Weapons: Difference between revisions
No edit summary |
(update for 2.24. Accuracy will be updated once a system can be worked out.) |
||
Line 9: | Line 9: | ||
{{Note|As of 2.2 New weapons have been added, as well as damage fall off and minimal damage stats. The stated fall off in world units is the point at which the gun received an 85% reduction in damage. Minimal damage is the lowest damage can get for the weapon at long ranges. For reference, the BE barracks is aprx. 1000 world units long.}} | {{Note|As of 2.2 New weapons have been added, as well as damage fall off and minimal damage stats. The stated fall off in world units is the point at which the gun received an 85% reduction in damage. Minimal damage is the lowest damage can get for the weapon at long ranges. For reference, the BE barracks is aprx. 1000 world units long.}} | ||
{{ | {{Note|The ammo limit may not be accurate for 2.24.}} | ||
== '''Pistols''' == | == '''Pistols''' == | ||
Line 22: | Line 22: | ||
| colspan="2" | Standard issue Brenodi pistol. Weighted for more accuracy than the Northern Faction 9mm, but with more kick. | | colspan="2" | Standard issue Brenodi pistol. Weighted for more accuracy than the Northern Faction 9mm, but with more kick. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 17(Minimal 5) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 14 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 24 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate Of Fire: || | |Rate Of Fire: || 0.15 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 800 | ||
|- | |||
|Melee/cycle: || 50/.5 | |||
|- | |||
| colspan="2" |Notes: | |||
|- | |- | ||
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | | Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | ||
Line 44: | Line 48: | ||
| colspan="2" | '''Brenodi Machine Pistol''' | | colspan="2" | '''Brenodi Machine Pistol''' | ||
|- | |- | ||
| colspan="2" | An automatic pistol | | colspan="2" | An automatic pistol. | ||
|- | |||
| width="100px" |Damage: || 15(Minimum 5) | |||
|- | |- | ||
| | |Clip Size: || 25 | ||
|- | |- | ||
| | |Ammo Limit: || 125 for Grenadier/75 for Rifleman | ||
|- | |- | ||
| | |Accuracy: || | ||
|- | |- | ||
| | |Rate Of Fire: || 0.1 | ||
|- | |- | ||
| | |Falloff/Base: || 400 | ||
|- | |- | ||
| | |Melee/cycle: || 50/.5 | ||
|- | |||
| colspan="2" |Notes: Major downfall is the honorable accuracy after the first shot. | |||
|- | |- | ||
| Class || [[Grenadier]], [[Rifleman]] | | Class || [[Grenadier]], [[Rifleman]] | ||
Line 70: | Line 78: | ||
| colspan="2" | Standard sidearm for the Northern Faction. While it's not initially as accurate as the BE standard issue; compensating for recoil is easier with the 9mm. | | colspan="2" | Standard sidearm for the Northern Faction. While it's not initially as accurate as the BE standard issue; compensating for recoil is easier with the 9mm. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 17(Minimum 5) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 14 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 24 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || .15 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 800 | ||
|- | |||
|Melee/cycle: || 50/.5 | |||
|- | |||
| colspan="2" |Notes: | |||
|- | |- | ||
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | | Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | ||
Line 94: | Line 106: | ||
| colspan="2" | Armed with dual shotgun shells for close range action. | | colspan="2" | Armed with dual shotgun shells for close range action. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 14 pellets x 10 damage each(Minimum 3 damage each) | ||
|- | |||
|Clip Size: || 2 | |||
|- | |||
|Ammo Limit: || 16 | |||
|- | |- | ||
| | |Accuracy: || | ||
|- | |- | ||
| | |Rate of Fire: || .5 | ||
|- | |- | ||
| | |Falloff/Base: || 350 | ||
|- | |- | ||
| | |Melee/cycle: || 50/.5 | ||
|- | |- | ||
| | | colspan="2" |Notes: Very high burst damage is offset by a reather long reload time. | ||
|- | |- | ||
| Class || [[Grenadier]], [[Rifleman]] | | Class || [[Grenadier]], [[Rifleman]] | ||
Line 121: | Line 137: | ||
| colspan="2" | Standard issue SMG. Accurate but weak. | | colspan="2" | Standard issue SMG. Accurate but weak. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 17(Minimum 4) | ||
|- | |||
|Clip Size: || 30 | |||
|- | |||
|Ammo Limit: || 120 | |||
|- | |- | ||
| | |Accuracy: || | ||
|- | |- | ||
| | |Rate of Fire: || 0.086 | ||
|- | |- | ||
| | |Falloff/Base: || 1000/.8 | ||
|- | |- | ||
| | |Melee/cycle: || 50/.5 | ||
|- | |- | ||
| | | colspan="2" |Notes: | ||
|- | |- | ||
| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
Line 145: | Line 165: | ||
| colspan="2" | An average SMG with a good balance of firepower and Accuracy. | | colspan="2" | An average SMG with a good balance of firepower and Accuracy. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 22(Minimum 6) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 30 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 120 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 0.1 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 800/.7 | ||
|- | |- | ||
| colspan="2" | | |Melee/cycle: || 50/.5 | ||
|- | |||
| colspan="2" |Notes: | |||
|- | |- | ||
| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
Line 171: | Line 193: | ||
| colspan="2" | Standard issue SMG. Accurate but weak. | | colspan="2" | Standard issue SMG. Accurate but weak. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 18(Minimum 4) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 30 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 120 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 0.086 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 1000/.8 | ||
|- | |||
|Melee/cycle: || 50/.5 | |||
|- | |||
| colspan="2" |Notes: | |||
|- | |- | ||
| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
Line 195: | Line 221: | ||
| colspan="2" | An average SMG with a good balance of firepower andAccuracy. | | colspan="2" | An average SMG with a good balance of firepower andAccuracy. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 22(Minimum 8) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 40 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 120 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || .1 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 800/.7 | ||
|- | |- | ||
| colspan="2" | | |Melee/cycle: || 50/.5 | ||
|- | |||
| colspan="2" |Notes: | |||
|- | |- | ||
| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
Line 214: | Line 242: | ||
== '''Rifles''' == | == '''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 perfect accuracy when used.''' | '''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.''' | ||
{| | {| | ||
Line 222: | Line 250: | ||
| colspan="2" | '''Brenodi Assault Rifle''' | | colspan="2" | '''Brenodi Assault Rifle''' | ||
|- | |- | ||
| colspan="2" | The standard issue ranged rifle | | colspan="2" | The standard issue ranged rifle. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 22(Minimum 7) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 35 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 150 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 0.1 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 2000/.7 | ||
|- | |||
| colspan="2" |Notes: | |||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
Line 242: | Line 272: | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="300px" | [[Image: | | width="300px" | [[Image:BE_RIFLE2_2.png|thumb|left|Brenodi Empire Heavy Rifle]] || | ||
{| | {| | ||
| colspan="2" | ''' | | colspan="2" | '''Brenodi Carbine Assault Rifle''' | ||
|- | |||
| colspan="2" | A Carbine rifle that fires 3 bullet bursts in a close pattern. | |||
|- | |- | ||
| | | width="100px" |Damage: || 22(Minimum 7) | ||
|- | |- | ||
| | |Clip Size: || 30 | ||
|- | |- | ||
| | |Ammo Limit: || 120 | ||
|- | |- | ||
| | |Accuracy: || | ||
|- | |- | ||
| | |Rate of Fire: || 0.32 | ||
|- | |- | ||
| | |Falloff/Base: || 2000/.85 | ||
|- | |- | ||
| | | colspan="2" |Notes: | ||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
Line 266: | Line 298: | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="300px" | [[Image: | | width="300px" | [[Image:BE_RR_2.png|thumb|left|Brenodi Empire Ranged Rifle]] || | ||
{| | {| | ||
| colspan="2" | '''Brenodi | | colspan="2" | '''Brenodi Scout (Ranged) Rifle''' | ||
|- | |- | ||
| colspan="2" | | | colspan="2" | Ranged rifle equipped with a good zoom but a small clip. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 50(minimum 15) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 5 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 30 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 2.1 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 2500/.85 | ||
|- | |- | ||
| colspan="2" | | | colspan="2" |Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage. | ||
|- | |- | ||
| Class || [[ | | Class || [[Scout]] | ||
|} | |} | ||
|} | |} | ||
Line 292: | Line 324: | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="300px" | [[Image: | | width="300px" | [[Image:NF_AR_2.png|thumb|left|Northern Faction Standard Issue Assault Rifle]] || | ||
{| | {| | ||
| colspan="2" | '''Northern Faction | | colspan="2" | '''Northern Faction Assault Rifle''' | ||
|- | |- | ||
| colspan="2" | | | colspan="2" | The standard issue assault rifle with ironsights for improved aim. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 23(Minimum 7) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 30 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 150 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 0.096 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 1900/.7 | ||
|- | |- | ||
| colspan="2" | | | colspan="2" |Notes: | ||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
Line 318: | Line 350: | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| width="300px" | [[Image: | | width="300px" | [[Image:NF_50CAL_2.png|thumb|left|Northern Faction .50 Cal Rifle]] || | ||
{| | {| | ||
| colspan="2" | ''' | | colspan="2" | '''Northern Faction .50cal Rifle''' | ||
|- | |||
| colspan="2" | Very heavy semi-automatic rifle with a small clip. | |||
|- | |- | ||
| | | width="100px" |Damage: || 35(Minimum 11) | ||
|- | |- | ||
| | |Clip Size: || 15 | ||
|- | |- | ||
| | |Ammo Limit: || 60 | ||
|- | |- | ||
| | |Accuracy: || | ||
|- | |- | ||
| | |Rate of Fire: || 0.18 | ||
|- | |- | ||
| | |Falloff/Base: || 2200/.85 | ||
|- | |- | ||
| | | colspan="2" |Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage | ||
|- | |- | ||
| Class || [[ | | Class || [[Rifleman]] | ||
|} | |} | ||
|} | |} | ||
Line 344: | Line 378: | ||
| width="300px" | [[Image:NF_RR_2.png|thumb|left|Northern Faction Ranged Rifle]] || | | width="300px" | [[Image:NF_RR_2.png|thumb|left|Northern Faction Ranged Rifle]] || | ||
{| | {| | ||
| colspan="2" | '''Northern Faction Ranged Rifle''' | | colspan="2" | '''Northern Faction Scout (Ranged) Rifle''' | ||
|- | |- | ||
| colspan="2" | Ranged rifle equipped with a good zoom but a small clip. | | colspan="2" | Ranged rifle equipped with a good zoom but a small clip. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 50(Minimum 15) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 5 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 30 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 2 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 2400/.85 | ||
|- | |||
| colspan="2" |Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage. | |||
|- | |- | ||
| Class || [[Scout]] | | Class || [[Scout]] | ||
Line 364: | Line 400: | ||
|} | |} | ||
== '''Heavy | == '''Heavy Machineguns''' == | ||
''' | '''Automatic weapons ideal for suppresive fire. As such, they are very inaccurate unles fired prone.''' | ||
{| | {| | ||
Line 375: | Line 411: | ||
| colspan="2" | Equipped with a very large clip, this machine gun is ideal for suppressive fire. | | colspan="2" | Equipped with a very large clip, this machine gun is ideal for suppressive fire. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 22(Minimum 7) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 200 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 400 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 0.06 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 1500/.8 | ||
|- | |||
| colspan="2" |Notes: There is a signifcant reload time, so it is a good idea to make sure you have a full clip. | |||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
Line 399: | Line 437: | ||
| colspan="2" | Equipped with a very large clip, this machine gun is ideal for suppressive fire. | | colspan="2" | Equipped with a very large clip, this machine gun is ideal for suppressive fire. | ||
|- | |- | ||
| width="100px" |Damage: || | | width="100px" |Damage: || 23(Minimum 7) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 200 | ||
|- | |- | ||
|Ammo Limit: || | |Ammo Limit: || 400 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 0.06 | ||
|- | |- | ||
|Falloff: || | |Falloff/Base: || 1500/.8 | ||
|- | |||
| colspan="2" |Notes: There is a signifcant reload time, so it is a good idea to make sure you have a full clip. | |||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
Line 415: | Line 455: | ||
|} | |} | ||
== '''Heavy Weapons''' == | |||
'''Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grnades that can damage vehicles.''' | |||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
Line 429: | Line 471: | ||
|Ammo Limit: || 5 Rockets | |Ammo Limit: || 5 Rockets | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || Guided | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 3 | ||
|- | |||
| colspan="2" |Notes: The missile can be guided by holding the fire key. Once released, the missile will continue on its current path. | |||
|- | |- | ||
| Class || [[Grenadier]] | | Class || [[Grenadier]] | ||
Line 443: | Line 487: | ||
| colspan="2" | '''Northern Faction Rocket Launcher''' | | colspan="2" | '''Northern Faction Rocket Launcher''' | ||
|- | |- | ||
| colspan="2" | Guided | | colspan="2" | Guided missile launcher, well suited to the anti-armor role. | ||
|- | |- | ||
| width="100px" |Damage: || 105 | | width="100px" |Damage: || 105 | ||
Line 451: | Line 495: | ||
|Ammo Limit: || 5 Rockets | |Ammo Limit: || 5 Rockets | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || Guided | ||
|- | |||
|Rate of Fire: || 3 | |||
|- | |- | ||
| | | colspan="2" |Notes: The missile can be guided by holding the fire key. Once released, the missile will continue on its current path. | ||
|- | |- | ||
| Class || [[Grenadier]] | | Class || [[Grenadier]] | ||
Line 465: | Line 511: | ||
| colspan="2" | '''Brenodi Mortar''' | | colspan="2" | '''Brenodi Mortar''' | ||
|- | |- | ||
| colspan="2" | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures. | | colspan="2" | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire. | ||
|- | |- | ||
| width="100px" |Damage: || 120 | | width="100px" |Damage: || 120 | ||
Line 473: | Line 519: | ||
|Ammo Limit: || 10 Rounds | |Ammo Limit: || 10 Rounds | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 4 | ||
|- | |||
| colspan="2" |Notes: | |||
|- | |- | ||
| Class || [[Grenadier]] | | Class || [[Grenadier]] | ||
Line 487: | Line 535: | ||
| colspan="2" | '''Northern Faction Mortar''' | | colspan="2" | '''Northern Faction Mortar''' | ||
|- | |- | ||
| colspan="2" | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures. | | colspan="2" | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire. | ||
|- | |- | ||
| width="100px" |Damage: || 120 | | width="100px" |Damage: || 120 | ||
Line 495: | Line 543: | ||
|Ammo Limit: || 10 Rounds | |Ammo Limit: || 10 Rounds | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || | ||
|- | |||
|Rate of Fire: || 4 | |||
|- | |- | ||
| | | colspan="2" |Notes: | ||
|- | |- | ||
| Class || [[Grenadier]] | | Class || [[Grenadier]] | ||
Line 580: | Line 630: | ||
| colspan="2" | '''Seismic Grenade''' | | colspan="2" | '''Seismic Grenade''' | ||
|- | |- | ||
| colspan="2" | Extremely effective at destroying buildings and defensive structures. | | colspan="2" | Extremely effective at destroying buildings and defensive structures but ineffective against infentry and vehicles. | ||
|- | |- | ||
|Ammo Limit: || 5 Grenades | |Ammo Limit: || 5 Grenades |
Revision as of 02:53, 26 June 2009
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.
|
|
|
|
Submachine Guns
Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a highRate of Fire, but a low damage potential.
|
|
|
|
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.
|
|
|
|
|
|
Heavy Machineguns
Automatic weapons ideal for suppresive fire. As such, they are very inaccurate unles fired prone.
|
|
Heavy Weapons
Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grnades that can damage vehicles.
|
|
|
|
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.
|
|
|
|
|
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%.
- As of 2.24 grenadier RPG rockets will do slight damage to buildings, but they are not as effective as any other weapons. They are still very good at destroying turrets placed by the commander or an Engineer.
- 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