Boundary – Operator & Gear Descriptions

All the descriptions you’ve been missing; all in one place!

Intro

Please note: all credit goes to maru !

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.

Question marks (?) indicate things I just haven’t figured out yet.

Operators

Operator stats:

+--------+--------+-------+----------+
|        | 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

  • EMP Grenade
  • Ammo Capacity: 3/3
  • Fire Control: manual (launcher must be deployed first)
  • Description: Launches a ranged projectile that causes a brief stun.
  • HE Grenade
  • Ammo Capacity: 3/3
  • Fire Control: manual (launcher must be deployed first)
  • Description: 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)
  • Description: 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).
  • Tip: You know when it can fire because it automatically deploys itself when you have a lock (having it mounted on the right hand pod makes this more obvious, it is easier to see when it is deployed on this side).
  • Space Sparrow
  • Ammo Capacity: 3/3
  • Fire Control: manual (launcher must be deployed first)
  • Description: Launches a ranged projectile that will either seek onto a locked target or will follow your laser pointer (right click with Sparrow pod deployed).
  • Probe
  • Ammo Capacity: 1/2 (these seem to regenerate slowly)
  • Fire Control: manual (launcher must be deployed first)
  • Description: ? 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)
  • Description: Launches a ranged projectile that attaches to surfaces and shows motion by changing it’s HUD icon colour. It starts out blue, and changes to red if motion is detected.
  • Snapshot Sensor
  • Ammo Capacity: 1/1
  • Fire Control: manual (launcher must be deployed first)
  • Description: Launches a ranged projectile that scans for enemies within a large radius. Right-click to trigger scan before max range is reached.
  • ADS (Automated Defence System)
  • Ammo Capacity: 1/1
  • Fire Control: manual (launcher must be deployed first)
  • Description: 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)
  • Description: 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)
  • Description: Launches an EMP mine that attaches to surfaces.
  • 40mm Canon
  • Ammo Capacity: 15/30
  • Fire Control: manual (canon must be deployed first)
  • Description: Fires explosive rounds in bursts of 5
  • Impulse Grenade
  • Ammo Capacity: 1/1
  • Description: Fire Control: manual (launcher must be deployed first)
  • Launches a ranged-projectile that causes a physical push effect without causing damage. Right-click to detonate early, useful for hasty manoeuvres.
  • MED
  • Ammo Capacity: 1/1
  • Fire Control: manual (launcher must be deployed first)
  • Description: 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)
  • Description: Drops a cloud which obscures visuals around you for a few seconds. Unclear if this breaks radar contact.

Tips and Tricks

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)
Volodymyr Azimoff
About Volodymyr Azimoff 15052 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices.

10 Comments

    • Yeah, if you hit ‘ C ‘ you can see “Data Details” which tells you that compensators reduce horizontal recoil at the expense of increased vertical recoil. I think this is desirable because the vertical recoil is more predictable (it is the muzzle rise that you counter easily by aiming down as you shoot).

      • Oh damn I didn’t know they had the option to see descriptions now. Thank you for the detailed explanation and yes vertical recoil is definitely more manageable

        • Unfortunately it is not actual descriptions of what things do, but it is at least more info/stats to help build a picture of how things work.

          • A tip about the HIVE is if you want to know whether you can fire or not you can watch the bottom left of your screen and see if your pod has popped out or not. If it’s out it means fire away.

          • Having it on your right side instead of the left makes this even more obvious, it takes up more of your screen when deployed.

  1. Finally figured out what the ADS pod does. It’s a turret which can shoot down incoming enemy grenades.

  2. So it seems like the med pod gear is actually pretty useful. Using as a way to help you tank through a firefight in confined spaces where you know you’ll likely be taking damage, and can support some allies with the AoE at the same time seems to be the way to go. More useful for domination and invasion, me thinks, which also happen to be my fav modes. Also useful to note that the medic has an absolutely wild assortment in his arsenal, from the psr-c (sniper rifle carbine?) to the shotgun, and some crazy fast smgs in between.

  3. You can revive dead team mates in the Purge game mode.
    So far there’s no window of time you have to adhere to, and all you have to do is go to where they died and shoot them with med.

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