Posted on May 3, 2011, GameFront Staff Section 8: Prejudice Guide
Part Tribes, part Halo, and all fun, Section 8: Prejudice is a downloadable shooter that plays like a boxed title. You can read our review, or check out our lists of trophies and achievements, but we also highly recommend the following: a singleplayer walkthrough and multiplayer guide for the game.
Below, you’ll find step-by-step instructions to get you through the levels alive, plus guides to weapon types, purchasable items, map types, game types, and much more. Let us help you terminate your enemies with extreme Prejudice!
Table of ContentsMultiplayer Singleplayer
Section 8: Prejudice is all about defeating your enemies with extreme prejudice. Like the previous game in the series, Section 8 is a multiplayer focused FPS with custom loadouts and unlockables gained through levels online or stars offline. With singleplayer and two multiplayer game modes, with a third on the way, you get plenty of content for the 15$ price tag.
The fastest and easiest way to get a hang of the controls is through singleplayer or offline botmach. But, for those of you out there with no patience for that nonsense, select “Help & Options” under the top menu, from there select “How To Play” – press X to jump right into the tutorial.
The tutorial goes over many of the basic functions of the game. Many most gamers will be familiar with; running, jumping, shooting, and aiming. Section 8 has a few unique features going for it. The jetpack is useful for jumping to high places or confusing opponents. Overdrive is activated after a sprint to get you across the map fast. The Dropship will allow you to spawn anywhere on the map, with some restrictions. Because the Dropship is such an important feature, learn it and love it.
Every game starts in the Dropship. Here, you can check out teams, change your loadout, and choose a landing zone. You have two options; Free Spawn and Squad Spawn. Free Spawn allows you to choose a spot to land, while Squad Spawn drops you onto whichever teammate you’ve selected. Squad Spawn is perfect for landing together in a group.
Falling out of a Dropship is fun and all, but keep your eyes on the prize. The battle lines can swing wildly in even the few seconds during your fall to the surface. Watch where you’re falling and who you’re falling on, dropping into a swarm of red pointers is a sure fire way to get killed.
Dropping into the thick of a fight might seem helpful, but remember that your hard landing leaves you vulnerable for several seconds. Drop near or behind cover to obscure your opponent’s line of sight. The maps of Section 8 are sprawling outdoor affairs, if you’re stuck in an empty field, you’re just begging to be shot.
There’s even more to Dropship spawning – look forward to AA guns. Check below for what to look out for and how to stop suckers from spawning ontop of you.
Weapons? Where would we be without them. Section 8 has all the mainstays; you’ve got the Assault Rifle, Machine Gun, Missile Launcher, Pistol, Shotgun, and Sniper Rifle. While the selection sounds dull, each weapon has a selection of variants that change how that weapon works. For instance, the Sniper Rifle’s regular, hum-drum slow-firing accurate Rail Rounds can be switched out for Frag Rounds – bullets that explode on contact.
Every weapon does what you’d expect – not counting the Pulse Cannon, an energy weapon that can be charged. As you gain levels and unlock more variants, pick through the options to confound your opponents. Napalm does very little damage to shields while eating away armor, while EMP destroys shields but scratches armor. Pick the variants you need for the job. Are turrets and vehicles giving you problems? Take Crash Rounds for your Machine Gun. Are your opponents too fast with their jetpacks? Use Concussion Rounds to slow them down. There is a wide variety of different variants, so experiment to find which combo works best for you.
Every player has two equipment slots that must be chosen to activate. The standard selection is all here; grenades, repair tools, detpacks, but just like the weapons they all feature unique variants. The Knife can be switched out to suck the armor or shields off of an opponent at close range or Frag grenades back be switched out for EMP. An EMP grenade mixed with Napalm or Slugs can devastate a highly shielded opponent.
The two unique choices out of the bunch are mortars and beacons. Beacons are deployable devices that either jam enemy sensors and detects nearby enemies. These are especially handy for Infiltrators or Recon classes, the ubiquity of sensors in Section 8 means that most players just assume everyone is visible on the map. With a little jamming, you’d be surprised how easy it is to be ignored while you snipe or sneak into the enemy base.
Mortars are weapons fired from your backpack. Think of the mortar as a long-range grenade. The mortar shells takes time to reach its target, and the target is lit up for both sides to see, but it’s still a great suppression weapon to confuse and weaken opponents during a large firefight. If you’re a heavy bruiser with a Machine Gun, consider bringing the mortar to rain destruction. The mortar is also a great back-up weapon for destroying purchasable structures when you don’t want the Rocket Launcher taking up a weapon slot.
Like equipment and weapons, more upgrade options will unlock as you gain levels. Upgrades vary in usefulness, as most players are going to go for upgrades that increase weapon damage and defense. There’s a good reason for that, putting points into your shields and armor can never hurt your chances in the hard fought early levels.
Weapon damage is great, but many of the upgrades can help in unique ways. One of the upgrades can increase your Lock-On, making it last longer and recharge faster. Lock-On is a destructive ability in the right hands, and less skilled players should consider putting one or two out of your ten points into increasing that particular upgrade.
Many players focus on dishing out armor damage while ignoring shields. Throw four points into the Shield Generator to muscle through damaging Napalm Rounds. If you’re an engineer, following vehicles or staying on base defense, consider powering up the Repair Field upgrade. More upgrade modules become available as you play, like the Stealth Shielding or Assassin Module that make sneaking into bases and knifing opponents that much easier.
Here’s the meat and bones of the game. As you kill opponents, capture command points, and complete DCMs, you’ll gain cash. With cash, you’ll be able to purchase vehicles or structures that help your cause. That’s right, no fighting over vehicle spawns like in Battlefield. You buy a vehicle and it’s all your’s.
The cheapest of the purchasable structures is the Supply Depot and Sensor Array. Both do exactly what you imagine, the Supply Depot repairs your armor and restocks your weapons. The Sensor Array, meanwhile, detects nearby enemies. Deploying both of these just off the beaten path is a great way to keep your team alive and the enemy team on your minimap. Setting up Supply Depots near base hardpoints, where structures will automatically rebuild, means that the hardpoint structure will constantly be repaired, useful during a heavy siege.
The next three purchasable structures are the turrets. The Minigun and Missile Turrets are self-explanatory, the minigun is effective against opponents while missiles are better against vehicles. Vehicles are a relative rarity, through all three are powerful. These turrets are good at harassing opponents, but any veteran players will run circles around these things.
The real standout turret is the AA. This weapon creates a large circular area on the map, and will fire on anyone that tries to drop within range. Obviously capturing and holding onto a base forces your opponents to hoof it, dropping AA turrets on the edges of the map or even nearby your opponent’s base during an attack can net you kills as overeager players immediately return to their base or try to attack your’s. AA turrets will also prevent purchasables from landing. Placing AA in non-obvious locations such as… pretty much anywhere that isn’t a DCM waypoint. Speaking of DCMs…
Dynamic Combat Missions occur during Conquest and Swarm games, and provide extra control points by either achieving the objective or stopping the enemy from achieving their objective. There’s a variety of different DCMs, all of which take place in the badlands between bases. A good team will know when to pursue a DCM – often DCMs are just a distraction, some of which reward only a handful of points that would be better spent defending or attacking your bases.
An unorganized team will scatter once a DCM is activated, as they either spread out to snatch all the intel or wreckage, or run for the DCM waypoint to lock it down. Take this opportunity to attack their undefended base. As the CP is hacked, the alert will definately draw some of the opponents back – now they’re really disorganized. Breaking teams apart is what DCMs are all about, they add randomness and confusion, and completing DCMs without losing the CP’s you’ve gained takes communication and teamwork. Some DCMs are best left unpursued.
Now that you know the basics, you’ll have you chance to dive into the Conquest game mode. Like the Battlefield series or Onslaught from the Unreal Tournament series, two teams fight to control points on the map and gain points before their opponents. Points are gained by killing, completing DCMs, and holding Control Points. When one team reaches 1000 points, they win.
Plenty of options are available to you, so use them. Most players come equipped to fight heavily armored opponents at medium range – the shotgun is ubiquitous among every class for good reason. If players are driving you nuts, change tactics. Change equipment, change upgrades, change your attack. A player hacking into a Control Point is waiting for you, and if you’re in enemy sensor range, they can track you.
Don’t keep running into the same wall. If the opposing team has a Control Point definitively controlled, attack a different point or focus on completing DCMs. Change your loadout to reflect what you need. Most players will find one role that they like and stick with it. There’s nothing wrong with that, every team needs attackers and defenders, but not every team is created equal.
If your team is favoring an attack, stay near one of your control points. If your team is turtling up, try sneaking into the enemy’s base. If they’re all buying vehicles, try purchasing structures instead, or taking a repair tool. Section 8 may not have classes, but there are roles and not everyone will fit all of them at once.
Death comes easy and respawns are plentiful, but that doesn’t mean you should be suicidal. Many players will drop into the center of battle in their haste to help friends defend, capture, or complete DCMs only to get killed before looking up. Your armor and shields provide a lot more protection than in many other shooters, but you’ll be surprised how fast those shields and armor fall down in a chaotic gunfight.
Instead of landing directly into a fight, drop off somewhere safe and move in. The treck across the grass isn’t as dangerous or long as it seems. Spawning off on the perimeter of the map will you give a long line of sight and plentiful cover to shoot down opponents that run on the road.
Capturing Control Points
Patience is a virtue while captung Control Points. Landing at the edge of an enemy control point seems like a good idea, but remember that everyone inside the base has cover and turrets, while you have nothing. The outer edge of the AA gun’s range is a natural frontline for creating structures to aid in the team effort to attack a base.
A base might seem impenetrable, but there are two major weaknesses to any base. The AA turret and the Sensor Array. Most players take these structures for granted. Destroying an AA turret with a few rockets or Crash Mortar shells will open the base up for immediate drops. While dropping near a base is usually a bad idea, the interior of the base is loaded with cover, making a coordinated drop deadly to any number of defenders.
The Minigun turrets may seems like a problem, but most Control Points are hidden away. Enter into Overdrive and use your Jetpack, and the turrets won’t be able to keep up. Any hardpoint structures still standing will immediately switch to your side after a successful capture, which is always a bonus. The truly tricky part of capturing a base is the period after hacking. A successful hack will turn the base neutral, shutting down every structure excepting the AA gun – which just fires on both teams.
You know that area directly around the Control Point? The opposing team is going to expect you there. Pull a fast one on them, after a hack, distance yourself and watch the computer from afar. Red team will rush in to defuse the hack, making them easy pickings for an ambush. That leads me into my next point…
Holding Control Points
First of all, if your Control Point is hacked, don’t run directly to the computer and defuse the hack. That’s just asking to be shot in the back. Take a moment to look around the base, even if it’s only a second. The red team won’t expect a defender to go looking for them after a hack, and they’ll likely be armed with long range weapons or equipment. Surprise them, and you’ll have a distinct advantage as they fumble to switch to a shotgun.
A few extra structures can go a long way to defend your position. Placing Missile Turrets can really help your efforts late in the match when players start purchasing vehicles. Most regular players will ignore or run by the slow moving missiles instead of waisting their ammo destroying the turret, so placing them out in the open is a good option to give the turrets a good shot at vehicles. The roofs of bases are the most popular spot for structures, but also the most obvious and the most limiting. Placing turrets out in the open, near the back end of a base, will increase their survivability while still harassing red team.
Camping is a difficult prospect, especially in a game where players can drop right onto your position. If you shoot at incoming players trying to take your base, don’t stand still and don’t hang around the same piece of cover. Switching your angle, either hiding inside the base or sniping outside into the base, can confuse and slow opponents.
Taking and keeping Control Points is the bread and butter of Conquest mode. Kills are inconsequential, your goal should always be to take these points.
DCMs might split up teams and provide victory points, but they also provide other bonuses in Conquest and Swarm modes. These are bonuses you want. Escorting a VIP to your Control Point adds a powerful NPC to defend your location until he’s killed. The Convoy DCM creates a tough truck that can launch missiles, giving one team a quick edge with a powerful new weapon. Airstrike completely destroys any opponents or structures in a base, making it easy pickings. Many of the DCMs can be completed with a single dedicated player – Infiltrator, Intelligence, and Recover can be done alone, while others like Airstrike or Convoy technically can be done alone, but more often need an organized effort.
The victory points are tantalizing, but it’s the extra bonus effects that make completing DCMs worthwhile. Your opponents are going to try to take advantage of DCMs too, and even better, a single dedicated player can often stop an entire team from completing their DCM. Dropping detpacks onto the Outpost, Convoy, or Jammer can be devastating, while planting AA guns near Intelligence and Recover objectives can net you some easy kills and a failed enemy DCM as your opponents run over open land to reach them.
Maps – Small and Large
All four maps in Section 8 have their own particular differences and functions. Eden forces players to fight at close range with its many walls and barricades blocking snipers except on the major roads, while Zephyr is a more traditionally open area resembling a large Halo 3 map with fewer barren hills. Learning the maps will take time, but knowing what’s important on each map is as simple as looking at the size.
All four maps feature three sub-variants to play on that reduce the total amount of Control Points. Medium sized maps have three Control Points, and small maps have two. The fewer control points, the more you’ll have to focus on fighting your opposition. The small maps are frantic gunfights with the full compliment of 16 players, and the close quarters boils teamwork down into simply sticking together.
Small maps rarely require vehicles. The Heavy Tank and the Bike will just make you a target on the smallest maps. The Mech is where your vehicle cash should go, the Mech’s powerful anti-infantry guns and the strong melee attack make it well-suited for small or medium maps especially.
On small maps, make sure to destroy AA guns planted outside your base quickly. If one team captures both bases, it won’t take long to place another two AA guns and block off the entire battlefield. The AA guns can only fire on one person at a time, if this happens, make sure to use Squad Spawn to overwhelm a single gun.
Medium and large maps are where you’ll need to be the most flexible, and where Control Points will change hands most often. On a small map, your best bet is to Squad Spawn in the beginning. On a larger map, both teams will spread out in a mad dash to capture the most Spawn points. Check your drop zones, wait a few seconds to see incoming enemies, and pick an easy target.
Think of Gears of War’s Horde mode here, with some Halo and tower defense thrown in. The four multiplayer maps are all represented with one single Control Point you and three friends need to defend from increasingly difficult enemy spawns. Turrets are even more useful here, as your small team will always be outnumbered and shot at from multiple angle. While the enemy AI is easier than a player, you can follow many of the same strategies here to defeat them.
First, don’t just stand in the center of the Control Point. Every enemy that drops down will be gunning for the center, so try to keep your back to a wall or an accessible piece of cover. Turrets are far more powerful shooting at the slow AI, so the more guns you drop down the better. Call down Supply Depots, you’ll be surprised how fast you run out of ammo.
There are three phases to Swarm, each increasingly more difficult than the last. Usually near the end of each phase, the enemy will spawn with Mechs, so don’t forget anti-armor weaponry. Every phase ends with a bombing run – the voice will command you to find cover, but don’t worry. The bomber’s explosions won’t hurt you.
Flexibility is good, but with such a tightly knit team, you’re better off choosing distinct roles and sticking to them. Everyone in the team will have to contribute their points to buying purchasables. You’ll have time to discuss your plan before hacking into the Control Point, which activates the first phase. If you’re not sure where enemies will spawn, look around for the closest piece of cover just outside the base near the red border. The enemies always spawn out of view and usually one short field outside the base, just out of range of your AA gun.
Don’t go gung-ho, and focus on taking out the closest group of enemies first. Your main goal here is to survive, dying will leave your team down one valuable gun for several seconds – of which you might be overwhelmed after the drop. Mortars and EMP grenades are good for destroying your enemies’ shields while Machine Guns can destroy multiple enemies at medium range between reloads. Detpacks and knives can destroy enemies going for the Control Point – remember that the AI doesn’t hold a candle to human opponents. They are completely single-minded, they’ll step right into planted detpacks or run at you without a good close range weapon. Take advantage of the AI, after the landing, they’ll usually run directly towards the base in a large group – perfect for mortars and Machine Guns.
Keep your head on straight, and Swarm can be a fun little mode that tests your teamwork.
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