Weapons: Difference between revisions
Appearance
→'''Equipment''': Sticky bombs |
Updated damage and rate of fire stats to reflect the values in the scripts files |
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| Accuracy || Fair | | Accuracy || Fair | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 210 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Grenadier]], [[Rifleman]] | | Class || [[Grenadier]], [[Rifleman]] | ||
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| 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 || 10 pellets x 12 damage each | ||
|- | |- | ||
| Clip Size || 2 | | Clip Size || 2 | ||
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| colspan="2" | Standard issue SMG. Accurate but weak. | | colspan="2" | Standard issue SMG. Accurate but weak. | ||
|- | |- | ||
| width="100px" | Damage || | | width="100px" | Damage || 22 | ||
|- | |- | ||
| Clip Size || 30 | | Clip Size || 30 | ||
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| 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 || 30 | ||
|- | |- | ||
| Clip Size || 30 | | Clip Size || 30 | ||
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| colspan="2" | Standard issue SMG. Accurate but weak. | | colspan="2" | Standard issue SMG. Accurate but weak. | ||
|- | |- | ||
| width="100px" | Damage || | | width="100px" | Damage || 20 | ||
|- | |- | ||
| Clip Size || 35 | | Clip Size || 35 | ||
Line 161: | Line 161: | ||
| Accuracy || Good | | Accuracy || Good | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 670 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
Line 175: | Line 175: | ||
| 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 || 30 | ||
|- | |- | ||
| Clip Size || 40 | | Clip Size || 40 | ||
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| Accuracy || Fair | | Accuracy || Fair | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 700 Bullets Per Minute | ||
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| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
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| Accuracy || Good | | Accuracy || Good | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 800 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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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. | ||
|- | |- | ||
| width="100px" | Damage || | | width="100px" | Damage || 40 | ||
|- | |- | ||
| Clip Size || 30 | | Clip Size || 30 | ||
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| Accuracy || Good | | Accuracy || Good | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 860 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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| Accuracy || Good | | Accuracy || Good | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 750 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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| Accuracy || Fair | | Accuracy || Fair | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 330 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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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 | ||
|- | |- | ||
| Clip Size || 6 | | Clip Size || 6 | ||
Line 296: | Line 296: | ||
| Accuracy || Excellent | | Accuracy || Excellent | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 50 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Scout]] | | Class || [[Scout]] | ||
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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 | ||
|- | |- | ||
| Clip Size || 6 | | Clip Size || 6 | ||
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| Accuracy || Excellent | | Accuracy || Excellent | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 50 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Scout]] | | Class || [[Scout]] | ||
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| 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 || 37 | ||
|- | |- | ||
| Clip Size || 200 | | Clip Size || 200 | ||
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| Accuracy || Poor | | Accuracy || Poor | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 670 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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| 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 || 37 | ||
|- | |- | ||
| Clip Size || 200 | | Clip Size || 200 | ||
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| Accuracy || Poor | | Accuracy || Poor | ||
|- | |- | ||
| Rate Of Fire || | | Rate Of Fire || 670 Bullets Per Minute | ||
|- | |- | ||
| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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| colspan="2" | Guided missile launcher, well suited to the anti-armor role. | | colspan="2" | Guided missile launcher, well suited to the anti-armor role. | ||
|- | |- | ||
| width="100px" | Damage || | | width="100px" | Damage || 105 | ||
|- | |- | ||
| Clip Size || 1 | | Clip Size || 1 | ||
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| colspan="2" | Guided missle launcher, well suited to the anti-armor role. | | colspan="2" | Guided missle launcher, well suited to the anti-armor role. | ||
|- | |- | ||
| width="100px" | Damage || | | width="100px" | Damage || 105 | ||
|- | |- | ||
| Clip Size || 1 | | Clip Size || 1 | ||
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| 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. | ||
|- | |- | ||
| width="100px" | Damage || | | width="100px" | Damage || 120 | ||
|- | |- | ||
| Clip Size || 1 | | Clip Size || 1 | ||
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| 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. | ||
|- | |- | ||
| width="100px" | Damage || | | width="100px" | Damage || 120 | ||
|- | |- | ||
| Clip Size || 1 | | Clip Size || 1 |
Revision as of 18:50, 10 December 2007
Home > Weapons
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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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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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Heavy Weapons
Heavy weapons are (semi-)automatic weapons, often with high explosive compounds.
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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