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Alpha Protocol Skills Database: Search Results
RANK 1: Pistol Proficiency (Basic)

Accuracy: +2
Stability: +2

This level of Pistol Proficiency provides bonuses to Accuracy and Stability.


RANK 2: Improved Pistol Critical Hit (Basic)

Time to Aim Critical Hits: 2.5 seconds
Maximum Critical Hit Range: 15 meters

The pistol can be carefully aimed at a target to score a Critical Hit - a shot that causes additional damage. A Critical Hit is readied by holding the reticule over an enemy while at relatively close range. A set of crosshairs will appear in your reticule to indicate your aim is being focused on the target. Once the crosshairs have closed completely, firing will result in a Critical Hit.

Moving your aim off your target, reloading, moving, or taking any action that lowers your weapon will spoil your aim.


RANK 3: Chain Shot (Basic)

Number of Shots: 2
Duration: 8 seconds
Cooldown: 60 seconds

Activating Chain Shot slows time down to a crawl. In this frozen movement, you may aim and fire using the appropriate buttons - all other controls are temporarily restricted. Shots fired during this standstill aren't immediately fired but put into a queue. When all available shots have been queued up (or when the duration expires) time returns to its normal flow and all queued shots are fired in rapid succession. This ability can only be used when the pistol is equipped.


RANK 4: Armed and Dangerous (Pistol)

The Armed and Dangerous ability allows Mike to carry twice his normal allotment of pistol ammunition into the field.


RANK 5: Improved Pistol Critical Hit (Advanced)

Time to Aim Critical Hits: 2.5 seconds
Maximum Critical Hit Range: 20 meters

At this level of competence, you may line up a critical hit while hiding in cover.

The pistol can be carefully aimed at a target to score a Critical Hit - a shot that causes additional damage. A Critical Hit is readied by holding the reticule over an enemy while at relatively close range. A set of crosshairs will appear in your reticule to indicate your aim is being focused on the target. Once the crosshairs have closed completely, firing will result in a Critical Hit.

Moving your aim off your target, reloading, moving, or taking any action that lowers your weapon will spoil your aim.


RANK 6: Pistol Proficiency (Trained)

Damage: +3

This level of Pistol Proficiency provides a bonus to Damage.


RANK 7: Chain Shot (Advanced)

Number of Shots: 3
Duration: 12 seconds
Cooldown: 45 seconds

Activating Chain Shot slows time down to a crawl. In this frozen movement, you may aim and fire using the appropriate buttons - all other controls are temporarily restricted. Shots fired during this standstill aren't immediately fired but put into a queue. When all available shots have been queued up (or when the duration expires) time returns to its normal flow and all queued shots are fired in rapid succession. This ability can only be used when the pistol is equipped.


RANK 8: Rapid Reload (Pistol)

With the Rapid Reload ability, Mike can swap out pistol clips (whether to switch ammo types or reload more of the same) in an instant.


RANK 9: Pistol Proficiency (Advanced)

Accuracy: +4 (Total)
Stability: +4 (Total)

This level of Pistol Proficiency provides bonuses to Accuracy and Stability.


RANK 10: Chain Shot (Expert)

Number of Shots: 5
Duration: 15 seconds
Cooldown: 45 seconds

Activating Chain Shot slows time down to a crawl. In this frozen movement, you may aim and fire using the appropriate buttons - all other controls are temporarily restricted. Shots fired during this standstill aren't immediately fired but put into a queue. When all available shots have been queued up (or when the duration expires) time returns to its normal flow and all queued shots are fired in rapid succession. This ability can only be used when the pistol is equipped.


RANK 11: Improved Pistol Critical Hit (Expert)

Time to Aim Critical Hits: 2 seconds
Maximum Critical Hit Range: 25 meters

The pistol can be carefully aimed at a target to score a Critical Hit - a shot that causes additional damage. A Critical Hit is readied by holding the reticule over an enemy while at relatively close range. A set of crosshairs will appear in your reticule to indicate your aim is being focused on the target. Once the crosshairs have closed completely, firing will result in a Critical Hit.

Moving your aim off your target, reloading, moving, or taking any action that lowers your weapon will spoil your aim.


RANK 12: Pistol Proficiency (Expert)

Accuracy: +6 (Total)
Stability: +6 (Total)

This level of Pistol Proficiency provides bonuses to Accuracy and Stability.


RANK 13: Improved Pistol Critical Hit (Master)

Time to Aim Critical Hits: 1.5 seconds
Maximum Critical Hit Range: 40 meters

The pistol can be carefully aimed at a target to score a Critical Hit - a shot that causes additional damage. A Critical Hit is readied by holding the reticule over an enemy while at relatively close range. A set of crosshairs will appear in your reticule to indicate your aim is being focused on the target. Once the crosshairs have closed completely, firing will result in a Critical Hit.

Moving your aim off your target, reloading, moving, or taking any action that lowers your weapon will spoil your aim.


RANK 14: Pistol Proficiency (Master)

Damage: +6 (Total)

This level of Pistol Proficiency provides a bonus to Damage.


RANK 15: Chain Shot (Master)

Number of Shots: 6
Duration: 30 seconds
Cooldown: 45 seconds

Activating Chain Shot slows time down to a crawl. In this frozen movement, you may aim and fire using the appropriate buttons - all other controls are temporarily restricted. Shots fired during this standstill aren't immediately fired but put into a queue. When all available shots have been queued up (or when the duration expires) time returns to its normal flow and all queued shots are fired in rapid succession. This ability can only be used when the pistol is equipped.