All the descriptions you’ve been missing; all in one place!
Intro
Finding it annoying that this information is not readily available while in the customisation screen, so I decided to post a guide instead of just writing it down for myself.
Triple question marks (???) indicate information that I haven’t unlocked yet, single question marks (?) indicate things I just haven’t figured out yet.
v0.3
Operators
+--------+--------+-------+----------+ | | Health | Armor | Mobility | +--------+--------+-------+----------+ | Orlan | 1 | 3 | 2 | +--------+--------+-------+----------+ | Probe | 2 | 1 | 3 | +--------+--------+-------+----------+ | Leeway | 1 | 2 | 2 | +--------+--------+-------+----------+ | Fort | 3 | 3 | 1 | +--------+--------+-------+----------+ | Doc | 2 | 1 | 3 | +--------+--------+-------+----------+ | Spike | 2 | 1 | 3 | +--------+--------+-------+----------+
Gear
Ammo Capacity: 3/3
Fire Control: manual (launcher must be deployed first)
Launches a ranged projectile that causes a brief stun.
HE Grenade
Ammo Capacity: 3/3
Fire Control: manual (launcher must be deployed first)
Launches a ranged projectile with a small explosive.
HIVE
Ammo Capacity: 25
Fire Control: lock-on required (can be fired with weapon still in hands)
Launches five seeking missiles at a time, requires clearance above the operator’s head (launches upward initially before munition’s booster fires and takes over). You know when it can fire because it automatically deploys itself when you have a lock.
Space Sparrow
Ammo Capacity: 3/3
Fire Control: manual (launcher must be deployed first)
??? Launches a ranged projectile that?
Probe
Ammo Capacity: 1/2 (these seem to regenerate slowly)
Fire Control: manual (launcher must be deployed first)
? Launches a ranged projectile and attaches to surfaces, with a red ‘ T ‘ and wifi looking symbol.. appears to give you radar lock on enemies?
Motion Sensor
Ammo Capacity: 1/1
Fire Control: manual (launcher must be deployed first)
Launches a ranged projectile that attaches to surfaces and shows motions by changing it’s HUD icon colour. It starts out blue, and changes to red if motion is detected. You can infer that this is an enemy if you don’t also see a friendly hud icon.
Snapshot Sensor
Ammo Capacity: 1/1
Fire Control: manual (launcher must be deployed first)
? Launches a ranged projectile that scans for enemies within a large radius.
ADS (Automated Defence System)
Ammo Capacity: 1/1
Fire Control: manual (launcher must be deployed first)
Launches a ranged projectile that attaches a turret to surfaces which can shoot down incoming enemy grenades.
Smoke Launcher
Ammo Capacity: 3/3
Fire Control: manual (launcher must be deployed first)
Launches 3 ranged projectiles in a horizontal spread that create smoke clouds.
EMP Mine
Ammo Capacity: 1/1
Fire Control: manual (launcher must be deployed first)
Launches an EMP mine that attaches to surfaces.
40mm Canon
Ammo Capacity: 15/30
Fire Control: manual (canon must be deployed first)
Fires explosive rounds in bursts of 5
Impulse Grenade
Ammo Capacity: 1/1
Fire Control: manual (launcher must be deployed first)
??? Launches a ranged-projectile that causes a physical push effect without causing damage? Can be used for “rocket jump” or “boop” style manoeuvres?
MED
Ammo Capacity: 1/1
Fire Control: manual (launcher must be deployed first)
Launches a ranged projectile that attaches to surfaces and provides continuous healing in a small radius over a few moments. Can revive downed team mates in Purge mode.
SQUID
Ammo Capacity: 1/2
Fire Control: manual (can be fired with weapon still in hands)
Drops a cloud which obscures visuals around you for a few seconds. Unclear if this breaks radar contact.
Tips and Tricks
This is originally from the discussions, posted by @Lilium Atratum. Very useful for the gear that requires a lock-on.
Option to rebind the ping function [Z]…there is a config file…
AppData\Local\ProjectBoundary\Saved\Config\WindowsClient\Input.ini
you want to edit the line:
ActionMappings=(ActionName=”Mark”,bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=<YOURKEYHERE>)
And additionally from @11.11.11
Rebound to middle mouse click. The specific entry for that is:
ActionMappings=(ActionName=”Mark”,bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MiddleMouseButton)