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Skill Ranking System

Laserforce has the most advanced skill ranking system. By becoming a member of Laserforce, you automatically enter the skill ranking system. Every time you play a mission, your file is updated accordingly.

As your skills improve, more and more features are awarded to you. Below is a full explanation on the Laserforce Skill Ranking System.


RANKING  
LEVEL AVERAGE SCORE
1. Recruit Less than 1500 points or played less than 3 games
2. Gunner 1501 - 3000 points or played less than 6 games
3. Trooper 3001 points - 4500 points
4. Captain 4501 points - 6000 points
5. Starlord 6001 points - 7500 points
6. Lasermaster Over 7500 points
Level 1 - Recruit  
Shot Power 9
Hit Points 9
Downtime 6.5 seconds
Reset After 5.0 seconds
Special Ability Rapid Fire
Level 2 - Gunner  
Shot Power 9
Hit Points 9
Downtime 6.8 seconds
Reset After 4.6 seconds
Special Ability Invulnerability
Level 3 - Trooper  
Shot Power 9
Hit Points 4
Downtime 7.1 seconds
Reset After 4.2 seconds
Special Ability Payback
Level 4 - Captain  
Shot Power 5
Hit Points 1
Downtime 7.4 seconds
Reset After 3.8 seconds
Special Ability Missile
Level 5 - Starlord  
Shot Power 4
Hit Points 1
Downtime 7.7 seconds
Reset After 3.4 seconds
Special Ability Reset
Level 6 - Lasermaster  
Shot Power 3
Hit Points 1
Downtime 8.0 seconds
Reset After 3.0 seconds
Special Ability Nuke

To find out more information on special abilities, just click on the one you would like to know more about. If you would like further information on the Laserforce Skill Ranking System, just send us an e-mail.


Rapid Fire

Rapid Fire occurs by zapping other opponents a number of times in a row without another player zapping you.

  • First Rapid Fire - 2 consecutive zappings
  • Second Rapid Fire - 3 consecutive zappings
  • Third & subsequent Rapid Fire - 4 consecutive zappings

When Rapid Fire is activated, players are notified by a message through their battle suit speakers. In Rapid Fire mode, the shot speed is increased to four shots per second. This facility can be used in bursts or in continuous fire, just like a machine gun! When a player is hit, he/she loses Rapid Fire facility.


Invulnerability

Players become invulnerable by hitting a number of players in a row. First Invulnerability - 5 consecutive zappings then increments by + 2 zappings up to 15 zappings for the sixth and subsequent activation. A message through the battle suit's speakers lets you know when the battle suit is invulnerable. You are invulnerable for 109 seconds. Other players can still score points by zapping you, but you will not be deactivated. (The invulnerable player will hear the shots "bouncing off his shield").


Payback

This ability enables a down player to bring himself up straight away, simply by holding his trigger in for two seconds. It consumes five Special Points the first time it is used, then ten Special Points, fifteen Special Points and twenty Special Points for the forth and subsequent uses.


Missile

Successful use of a Missile earns a player 500 points (+ 100 points per skill level difference), 2 Special Points and counts as two downs towards Rapid Fire and Invulnerability. Missiles cannot be used against Level 3 and below. If a player missiles a team-mate, he/she will lose 500 points! A Missile is activated by holding a lock on the opponent for about one second, and firing the phaser. The lock-on tone for a Missile consists of three long beeps and the player fires when he/she hears the third beep. Note that the player being targeted will hear a warning tone, and can actually break the Missile lock. A Missile consumes five Special Points.


Reset

To activate a reset, the player must hold his/her trigger in for two seconds. By activating a Reset, a player can zap someone he/she has just zapped, without having to reset on another player. It consumes five Special Points the first time, rising to ten Special Points for the sixth and subsequent times.


Nuke

A level 6 player activates a Nuke by holding in his/her trigger for two seconds. This immediately consumes twenty Special Points and initiates a Nuke sequence. If the player is zapped during this sequence the Nuke will fail. A nuke will put down all other level 6 players in the game.