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    Recoil

    Game » consists of 0 releases. Released October 1998

    A PC game released in 1998 in which you control an experimental tank. Upgrades allow the tank to use many weapons as you destroy targets and bring down an omnipresent force.

    Short summary describing this game.

    --This page in progress--

    Will update as time available

    Campaign Basics

    Controls

    Levels

    -Singleplayer

    -- Island Storm

    -- Dust and Metal

    -- Thermal Meltdown

    -- Poison Valley

    -- Cold Kill Chaos

    -- Network Showdown

    -Multiplayer

    Missions and Objectives

    Level Terrains

    Technologies

    -Tracked

    -Amphibian

    -Hovercraft

    -Submarine

    Enemies

    -Tanks

    -- Scouts

    -- Raiders

    -- ATKs (Armoured Tank Killers)

    -- Power Planters

    -- Fire Starters

    -- RDUs (Robot Defense Units)

    -- Lock-On Launchers

    -- Water Launchers

    -- Laser Eliminators

    -- Floating Phantoms

    -- Electric Executioners

    -- Boom Blasters

    -- Frozen Rovers

    -- Deep Water Launchers

    -- Designators

    -- Resource-Scarce Tanks

    -- High-Hostility Tanks

    -- Diving Tanks

    -- Distortion Mortar ATKs (coop only)

    -Turrets, Power Stations, and SAM Sites

    -- RFPG Turrets

    -- SAM (Surface-to-Air Missile) Sites

    -- Napalm Turrets

    -- Power Plant Guns

    -- Power Turrets

    -- ERFPG Grids

    -- Disguised Turrets

    -- Laser Turrets

    -- ERFPG Turrets

    -- Arc Sabre Turrets

    -- Laser Ceiling Fixtures

    -- Sonic Cannons

    -- Laser SAM Sites

    -- Radar Guns

    -Stations

    -- Training Site

    -- Command Base

    -- Rocket Launchers

    -- Research Lab

    -- Power Plant

    -- Antenna

    -- Mining Facility

    -- Foundry

    -- Hovercraft Plant

    -- Telephonic Nuclear Thermal Beam

    -- Dam

    -- Missile Launch Site

    -- Chemical Plant

    -- Secret Weapon Facility

    -- Clone Ship

    -- Submarine Plant

    -- Underwater power plant

    -- Clone Machine

    -- Elevator Guard

    -- First power station

    -- Second power station

    -- Third power station

    -- Network Core

    -Aerials

    -- VTOL (Vertical Take-Off and Landing Aircraft)

    -- Attack helicopters

    -Wheeled Vehicles

    -- Carrier Truck

    -- Explosives Bus

    -- Mining Machines

    -- Crane

    -- Minecarts

    -- Courtyard Train

    Weapons

    -Primary

    -- RFPG (Rapid Fire Pulse Guns)

    A basic pair of automatic guns you get infinite ammo for. Weak and slow compared to the enhanced version, but decent for slow enemies and barriers. Switch between the two RFPGs with '1'.

    -- ERFPG (Enhanced Rapid Fire Pulse Guns)

    A stronger and faster RFPG. Ammo is plentiful, so you will usually have more than you need. 999 maximum, although you shoot many rounds per click. Ammo from enemies, airdrops, and storage is usually between 30-60 rounds with some giving you as many as 100 in later levels. Typically, weak enemies and easy spots give less ammo than hard enemies and hidden areas.

    Locations: shed behind the starting dock, inside the force field control center (Level 1). Grabbing one launcher from one location removes the other completely. It is not replaced with ammo.

    -Secondary

    -- Explosive Mortar

    A cannon launcher for explosive rockets that leave nice craters in soft patches and nice holes in your enemies. Craters are good not just for hiding but also for jumping and surprise attacks, and can slow down other enemies. Be accurate with this weapon as its blast range is small compared to other explosives. It's only moderately useful on groups of enemies. Ammo is initially common enough but becomes very scarce from the third campaign onwards. Ammo comes in 1-3 off most sources but 5 off enemies.

    Works in single loads, automatic reloading. This is the only weapon other than RFPG that you start with, but ammo is finite and caps at 30 mortars. It's one of the only weapons that can take down a helicopter in the early levels, if you aim at one going away from you in a straight line. Be careful not to hit yourself with the blasts if you use this weapon in close proximity or firing wildly at targets above you.

    Activated by switching to keypad 2. Pressing 2 again alternates between explosive and distortion mortar, and the last one you use is the one you get when switching to other secondaries.

    -- Proximity Mine

    A mine planting device. Mines blow when enemies approach. Mines are explosive and do high damage but take a long time to load and can hit around corners, meaning you can damage yourself if targeting nearby enemies. Mines also bounce, which is useful for corners. However, the mines are quite unstable in general and may explode randomly with no target nearby, especially if placed in odd places or at odd angles.

    They usually won't blow up if you drive the BFT itself over them, but better safe than sorry. You can also shoot mines directly at enemies to do maximum damage, but only to one. For groups, try to catch them unaware or moving coordinated. Mines are nearly useless in lava or other dangerous substances as they blow almost right away, but are surprisingly strong underwater with a large vertical range.

    30 mines in inventory. Ammo pickups range from tiny 1-2 batches to sizable batches of 10 off of power planters. You are not likely to run out unless you are wasteful or use them more as tools. Mines can leave craters like mortars, but are not as reliable for 'planting' craters.

    Locations: Inside lighthouse in starting area, inside command base (Level 1). Keypad 4.

    -- Napalm Cannon

    A lightweight firethrower. One of the weakest secondary weapons, it is designed to be used in tandem with the pulse guns or another secondary as it slowly damages enemies it hits. Aiming it at the ground will briefly damage enemies than run over the fire while it is still hot as well. Can't be used underwater. Ammo is very frequent but rate of fire is slow so you will not run dry easily. Can be used as a 'muzzle flashlight' sometimes.

    Maximum 99 rounds, which will not take most players to build up quickly as it comes in packs of 10, and very late on in packs of 15 to 20. Not recommended for groups or strong mobile enemies, but is effective against single targets and slow enemies and extremely useful for turrets.

    Locations: sheds in command base hill, underneath rocket launcher (Level 1) Keypad 3.

    -- Distortion Mortar

    An upgrade to explosive mortar that does more damage and creates pits of slime instead of craters, which slow down the BFT and enemies alike and can make some nice traps. Ammo is rare to moderately available, but it is not incredibly more useful than the explosive variant. A variant of the ATK in coop has this mortar instead and is much more deadly, although dropping the mortar makes it worthwhile. 15 ammo can be carried, only half of the explosive type. Ammo pickup size is same as other mortars.

    Locations: antenna over construction, foundry storage. Level 2. Keypad 2.

    -- Lock-On Missile

    A missile that lets you select among bracketed targets, aiming at the ones nearest your cursor. Is your first and best defense against helicopters. Can also fire forward extremely fast as a way to take out turrets, power stations, and very distant enemies that can't be locked on.

    The missile when is locked on moves slower and may hit walls. Sometimes the weapon messes up and sends missiles flying in crazy directions, so be prepared to waste ammo. Ammo is common but easy to burn through if you're not accurate. It's actually not recommended against stronger enemies or in close fights due to its explosive range possibly hitting you and because it is a slow-firing weapon.

    99 missiles can be carried, a surprisingly high number given the weapon's strength. Ammo packs only come in 1 to 2, rarely 3, so it will take a while and many enemies to build up to max ammo.

    Locations: behind surf shack (level 1). Inside research lab (level 2). Keypad 8.

    -- Nukes

    Rare weapons that always come as the launcher, not as ammo, with a single nuke per launcher. Max ammo is 10 but you will never get there as only 3 are available. Deal a huge blast that can easily blow the BFT, so make sure the target you are locked onto is distant and you have clear aim of, and DO NOT FIRE STRAIGHT FORWARD! Deals severe damage to targets just outside its 100-meter killzone.

    Locations: On armoured weapons bus (level 1), sometimes found on train trolley (level 4), inside power station 3's vicinity (level 6). Keypad 9.

    -- Distortion Mine

    These are to mines as distortion mortar is to explosive mortar. Stronger, but with less ammo and have a different effect after the initial blast. Need to be used wisely, but you can find large supplies of them bunched together in some areas. Only 1 known pickup site, and only 15 ammo to hold. Ammo package size is same as normal mines.

    Location: back water tunnels (level 2). Keypad 4.

    -- Laser Sabre

    A weak but constant beam that slowly burns enemies. Easy to run dry on, and easy to misaim with, it is meant to work with other weapons, slowly damage enemies that are playing guerrilla tactics, and finish off weak opponents. Not good as a test against armour. Has a nice feature for bouncing around corners to lure out enemies, but not likely to hit them and can only really hit one enemy at a time. Ammo is decently available. 50 units max, comes in 10 rounds and rarely 15 to 20.

    Do not use this weapon underwater!!! It is electric and will instantly crash and destroy the BFT regardless of how many nano canisters and health you have. Electricity and water do not mix well.

    Locations: back riverway, near pumping stations (level 3). Keypad 6.

    -- Freon Burst Tank

    A slow but deadly weapon that freezes enemies. More fun than practical, it is only good for single targets that take time to attack and are easy to hit, as it will miss often with agile enemies. Ammo is rare and so are the tanks carrying this weapon. Once an enemy is frozen, it can no longer attack or move, only turn to you sometimes. This weapon doesn't work on non-tank enemies or obstacles such as turrets as it does very little point blank damage. Always comes in 10 rounds.

    A frozen enemy can be destroyed with very little firepower, so just use pulse guns and don't waste more ammo than needed either. 99 rounds carry capacity. Unlike napalm, this one works underwater.

    Locations: Back river, storage in outskirts (level 3). Keypad 3.

    -- Remote Mine

    Explosive mines that only go boom when you press SPACE, and only landed ones that are in radius will explode. Useful for enemies that are approaching you from a distance or that haven't seen you yet, but can easily be destroyed without exploding by an enemy armed with sabres of any sort. Ammo is more common than it seems, and is often found in out-of-the-way places. 30 rounds, just like common mines. Packs come in smaller size than normal mines, just 2-5 typically.

    Locations: Alcove off volcano, inside volcano tunnels (level 3). Keypad 4.

    -- Guided Missile

    A deadly missile that you take over by launching, causing you to lose control of the BFT and shifting the camera to the missile. Accurate and one-hit-kill, but not easy to aim with and not good for navigating tight corners. Ammo is semi-rare and easily runs dry if you are impatient or careless. 30 carrying capacity, you may reach this limit but you won't stay at it if you actually use the weapon regularly. Weapons come in 1-5, a bit more generous than normal missiles.

    Location: inside longhouse/ shed bunker (level 4). Keypad 8.

    -- Sonic Cannon

    A powerful sound weapon with a wide range. The sound ring obliterates all direct targets and mildly to severely harms those surrounding it. Not good for group control as it fires slow and the sonic rings travel slow, unless the group is packed tight or in a tight place. Ammo is just 10 like with nukes, you will normally find ammo in packs of just 1 to 2 as a result.

    Loation: inside bunker shed/longhouse (level 4). Keypad 8.

    -- Tether Guided Nuke

    A one-time weapon that has a nuke's power but you can guide it like a tethered missile. Ammo limit is 10 but you only get one and only once.

    Location: behind force field gate in out-of-the-way lava pool area. Shutting down the gate seems to take different tasks each time, so you will never know for sure if you can reach it. Keypad 9.

    -- Remote Distortion Mine

    This mine combines remote technology with distortion effect and is almost lethal to most enemies from one blast, even if not a direct hit on them. Ammo is rare and only stacks to 15 but is a useful late-game weapon and ammo packs often come in a larger size of 3 or 5.

    Locations: underwater shed in ice, manufacturing plant (level 5). keypad 5.

    -- Laser Designator

    This laser has to warm up on a target for a while and then instantly destroys it no matter the strength of material. Only targets one enemy at a time and does not bounce off walls as nice as the laser sabre. Tough to use properly and not that good for non-mobile or non-enemy targets such as power stations or turrets. A good way to take out the final boss fast. Max ammo is 40 and you get most ammo in 10s or rarely 20.

    Do not use this weapon underwater!!!

    Locations: destroyed city, underground city construction wing (level 6). Keypad 6.

    -- Arc Sabre

    An electric weapon that locks onto targets and can hit multiple at once although this weakens the damage to each. Powerful but easy to get carried away with so you can run dry fast. Extremely useful for helicopters and fast enemies and thus mostly replaces both the laser and missiles in later levels.

    As with other sabres and lasers, do not use this weapon underwater.!

    Ammo stacks up to 40 and comes in packs of 10 to 15, rarely 20.

    Locations: flooded caves, under train tunnel against cliff side (levvel 4). Keypad 7.

    Health

    -- Nano-Canisters

    -- Nanites

    -- Nanite-100s

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