast backwards or forwards. Although everything seems just hearts and flowers now, there are actually known disadvantages to using the Exosuit. One of them, is that the suit doesn't have much of an early warning system. You know what I mean -- the Motion Tracker is gone. You'll have no way of knowing about incoming enemies. Considering the dangerous situations you'll be using this suit in, the best early warning system you'll have are your eyes and ears and a heightened sense of awareness for danger. One other disadvantage, is that you won't be able to throw Flares out or have your Shoulder Lamp on. The Image Intensifier? Thankfully, you'll still be able that to help see in the dark. The last known disadvantage, is that you won't be able to regain health or ammunition. So, you should definitely try to reduce damage to as much as possible, and use a variety of weapons to ensure that no one weapon will be useless from lack of ammo. All in all, the Exosuit is still extremely powerful and effective, and you'll have a heck of time using it. |