Weapons: Difference between revisions
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{| | {| | ||
| colspan="2" | '''Brenodi | |- valign="top" | ||
| width="300px" | [[Image:BE_PISTOL2_1.png|thumb|left|Brenodi Empire High Caliber Pistol]] || | |||
{| | |||
| colspan="2" | '''Brenodi Heavy Pistol (Pistol 2)''' | |||
|- | |- | ||
| colspan="2" | | | colspan="2" | Heavy version of the standard issue Brenodi pistol. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 60 (Minimum 25) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 7 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 21 for Grenadier/14 for Rifleman | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || Medium | ||
|- | |- | ||
|Rate Of Fire: || 0. | |Rate Of Fire: || 0.2 | ||
|- | |- | ||
|Falloff/Base: || 1000 | |Falloff/Base: || 1000 | ||
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|Melee/cycle: || 50/.5 | |Melee/cycle: || 50/.5 | ||
|- | |- | ||
| Class || [[Grenadier]], [[Rifleman]] | |||
| Class || | |} | ||
|} | |} | ||
{| | {| | ||
| colspan="2" | '''Brenodi Automatic Pistol (Pistol 3)''' | |||
| colspan="2" | '''Brenodi | |||
|- | |- | ||
| colspan="2" | | | colspan="2" | The Brenodi Machine pistol offers short range superiority with a large clip and high rate of fire | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 22 (Minimum 10) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 18 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 36 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || Low | ||
|- | |- | ||
|Rate Of Fire: || 0. | |Rate Of Fire: || 0.075 | ||
|- | |- | ||
|Falloff/Base: || 1000 | |Falloff/Base: || 1000 | ||
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|Melee/cycle: || 50/.5 | |Melee/cycle: || 50/.5 | ||
|- | |- | ||
| Class || [[Grenadier]], [[Rifleman]] | |||
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | |||
|} | |} | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
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{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="300px" | [[Image:BE_SMG1_2.png|thumb|left|Brenodi Empire | | width="300px" | [[Image:BE_SMG1_2.png|thumb|left|Brenodi Empire Ranged SMG]] || | ||
{| | {| | ||
| colspan="2" | '''Brenodi Empire SMG 1''' | | colspan="2" | '''Brenodi Empire SMG 1''' | ||
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{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="300px" | [[Image:BE_SMG2_2.png|thumb|left|Brenodi Empire | | width="300px" | [[Image:BE_SMG2_2.png|thumb|left|Brenodi Empire Close Quarters SMG]] || | ||
{| | {| | ||
| colspan="2" | '''Brenodi Empire SMG 2''' | | colspan="2" | '''Brenodi Empire SMG 2''' | ||
|- | |- | ||
| colspan="2" | | | colspan="2" | Close Quarters SMG with great firerate. | ||
|- | |- | ||
| width="100px" |Damage: || 35 (Minimum 15) | | width="100px" |Damage: || 35 (Minimum 15) | ||
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{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="300px" | [[Image:NF_SMG1_2.png|thumb|left|Northern Faction | | width="300px" | [[Image:NF_SMG1_2.png|thumb|left|Northern Faction Ranged SMG]] || | ||
{| | {| | ||
| colspan="2" | '''Northern Faction SMG 1''' | | colspan="2" | '''Northern Faction SMG 1''' | ||
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{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="300px" | [[Image:NF_SMG2_2.png|thumb|left|Northern Faction | | width="300px" | [[Image:NF_SMG2_2.png|thumb|left|Northern Faction Close Quarters SMG]] || | ||
{| | {| | ||
| colspan="2" | '''Northern Faction SMG 2''' | | colspan="2" | '''Northern Faction SMG 2''' | ||
|- | |- | ||
| colspan="2" | | | colspan="2" | Close Quarters SMG with great firerate. | ||
|- | |- | ||
| width="100px" |Damage: || 35 (Minimum 15) | | width="100px" |Damage: || 35 (Minimum 15) | ||
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| Class || [[Engineer]] | | Class || [[Engineer]] | ||
|} | |} | ||
|} | |||
== '''Weapon table''' == | |||
=== '''Updated 2021/08/02''' === | |||
{| class="wikitable sortable" | |||
! Weapon!! Damage !! Bullets !! CycleTime !! FalloffStart !! FalloffEnd !! MinimalDamage !! clip_size | |||
{{InfWeap Table | weapon=imp_hmg | damage=19 | bullets=1 | cycletime=0.08 | falloffstart=0 | falloffend=10000 | minimaldamage=9 | clip_size=125}} | |||
{{InfWeap Table | weapon=imp_machinepistol | damage=17 | bullets=1 | cycletime=0.4 | falloffstart=0 | falloffend=8000 | minimaldamage=8 | clip_size=15}} | |||
{{InfWeap Table | weapon=imp_pistol1 | damage=19 | bullets=1 | cycletime=0.15 | falloffstart=0 | falloffend=10000 | minimaldamage=9 | clip_size=12}} | |||
{{InfWeap Table | weapon=imp_pistol2 | damage=37 | bullets=1 | cycletime=0.3 | falloffstart=0 | falloffend=10000 | minimaldamage=18 | clip_size=7}} | |||
{{InfWeap Table | weapon=imp_rifle1 | damage=25 | bullets=1 | cycletime=0.5 | falloffstart=0 | falloffend=10000 | minimaldamage=11 | clip_size=30}} | |||
{{InfWeap Table | weapon=imp_rifle2 | damage=24 | bullets=1 | cycletime=0.09 | falloffstart=0 | falloffend=10000 | minimaldamage=12 | clip_size=40}} | |||
{{InfWeap Table | weapon=imp_rifle3 | damage=60 | bullets=1 | cycletime=1.275 | falloffstart=0 | falloffend=10000 | minimaldamage=40 | clip_size=5}} | |||
{{InfWeap Table | weapon=imp_shotgun | damage=15 | bullets=10 | cycletime=0.9 | falloffstart=0 | falloffend=5000 | minimaldamage=9 | clip_size=6}} | |||
{{InfWeap Table | weapon=imp_smg1 | damage=18 | bullets=1 | cycletime=0.09 | falloffstart=0 | falloffend=10000 | minimaldamage=8 | clip_size=30}} | |||
{{InfWeap Table | weapon=imp_smg2 | damage=19 | bullets=1 | cycletime=0.075 | falloffstart=0 | falloffend=10000 | minimaldamage=9 | clip_size=35}} | |||
{{InfWeap Table | weapon=nf_50cal | damage=40 | bullets=1 | cycletime=0.25 | falloffstart=0 | falloffend=10000 | minimaldamage=20 | clip_size=10}} | |||
{{InfWeap Table | weapon=nf_hmg | damage=19 | bullets=1 | cycletime=0.08 | falloffstart=0 | falloffend=10000 | minimaldamage=9 | clip_size=125}} | |||
{{InfWeap Table | weapon=nf_pistol | damage=19 | bullets=1 | cycletime=0.15 | falloffstart=0 | falloffend=10000 | minimaldamage=9 | clip_size=12}} | |||
{{InfWeap Table | weapon=nf_rifle | damage=26 | bullets=1 | cycletime=0.090 | falloffstart=0 | falloffend=10000 | minimaldamage=13 | clip_size=30}} | |||
{{InfWeap Table | weapon=nf_scout_rifle | damage=60 | bullets=1 | cycletime=1.275 | falloffstart=0 | falloffend=10000 | minimaldamage=40 | clip_size=5}} | |||
{{InfWeap Table | weapon=nf_shotgun | damage=15 | bullets=10 | cycletime=0.9 | falloffstart=0 | falloffend=10000 | minimaldamage=9 | clip_size=6}} | |||
{{InfWeap Table | weapon=nf_shot_pistol | damage=20 | bullets=8 | cycletime=0.6 | falloffstart=0 | falloffend=10000 | minimaldamage=6 | clip_size=2}} | |||
{{InfWeap Table | weapon=nf_smg1 | damage=18 | bullets=1 | cycletime=0.09 | falloffstart=0 | falloffend=10000 | minimaldamage=8 | clip_size=30}} | |||
{{InfWeap Table | weapon=nf_smg2 | damage=19 | bullets=1 | cycletime=0.075 | falloffstart=0 | falloffend=10000 | minimaldamage=9 | clip_size=35}} | |||
{{InfWeap Table | weapon=nf_smg3 | damage=27 | bullets=1 | cycletime=0.12 | falloffstart=0 | falloffend=10000 | minimaldamage=13 | clip_size=20}} | |||
|} | |} | ||
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*You can prime grenades. Sticky and sticky stun grenades have a fuse of 6s, seismic grenades of 5s, explosive and concussion nades of 4s (Smoke Grenades 0.5s). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds (beside smoke grenades). You cannot blow yourself up when priming a grenade | *You can prime grenades. Sticky and sticky stun grenades have a fuse of 6s, seismic grenades of 5s, explosive and concussion nades of 4s (Smoke Grenades 0.5s). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds (beside smoke grenades). You cannot blow yourself up when priming a grenade | ||
*It is best not to let your engineer tool reach 0 charge when utilizing it. Doing so will take double the time to finish your task as the tool needs to reboot to once again reach 1 charge. Always remember to stop using the tool once it reaches 1 charge and let it recharge. | |||
[[Category:Gameplay|Weapons]] [[Category:Weapons|Weapons]] | [[Category:Gameplay|Weapons]] [[Category:Weapons|Weapons]] |
Latest revision as of 19:24, 2 August 2021
Home > Weapons
This page lists infantry weapons. For lists of vehicle weapons, check the Vehicle Weapon Appendix.
Weapons Appendix
Pistols
Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.
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Brenodi Automatic Pistol (Pistol 3) | |
The Brenodi Machine pistol offers short range superiority with a large clip and high rate of fire | |
Damage: | 22 (Minimum 10) |
Clip Size: | 18 |
Ammo Limit: | 36 |
Accuracy: | Low |
Rate Of Fire: | 0.075 |
Falloff/Base: | 1000 |
Melee/cycle: | 50/.5 |
Class | Engineer, Scout, Grenadier, Rifleman |
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Submachine Guns
Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a high Rate of Fire, but a low damage potential.
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Rifles
Rifles are (semi-)automatic weapons that are designed for all-range combat. They have a high rate of fire and a high damage potential. The standard and heavy rifles are equipped with ironsights which reduce spread by 25%, while the scout rifles are equipped with scopes imparting near perfect accuracy when used.
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Heavy Machine Guns
Heavy Machine Guns contain large ammo clips and can lay down hundreds of round per minute. As such, they are best used to suppress enemy movement and advances.
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Heavy Weapons
Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grenades that can damage vehicles.
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Equipment
Equipment are all hand-held objects that may prove useful to the playing class. They range from binoculars to anti-personnel/anti-tank mines.
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Weapon table
Updated 2021/08/02
Weapon | Damage | Bullets | CycleTime | FalloffStart | FalloffEnd | MinimalDamage | clip_size |
---|---|---|---|---|---|---|---|
imp_hmg | 19 | 1 | 0.08 | 0 | 10000 | 9 | 125 |
imp_machinepistol | 17 | 1 | 0.4 | 0 | 8000 | 8 | 15 |
imp_pistol1 | 19 | 1 | 0.15 | 0 | 10000 | 9 | 12 |
imp_pistol2 | 37 | 1 | 0.3 | 0 | 10000 | 18 | 7 |
imp_rifle1 | 25 | 1 | 0.5 | 0 | 10000 | 11 | 30 |
imp_rifle2 | 24 | 1 | 0.09 | 0 | 10000 | 12 | 40 |
imp_rifle3 | 60 | 1 | 1.275 | 0 | 10000 | 40 | 5 |
imp_shotgun | 15 | 10 | 0.9 | 0 | 5000 | 9 | 6 |
imp_smg1 | 18 | 1 | 0.09 | 0 | 10000 | 8 | 30 |
imp_smg2 | 19 | 1 | 0.075 | 0 | 10000 | 9 | 35 |
nf_50cal | 40 | 1 | 0.25 | 0 | 10000 | 20 | 10 |
nf_hmg | 19 | 1 | 0.08 | 0 | 10000 | 9 | 125 |
nf_pistol | 19 | 1 | 0.15 | 0 | 10000 | 9 | 12 |
nf_rifle | 26 | 1 | 0.090 | 0 | 10000 | 13 | 30 |
nf_scout_rifle | 60 | 1 | 1.275 | 0 | 10000 | 40 | 5 |
nf_shotgun | 15 | 10 | 0.9 | 0 | 10000 | 9 | 6 |
nf_shot_pistol | 20 | 8 | 0.6 | 0 | 10000 | 6 | 2 |
nf_smg1 | 18 | 1 | 0.09 | 0 | 10000 | 8 | 30 |
nf_smg2 | 19 | 1 | 0.075 | 0 | 10000 | 9 | 35 |
nf_smg3 | 27 | 1 | 0.12 | 0 | 10000 | 13 | 20 |
Tips
- Various skills can modify these default values. For example, the general "Ammo Increase" skill will double the ammo carrying capacity of all weapons and grenades, and the Rifleman's class specific skill "Damage Increase" will increase damage dealt by your pistols and rifles by 10%.
- You can prime grenades. Sticky and sticky stun grenades have a fuse of 6s, seismic grenades of 5s, explosive and concussion nades of 4s (Smoke Grenades 0.5s). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds (beside smoke grenades). You cannot blow yourself up when priming a grenade
- It is best not to let your engineer tool reach 0 charge when utilizing it. Doing so will take double the time to finish your task as the tool needs to reboot to once again reach 1 charge. Always remember to stop using the tool once it reaches 1 charge and let it recharge.