Part 4: Special - The Armory of HAWX 2The HAWX 2 armory
Or, How to defeat the enemies of the free world.
Its the aircraft cannon, unlimited ammo but limited firing duration. But if youre accurate targets are usually dead long before that tends to happen.
Joint Strike Missile
A returner from the previous game the Joint Strike Missile follows the old axiom of Jack of all trades, master of none. And it shows. While being able to target both air and ground targets its far too weak to be of any good use. By default you require three JSMs to do the job of two HSMs due to the low damage of the former and leave the target at 1% damage unless it has been damaged in beforehand. Simply put, this weapon is crap and is best to be avoided as its role is easily taken by a lot more effective weapons.
Heat Seeking Missile
The workhorse of the game, the HSM is aside from the gun your best friend against any airborne enemy of the free world. It replaces the AAspect from the previous game. Two missiles are usually all that is required to knock something out of the sky. However it has a very wide turning radius and can be defeated by flares or unexpected tight turns. It cant lock onto any kind of target on the ground nor can it target anything beyond 5000m or so from you.
Cluster Bomb Unit
The CBU returns from the previous game virtually unchanged. Still one of the best anti-ground weapons available to you, aside from the new precision munition, and it works same as before with you lining up the target reticule on the targets and releasing the bomb. The weapon will pretty much destroy anything within the target area. Comes in 1x, 2x or 4x configuration which decreases the weapons reloading time at the cost of increased payload cost.
Also another returner from the previous game the ECM pods makes it harder for enemies to lock onto you while its activated. Aside from being used in one campaign mission has no other real use other than in multiplayer.
A new weapon to the game the PB requires you to enter the precision mode to use it in which the plane auto-stabilized and then goes into auto-pilot in a straight course and slows down. The drawback to this is of course that you have no way to control your plane while in this mode nor are you really aware if you have been acquired by the enemy or not. Also you have no real way of knowing if you are receiving any damage for enemy fire as well. The offset to this is that the PM is simple to use, point at the target and press fire and the weapon will hit where the blue marker is. Has a large blast radius and will take out several targets at once. But its best to use it when no enemy fighters are present. Comes in 1x, 2x or 4x configuration which decreases the weapons reloading time at the cost of increased payload cost.
Also the model for it is absurdly tiny and I doubt it was intentional.
Works pretty much the same as the PBs. Also comes in 1x, 2x or 4x configuration which decreases the weapons reloading time at the cost of increased payload cost.
Another returner from the previous game the only real change to the RGM is that it is now incapable of target ground targets. But otherwise it works the same as before with you holding the target within the large circle, and if the target moves out of the circle the missile will lose its target. The offset to this is of course the weapon has essentially unlimited tracking range on the target as long as it has a lock on. Maximum range for the weapon is 10,000m, beyond that and it cant lock on. Comes in 1x, 2x or 4x configuration which decreases the weapons reloading time at the cost of increased payload cost.
This weapon makes a return from the previous game slightly changed. The multi targeting capability has now been removed and the weapon can now only target one target at a time. The weapons main problem is that any targets above tanks require multiple missiles to take out, with ships taking three or more missiles to destroy and the weapon also suffers from a rather lengthy reload time as well. Somewhat outclassed by other weapons in terms of power but still useful in some situations. Comes in 1x, 2x or 4x configuration which decreases the weapons reloading time at the cost of increased payload cost.
Not much to say about this since its essentially the same weapon from the previous game. An iron dumb bomb that blows up anything within the target circle. Somewhat outshined by other weapons that fill a similar role. Comes in 1x, 2x or 4x configuration which decreases the weapons reloading time at the cost of increased payload cost.
This weapon. This weapon is probably one of the best additions to the game. These work in coordination with your cannon, thus having infinite ammo, and are absolutely lethal. Anything caught within your sights when you press the fire button will be torn to shreds. And with the changed AI of this game that loves going in close to you these are incredibly handy. Comes in 1x, 2x or 4x configuration for extra lethality at the cost of increased payload cost.
Virtually unchanged, still incredibly powerful against pretty much anything its used against. Comes in 1x, 2x or 4x configuration which decreases the weapons reloading time at the cost of increased payload cost.
The only multi-target weapon available to you in the game the MM only targets air targets and have a minimum range in which it can be used. However, this only counts for the first target and not any subsequent targets that the missile locks onto, allowing you to fire at targets within the missiles minimum lock-on range easily.
Another new edition to the game the SOMs work in a rather interesting way. When fired you gain control of the missile as it travels towards it target, your plane is flown on auto-pilot meanwhile, allowing you to home in to the target and make course corrections. You can also activate a terminal velocity mode where the missile speeds up and you have no control of it to reach the target faster. Using this obviously leaves your plane exposed and should only be used when no enemy fighters are nearby. Comes in 1x, 2x or 4x configuration which decreases the weapons reloading time at the cost of increased payload cost.
Adds extra flares to the plane. Pretty much it.