Hellfire Jr.

The Hellfire Junior is a weapon developed by Arsenal Megacorp which fires pressure-sensitive frag grenades which detonate on impact with massive splash damage. It is an upgradeable weapon. This is the first weapon released by Arsenal Megacorp to feature projectiles that move in a parabolic path (an arc). This limits the range of the HellFire tremendously. However, this is balanced by its massive damage. In addition, the parabolic path can be advantageous, directly hitting opponents hiding behind a wall or who are not in your line of sight. On the large sniping platform in Courtyard, it is possible to stand at the very back of the platform and still get shots off at opponents who cannot return them, not even with rockets or an Antimatter Jet. The Hellfire's extremely large splash damage also holds a lot of pushing power, meaning it can send your target flying back through the air away from you. Here are the advantages of this enormous "pushing power":
==Strategy==
1. If a player has a weapon with an advantage and they are up close to you can separate yourself and them by firing at their feet sending them back, also you can fire between you and them to send both of you flying in the opposite direction giving you more distance than just shooting at them, that is at the cost of losing health though.
2. If a player has a Berserker shield do the same thing as explained above until the power up wears off.
3. This is dangerous and possibly lethal, if you are absolutely desperate and you need to get up to a platform of another floor in a map and, your armor doesn't have the jumping power, you can aim down and fire, this will shoot you high in the air a little in the opposite direction that you were facing also damaging you (you can repeat this 2 times without dieing if your damage is upgraded to less than 85 if it is 85 of higher you will die on the second shot) . As you raise your aim you will be sent up less and back farther. You can get succesful jumps by shooting down and rocketing yourself to another level. eg: From the floor of the Courtyard map up to the floor above where you respawn in a Co-op match there.
4. If a player uses a gravity hook they can find a high spot and shoot down on unsuspecting players. This is best if used with a cloaking powerup. An Airborne, Albatross, or Offworlder armor with a sufficiently upgraded jump stat can also get this effect with the Hellfire and drastically increase it's range as well.
5. Due to the arc of the grenade, you can hit people out of your line of sight, over buildings and structure in your way, and to other places that other players cannot hit. For instance, the sniping spots in courtyard are good for this weapon, because you can fire at people without them firing at you. But, the arc can be annoying, though, because you have to aim above the person as well as in front of them if they are running. This weapon is recommended for medium range, due to the difficulty of firing at long range, and the ability to hurt yourself at short range. Good for tanker and assault armors, because of their ability to withstand the splash damage.
==Disadvantages==
The Hellfire/Hellfire Jr.'s slow reload time is backed up by its heavy damage, however this weapon has some disadvantages. Most armors will be able to withstand one shot from Hellfire Jr. It'll usually take two shots to kill a player with full health. Hellfire shouldn't be your weapon of choice when playing against people with fast armors, such as Infiltrators, for they can easily dodge your shots by moving back and forth. Players that have weapons that count headshots and have a fast rate of fire(Hurricane, Mag-Rail, etc.) will have a higher chance of killing you, rather than you killing them first, due to the fact that Hellfire takes way too much time to reload compared to other weapons. By the time you reload, and is ready to launch your grenade, people with weapons such as the Hurricane or the Mag-Rail would have either killed you, or inflicted heavy damage.
Another disadvantage is getting cornered. It's never a good idea to get cornered by an opponent, whether you have a superior armor/weapon or not, but it can mean a lot of trouble, especially with the Hellfire. If a player that has weapons that count headshots manages to corner you, you're in a big trouble, for they'll have a really easy time scoring headshots, and killing you within a matter of seconds, probably before you have time to even reload your weapon. Even if you get a chance to shoot, the huge splattering damage will also inflict you. In short, NEVER GET CORNERED, stay safe at medium range. At lower levels this weapon is not reccomended due to the fact that you have to reload and fire, and until this weapon's clip size is upgraded to two grenades, you are very vulnerable if you miss. In short, only keep this weapon as a backup for splash damage multi-kills until you upgrade it enough, Starting with Ammo Capacity, and ending with zoom.
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Requirements and Stats ==
The Hellfire Jr. requires one to be rank 10 or above, and costs 650 Credits.
Base Stats
Damage	
78
Ammo	
1
Reload	
L0 (Approx. 2.5 sec)
Zoom	
L0
Rate of Fire	
L0
Fully Upgraded Stats
Damage	
96
Ammo	
4
Reload	
L9
Zoom	
L9
Rate of Fire	
L9
Category:Weapons