Weapons: Difference between revisions
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| width="300px" | [[Image:BE_RIFLE1_2.png|thumb|left|Brenodi Empire | | width="300px" | [[Image:BE_RIFLE1_2.png|thumb|left|Brenodi Empire Heavy Rifle]] || | ||
{| | {| | ||
| colspan="2" | '''Brenodi | | colspan="2" | '''Brenodi Heavy Rifle''' | ||
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| colspan="2" | The standard issue ranged rifle. | | colspan="2" | The standard issue ranged rifle. | ||
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| width="100px" |Damage: || | | width="100px" |Damage: || 35(Minimum 20) | ||
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|Clip Size: || | |Clip Size: || 40 | ||
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|Ammo Limit: || 150 | |Ammo Limit: || 150 | ||
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|Accuracy: || | |Accuracy: || Medium-High | ||
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|Rate of Fire: || 0. | |Rate of Fire: || 0.08 | ||
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|Falloff/Base: || 2000/. | |Falloff/Base: || 2000/.8 | ||
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| colspan="2" |Notes: | | colspan="2" |Notes: | ||
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| width="300px" | [[Image:BE_RIFLE2_2.png|thumb|left|Brenodi | | width="300px" | [[Image:BE_RIFLE2_2.png|thumb|left|Brenodi Assault Rifle]] || | ||
{| | {| | ||
| colspan="2" | '''Brenodi | | colspan="2" | '''Brenodi Assault Rifle''' | ||
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| colspan="2" | | | colspan="2" | The assault rifle is designed especially for long range combat. | ||
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| width="100px" |Damage: || | | width="100px" |Damage: || 30(Minimum 20) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 25 | ||
|- | |- | ||
|Ammo Limit: || 120 | |Ammo Limit: || 120 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || High | ||
|- | |- | ||
|Rate of Fire: || 0. | |Rate of Fire: || 0.075 | ||
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|Falloff/Base: || | |Falloff/Base: || 2500/.9 | ||
|- | |- | ||
| colspan="2" |Notes: | | colspan="2" |Notes: | ||
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| 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. | ||
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| width="100px" |Damage: || | | width="100px" |Damage: || 60(minimum 45) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 10 | ||
|- | |- | ||
|Ammo Limit: || 30 | |Ammo Limit: || 30 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || Extreme high | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 1.375 | ||
|- | |- | ||
|Falloff/Base: || | |Falloff/Base: || 6000/.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. | | colspan="2" |Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage. | ||
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| colspan="2" | The standard issue assault rifle with ironsights for improved aim. | | colspan="2" | The standard issue assault rifle with ironsights for improved aim. | ||
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| width="100px" |Damage: || | | width="100px" |Damage: || 35(Minimum 20) | ||
|- | |- | ||
|Clip Size: || 30 | |Clip Size: || 30 | ||
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|Ammo Limit: || 150 | |Ammo Limit: || 150 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || Medium-High | ||
|- | |- | ||
|Rate of Fire: || 0. | |Rate of Fire: || 0.07 | ||
|- | |- | ||
|Falloff/Base: || | |Falloff/Base: || 1500/.85 | ||
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| colspan="2" |Notes: | | colspan="2" |Notes: | ||
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| colspan="2" | Very heavy semi-automatic rifle with a small clip. | | colspan="2" | Very heavy semi-automatic rifle with a small clip. | ||
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| width="100px" |Damage: || | | width="100px" |Damage: || 40(Minimum 28) | ||
|- | |- | ||
|Clip Size: || 15 | |Clip Size: || 15 | ||
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|Ammo Limit: || 60 | |Ammo Limit: || 60 | ||
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|Accuracy: || | |Accuracy: || High-Extreme High | ||
|- | |- | ||
|Rate of Fire: || 0.18 | |Rate of Fire: || 0.18 | ||
|- | |- | ||
|Falloff/Base: || | |Falloff/Base: || 2500/.9 | ||
|- | |- | ||
| colspan="2" |Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage | | colspan="2" |Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage | ||
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| 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: || 60(Minimum 45) | ||
|- | |- | ||
|Clip Size: || | |Clip Size: || 10 | ||
|- | |- | ||
|Ammo Limit: || 30 | |Ammo Limit: || 30 | ||
|- | |- | ||
|Accuracy: || | |Accuracy: || Extreme High | ||
|- | |- | ||
|Rate of Fire: || | |Rate of Fire: || 1.275 | ||
|- | |- | ||
|Falloff/Base: || | |Falloff/Base: || 6000/.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. | | colspan="2" |Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage. |
Revision as of 17:48, 9 December 2010
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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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.
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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 Machineguns
Automatic weapons ideal for suppresive fire. As such, they are very inaccurate unles fired prone.
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Heavy Weapons
Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grnades 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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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