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'''Weapons Appendix'''
'''Northern Faction Weapons Appendix'''


{{Note|As of 1.08, most weapons have seen balance changes and new visuals. Images shown here may have been replaced by improved versions.}}
{{Note|As of 1.08, most weapons have seen balance changes and new visuals. Images shown here may or may not have been replaced by improved versions.}}


== '''Pistols''' ==
== '''Pistols''' ==
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| Rate Of Fire || 120 Shells Per Minute
| Rate Of Fire || 120 Shells Per Minute
|-
|-
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]
| Class || [[Grenadier]], [[Rifleman]]
|}
|}
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== '''Rifles''' ==
== '''Assault 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.'''
'''Rifles are (semi-)automatic weapons that are designed for all-range combat. They have a high rate of fire and a high damage potential.'''


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{|
{|
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| colspan="2" | '''Northern Faction .50cal Rifle'''
| colspan="2" | '''Northern Faction .50cal Rifle'''
|-
|-
| colspan="2" | Very heavy rifle with a small clip and no zoom.
| colspan="2" | Very heavy semi-automatic rifle with a small clip and ironsights for long-range combat.
|-
|-
| width="100px" | Damage || 60
| width="100px" | Damage || 60
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== '''Machine Guns''' ==


{|
{|
|- valign="top"
|- valign="top"
| width="450px" | [[Image:NF_RR_1.jpg|thumb|left|Northern Faction Ranged Rifle]][[Image:NF_RR_2.jpg|thumb|left|Northern Faction Ranged Rifle]] ||
| width="450px" | [[Image:NF_HMG_1.jpg|thumb|left|Northern Faction Heavy Machine Gun]][[Image:NF_HMG_2.jpg|thumb|left|Northern Faction Heavy Machine Gun]] ||
{|
{|
| colspan="2" | '''Northern Faction Scout Rifle'''
| colspan="2" | '''Heavy Machine Gun'''
|-
|-
| colspan="2" | Ranged rifle equipped with a good zoom but a small clip.
| colspan="2" | Equipped with a very large clip, this machine gun is ideal for suppressive fire.
|-
|-
| width="100px" | Damage || 150
| width="100px" | Damage || 25
|-
|-
| Clip Size || 6
| Clip Size || 200
|-
|-
| Carry Limit || 60 Bullets
| Carry Limit || 400 Bullets
|-
|-
| Accuracy || Excellent
| Accuracy || Poor
|-
|-
| Rate Of Fire || 72 Bullets Per Minute
| Rate Of Fire || 920 Bullets Per Minute
|-
|-
| Class || [[Scout]]
| Class || [[Rifleman]]
|}
|}
|}
|}


 
== '''Ranged Rifles''' ==
== '''Heavy Weapons''' ==
 


{|
{|
|- valign="top"
|- valign="top"
| width="450px" | [[Image:NF_HMG_1.jpg|thumb|left|Northern Faction Heavy Machine Gun]][[Image:NF_HMG_2.jpg|thumb|left|Northern Faction Heavy Machine Gun]] ||
| width="450px" | [[Image:NF_RR_1.jpg|thumb|left|Northern Faction Scout Rifle]][[Image:NF_RR_2.jpg|thumb|left|Northern Faction Scout Rifle]] ||
{|
{|
| colspan="2" | '''Heavy Machine Gun'''
| colspan="2" | '''Northern Faction Scout Rifle'''
|-
|-
| colspan="2" | Equipped with a very large clip, this machine gun is ideal for suppressive fire.
| colspan="2" | Ranged rifle equipped with a good zoom but a small clip.
|-
|-
| width="100px" | Damage || 25
| width="100px" | Damage || 110
|-
|-
| Clip Size || 200
| Clip Size || 15
|-
|-
| Carry Limit || 400 Bullets
| Carry Limit || 60 Bullets
|-
|-
| Accuracy || Poor
| Accuracy || Excellent
|-
|-
| Rate Of Fire || 920 Bullets Per Minute
| Rate Of Fire || Bullets Per Minute
|-
|-
| Class || [[Rifleman]]
| Class || [[Scout]]
|}
|}
|}
|}
== '''Anti-tank Weapons''' ==


{|
{|
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== '''Explosives''' ==
 
== '''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.'''
 
{|
|- valign="top"
| width="450px" |[[Image:NF_BINOC.jpg|thumb|left|Northern Faction Binoculars]] ||
{|
| colspan="2" | '''Binoculars'''
|-
| colspan="2" | Used to observe enemy activity and call in strikes.
|-
| width="100px" | Class || [[Scout]]
|}
|}
 


{|
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{|
{|
|- valign="top"
|- valign="top"
| width="450px" | ||
| width="450px" | [[Image:Nf grenade.PNG|thumb|left|Northern Faction Grenade]][[Image:Nf grenade 2.PNG|thumb|left|Northern Faction Grenade]] ||
{|
{|
| colspan="2" | '''Smoke Grenade'''
|-
| colspan="2" | Effective for assaults or temporary visual cover.
|-
| width="100px" | Carry Limit || 5 Grenades
|-
| Class || [[Scout]]
|-
| colspan="2" | '''Concussion Grenade'''
| colspan="2" | '''Concussion Grenade'''
|-
|-
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|-
|-
| Class || [[Engineer]]
| Class || [[Engineer]]
|-
| colspan="2" | '''Smoke Grenade'''
|-
| colspan="2" | Effective for assaults or temporary visual cover.
|-
| width="100px" | Carry Limit || 5 Grenades
|-
| Class || [[Scout]]
|-
|}
|}
== '''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.'''
{|
|- valign="top"
| width="450px" |[[Image:NF_BINOC.jpg|thumb|left|Northern Faction Binoculars]] ||
{|
| colspan="2" | '''Binoculars'''
|-
| colspan="2" | Used to observe enemy activity and call in strikes.
|-
| width="100px" | Class || [[Scout]]
|}
|}
|}
|}


{|
{|

Revision as of 21:31, 21 June 2007

Home > Weapons of the Northern Faction


Northern Faction Weapons Appendix


Note
As of 1.08, most weapons have seen balance changes and new visuals. Images shown here may or may not have been replaced by improved versions.

Pistols

Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.

Raven Arms 9mm Pistol
Raven Arms 9mm Pistol
Standard sidearm for the Northern Faction.
Damage 30
Clip Size 14
Carry Limit 24 Bullets
Accuracy Fair
Rate Of Fire 300 Bullets Per Minute
Class Engineer, Scout, Grenadier, Rifleman
Northern Faction Buckshot Pistol
Northern Faction Shot Pistol
Northern Faction Buckshot Pistol
Armed with dual shotgun shells for close range action.
Damage (shot of 9 pellets, per pellet) 12
Clip Size 2
Carry Limit 16 Shells
Accuracy Poor
Rate Of Fire 120 Shells Per Minute
Class Grenadier, Rifleman


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.

Northern Faction Standard Issue SMG
Northern Faction Standard Issue SMG
Northern Faction SMG 1
Standard issue SMG. Accurate but weak.
Damage 10
Clip Size 35
Carry Limit 120 Bullets
Accuracy Good
Rate Of Fire 700 Bullets Per Minute
Class Engineer
Northern Faction Balanced SMG
Northern Faction Balanced SMG
Northern Faction SMG 2
An average SMG with a good balance of firepower and accuracy.
Damage 20
Clip Size 40
Carry Limit 120 Bullets
Accuracy Fair
Rate Of Fire 660 Bullets Per Minute
Class Engineer
Northern Faction Powerful SMG
Northern Faction Powerful SMG
Northern Faction SMG 3
A more powerful SMG, although the accuracy suffers.
Damage 28
Clip Size 30
Carry Limit 120 Bullets
Accuracy Good
Rate Of Fire 600 Bullets Per Minute
Class Engineer, Scout
Note
This weapon is set to be removed in a future version.

Assault 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.

Northern Faction Standard Issue Assault Rifle
Northern Faction Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Damage 42
Clip Size 30
Carry Limit 150 Bullets
Accuracy Good
Rate Of Fire 1080 Bullets Per Minute
Class Rifleman
Northern Faction .50cal Rifle
Very heavy semi-automatic rifle with a small clip and ironsights for long-range combat.
Damage 60
Clip Size 10
Carry Limit 60 Bullets
Accuracy Fair
Rate Of Fire 400 Bullets Per Minute
Class Rifleman

Machine Guns

Northern Faction Heavy Machine Gun
Northern Faction Heavy Machine Gun
Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage 25
Clip Size 200
Carry Limit 400 Bullets
Accuracy Poor
Rate Of Fire 920 Bullets Per Minute
Class Rifleman

Ranged Rifles

Northern Faction Scout Rifle
Northern Faction Scout Rifle
Northern Faction Scout Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage 110
Clip Size 15
Carry Limit 60 Bullets
Accuracy Excellent
Rate Of Fire Bullets Per Minute
Class Scout

Anti-tank Weapons

Rocket Launcher
Guided missle launcher, well suited to the anti-armor role.
Damage 80
Clip Size 1
Carry Limit 5 Rockets
Accuracy Good
Rate Of Fire 20 Missiles Per Minute
Class Grenadier
Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures.
Damage 110
Clip Size 1
Carry Limit 10 Rounds
Accuracy Excellent
Rate Of Fire 15 Rounds Per Minute
Class Grenadier

Explosives

Northern Faction Mine
Northern Faction Mine
Defensive landmine that is effective for infantry and armor.
Damage 110
Carry Limit 5 Mines
Class Grenadier
Northern Faction Grenade
Northern Faction Grenade
Concussion Grenade
A blinding flash grenade that effects turrets and infantry.
Carry Limit 5 Grenades
Class Scout
Explosive Grenade
A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).
Carry Limit 5 Grenades
Class Rifleman
Seismic Grenade
Extremely effective at destroying buildings and defensive structures.
Carry Limit 5 Grenades
Class Engineer
Smoke Grenade
Effective for assaults or temporary visual cover.
Carry Limit 5 Grenades
Class Scout


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.

Northern Faction Binoculars
Binoculars
Used to observe enemy activity and call in strikes.
Class Scout


Northern Faction Engineer Tool
Northern Faction Engineer Tool
Engineer Tool
Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place turrets, walls, surveillance gear and ammo crates.
Damage 26
Class Engineer


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. All grenades have a fuse of 6 seconds (except the concussion grenade, it has a fuse of 4 seconds). 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. You cannot blow yourself up when priming a grenade