Weapons of the Northern Faction: Difference between revisions
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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 Images shown here may have been replaced by improved versions.}} | {{Note|As of 1.08, most weapons have seen balance changes and new visuals. Images shown here may or may not have been replaced by improved versions.}} | ||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 | ||
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| Class || | | 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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| colspan="2" | '''Northern Faction .50cal Rifle''' | | colspan="2" | '''Northern Faction .50cal Rifle''' | ||
|- | |- | ||
| colspan="2" | Very heavy rifle with a small clip and | | colspan="2" | Very heavy semi-automatic rifle with a small clip and ironsights for long-range combat. | ||
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| width="100px" | Damage || 60 | | width="100px" | Damage || 60 | ||
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== '''Machine Guns''' == | |||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="450px" | [[Image: | | 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" | ''' | | colspan="2" | '''Heavy Machine Gun''' | ||
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| colspan="2" | | | colspan="2" | Equipped with a very large clip, this machine gun is ideal for suppressive fire. | ||
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| width="100px" | Damage || | | width="100px" | Damage || 25 | ||
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| Clip Size || | | Clip Size || 200 | ||
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| Carry Limit || | | Carry Limit || 400 Bullets | ||
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| Accuracy || | | Accuracy || Poor | ||
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| Rate Of Fire || | | Rate Of Fire || 920 Bullets Per Minute | ||
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| Class || [[ | | Class || [[Rifleman]] | ||
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== '''Ranged Rifles''' == | |||
== ''' | |||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="450px" | [[Image: | | 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" | ''' | | colspan="2" | '''Northern Faction Scout Rifle''' | ||
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| colspan="2" | | | colspan="2" | Ranged rifle equipped with a good zoom but a small clip. | ||
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| width="100px" | Damage || | | width="100px" | Damage || 110 | ||
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| Clip Size || | | Clip Size || 15 | ||
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| Carry Limit || | | Carry Limit || 60 Bullets | ||
|- | |- | ||
| Accuracy || | | Accuracy || Excellent | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || Bullets Per Minute | ||
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| Class || [[ | | Class || [[Scout]] | ||
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== '''Anti-tank Weapons''' == | |||
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== '''Explosives''' == | |||
== ''' | |||
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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" | '''Concussion Grenade''' | | colspan="2" | '''Concussion Grenade''' | ||
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| Class || [[Engineer]] | | Class || [[Engineer]] | ||
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| colspan="2" | '''Smoke Grenade''' | |||
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| colspan="2" | Effective for assaults or temporary visual cover. | |||
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| width="100px" | Carry Limit || 5 Grenades | |||
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| Class || [[Scout]] | |||
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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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|- valign="top" | |||
| width="450px" |[[Image:NF_BINOC.jpg|thumb|left|Northern Faction Binoculars]] || | |||
{| | |||
| colspan="2" | '''Binoculars''' | |||
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| colspan="2" | Used to observe enemy activity and call in strikes. | |||
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| width="100px" | Class || [[Scout]] | |||
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Revision as of 21:31, 21 June 2007
Home > Weapons of the Northern Faction
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Northern Faction 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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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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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.
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Machine Guns
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Ranged Rifles
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Anti-tank Weapons
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Explosives
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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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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