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| width="300px" | [[Image:BE_PISTOL2_1.png|thumb|left|Brenodi Empire High Caliber Pistol]] ||
| width="300px" | [[Image:BE_PISTOL2_1.png|thumb|left|Brenodi Empire High Caliber Pistol]] ||
{|
{|
| colspan="2" | '''Brenodi Machine Pistol'''
| colspan="2" | '''Brenodi Burst Pistol'''
|-
|-
| colspan="2" | An automatic pistol.
| colspan="2" | A three round burst pistol.
|-
|-
| width="100px" |Damage: || 15(Minimum 5)
| width="100px" |Damage: || 15(Minimum 5)
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|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
|-
| colspan="2" |Notes: Major downfall is the honorable accuracy after the first shot.
| colspan="2" |Notes: Major downfall is the bullet spread after the first burst .
|-
|-
| Class || [[Grenadier]], [[Rifleman]]
| Class || [[Grenadier]], [[Rifleman]]
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|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
|-
| colspan="2" |Notes: Very high burst damage is offset by a reather long reload time.
| colspan="2" |Notes: Very high burst damage is offset by a rather long reload time.
|-
|-
| Class || [[Grenadier]], [[Rifleman]]
| Class || [[Grenadier]], [[Rifleman]]
Revision as of 12:04, 5 May 2010
Home > Weapons
This page lists infantry weapons. For lists of vehicle weapons, check the Vehicle Weapon Appendix .
Weapons Appendix
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 are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.
Brenodi Empire Standard Issue Pistol
Brenodi Pistol
Standard issue Brenodi pistol. Weighted for more accuracy than the Northern Faction 9mm, but with more kick.
Damage:
17(Minimal 5)
Clip Size:
14
Ammo Limit:
24
Accuracy:
Rate Of Fire:
0.15
Falloff/Base:
800
Melee/cycle:
50/.5
Notes:
Class
Engineer , Scout , Grenadier , Rifleman
Brenodi Empire High Caliber Pistol
Brenodi Burst Pistol
A three round burst pistol.
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
Notes: Major downfall is the bullet spread after the first burst.
Class
Grenadier , Rifleman
NF 9mm Pistol
Northern Faction 9mm Pistol
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.
Damage:
17(Minimum 5)
Clip Size:
14
Ammo Limit:
24
Accuracy:
Rate of Fire:
.15
Falloff/Base:
800
Melee/cycle:
50/.5
Notes:
Class
Engineer , Scout , Grenadier , Rifleman
Northern Faction Shot Pistol
Northern Faction Shot Pistol
Armed with dual shotgun shells for close range action.
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
Notes: Very high burst damage is offset by a rather long reload time.
Class
Grenadier , Rifleman
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.
Brenodi Empire Standard Issue SMG
Brenodi Engineer SMG 1
Standard issue SMG. Accurate but weak.
Damage:
17(Minimum 4)
Clip Size:
30
Ammo Limit:
120
Accuracy:
Rate of Fire:
0.086
Falloff/Base:
1000/.8
Melee/cycle:
50/.5
Notes:
Class
Engineer , Scout
Brenodi Empire Balanced SMG
Brenodi SMG 2
An average SMG with a good balance of firepower and Accuracy.
Damage:
22(Minimum 6)
Clip Size:
30
Ammo Limit:
120
Accuracy:
Rate of Fire:
0.1
Falloff/Base:
800/.7
Melee/cycle:
50/.5
Notes:
Class
Engineer , Scout
Northern Faction Standard Issue SMG
Northern Faction SMG 1
Standard issue SMG. Accurate but weak.
Damage:
18(Minimum 4)
Clip Size:
30
Ammo Limit:
120
Accuracy:
Rate of Fire:
0.086
Falloff/Base:
1000/.8
Melee/cycle:
50/.5
Notes:
Class
Engineer , Scout
Northern Faction Balanced SMG
Northern Faction SMG 2
An average SMG with a good balance of firepower andAccuracy.
Damage:
22(Minimum 8)
Clip Size:
40
Ammo Limit:
120
Accuracy:
Rate of Fire:
.1
Falloff/Base:
800/.7
Melee/cycle:
50/.5
Notes:
Class
Engineer , Scout
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.
Brenodi Empire Standard Issue Rifle
Brenodi Assault Rifle
The standard issue ranged rifle.
Damage:
22(Minimum 7)
Clip Size:
35
Ammo Limit:
150
Accuracy:
Rate of Fire:
0.1
Falloff/Base:
2000/.7
Notes:
Class
Rifleman
Brenodi Empire Heavy Rifle
Brenodi Carbine Assault Rifle
A Carbine rifle that fires 3 bullet bursts in a close pattern.
Damage:
22(Minimum 7)
Clip Size:
30
Ammo Limit:
120
Accuracy:
Rate of Fire:
0.32
Falloff/Base:
2000/.85
Notes:
Class
Rifleman
Brenodi Empire Ranged Rifle
Brenodi Scout (Ranged) Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage:
50(minimum 15)
Clip Size:
5
Ammo Limit:
30
Accuracy:
Rate of Fire:
2.1
Falloff/Base:
2500/.85
Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage.
Class
Scout
Northern Faction Standard Issue Assault Rifle
Northern Faction Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Damage:
23(Minimum 7)
Clip Size:
30
Ammo Limit:
150
Accuracy:
Rate of Fire:
0.096
Falloff/Base:
1900/.7
Notes:
Class
Rifleman
Northern Faction .50 Cal Rifle
Northern Faction .50cal Rifle
Very heavy semi-automatic rifle with a small clip.
Damage:
35(Minimum 11)
Clip Size:
15
Ammo Limit:
60
Accuracy:
Rate of Fire:
0.18
Falloff/Base:
2200/.85
Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage
Class
Rifleman
Northern Faction Ranged Rifle
Northern Faction Scout (Ranged) Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage:
50(Minimum 15)
Clip Size:
5
Ammo Limit:
30
Accuracy:
Rate of Fire:
2
Falloff/Base:
2400/.85
Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage.
Class
Scout
Heavy Machineguns
Automatic weapons ideal for suppresive fire. As such, they are very inaccurate unles fired prone.
Brenodi Empire Heavy Machine Gun
Brenodi Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage:
22(Minimum 7)
Clip Size:
200
Ammo Limit:
400
Accuracy:
Rate of Fire:
0.06
Falloff/Base:
1500/.8
Notes: There is a signifcant reload time, so it is a good idea to make sure you have a full clip.
Class
Rifleman
Northern Faction Heavy Machine Gun
Northern Faction Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage:
23(Minimum 7)
Clip Size:
200
Ammo Limit:
400
Accuracy:
Rate of Fire:
0.06
Falloff/Base:
1500/.8
Notes: There is a signifcant reload time, so it is a good idea to make sure you have a full clip.
Class
Rifleman
Heavy Weapons
Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grnades that can damage vehicles.
Brenodi Empire Rocket Launcher
Brenodi Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage:
105
Clip Size:
1
Ammo Limit:
5 Rockets
Accuracy:
Guided
Rate of Fire:
3
Notes: The missile can be guided by holding the fire key. Once released, the missile will continue on its current path.
Class
Grenadier
Nothern Faction Rocket Launcher
Northern Faction Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage:
105
Clip Size:
1
Ammo Limit:
5 Rockets
Accuracy:
Guided
Rate of Fire:
3
Notes: The missile can be guided by holding the fire key. Once released, the missile will continue on its current path.
Class
Grenadier
Brenodi Empire Mortar
Brenodi Mortar
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.
Damage:
120
Clip Size:
1
Ammo Limit:
10 Rounds
Accuracy:
Rate of Fire:
4
Notes:
Class
Grenadier
Northern Faction Mortar
Northern Faction Mortar
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.
Damage:
120
Clip Size:
1
Ammo Limit:
10 Rounds
Accuracy:
Rate of Fire:
4
Notes:
Class
Grenadier
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
Brenodi Empire Mine (Top)
Brenodi Mine
Defensive landmine that is effective for infantry and armor.
Damage:
110
Ammo Limit:
5 Mines
Class
Grenadier
Northern Faction Mine
Northern Faction Mine
Defensive landmine that is effective for infantry and armor.
Damage:
110
Ammo Limit:
5 Mines
Class
Grenadier
Brenodi Empire Standard Issue Grenade Northern Faction Standard Issue Grenade
Smoke Grenade
Effective for assaults or temporary visual cover.
Ammo Limit:
5 Grenades
Class
Scout
Concussion Grenade
A blinding flash grenade that affects turrets and infantry.
Ammo Limit:
5 Grenades
Class
Scout
Explosive Grenade
A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).
Ammo Limit:
5 Grenades
Class
Rifleman
Seismic Grenade
Extremely effective at destroying buildings and defensive structures but ineffective against infentry and vehicles.
Ammo Limit:
5 Grenades
Class
Engineer
Sticky Bomb
Light anti-vehicular bomb with an adhesive surface. The user needs to be near the target for it to be effectively thrown and attached.
Ammo Limit:
2 Bombs
Class
Rifleman
Sticky Heat Bomb
Light anti-vehicular bomb with an adhesive surface that causes an immense heat increase. The user needs to be near the target for it to be effectively thrown and attached.
Ammo Limit:
2 Bombs
Class
Scout
Brenodi Empire Engineer Tool Northern Faction Engineer Tool
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