| 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. The NF pistol and the BE pistol 1 share the same values.
|-
|-
| width="100px" |Damage: || 17(Minimal 5)
| width="100px" |Damage: || 28(Minimal 17)
|-
|-
|Clip Size: || 14
|Clip Size: || 12
|-
|-
|Ammo Limit: || 24
|Ammo Limit: || 24
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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 Burst Pistol'''
| colspan="2" | '''Brenodi Pistol 2'''
|-
|-
| colspan="2" | A three round burst pistol.
| colspan="2" | Heavy version of the standart issue Brenodi pistol.
|-
|-
| width="100px" |Damage: || 15(Minimum 5)
| width="100px" |Damage: || 50(Minimum 25)
|-
|-
|Clip Size: || 25
|Clip Size: || 7
|-
|-
|Ammo Limit: || 125 for Grenadier/75 for Rifleman
|Ammo Limit: || 21 for Grenadier/14 for Rifleman
|-
|-
|Accuracy: ||
|Accuracy: ||
|-
|-
|Rate Of Fire: || 0.1
|Rate Of Fire: || 0.2
|-
|-
|Falloff/Base: || 400
|Falloff/Base: || 0.9
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
|-
| colspan="2" |Notes: Major downfall is the bullet spread after the first burst.
| colspan="2" |Notes: Less accuracy but more damage then its smaller counterpart.
|-
|-
| Class || [[Grenadier]], [[Rifleman]]
| Class || [[Grenadier]], [[Rifleman]]
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| colspan="2" | '''Northern Faction 9mm Pistol'''
| colspan="2" | '''Northern Faction 9mm Pistol'''
|-
|-
| 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. The NF pistol and the BE pistol 1 share the same values.
|-
|-
| width="100px" |Damage: || 17(Minimum 5)
| width="100px" |Damage: || 28(Minimum 17)
|-
|-
|Clip Size: || 14
|Clip Size: || 12
|-
|-
|Ammo Limit: || 24
|Ammo Limit: || 24
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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.
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.
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.
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.
Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place turrets, walls, surveillance gear and ammo crates. This is done with the secondary fire function.
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