Weapons: Difference between revisions
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|Melee/cycle: || 50/.5 | |Melee/cycle: || 50/.5 | ||
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| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | | Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | ||
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| Class || [[Grenadier]], [[Rifleman]] | | Class || [[Grenadier]], [[Rifleman]] | ||
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| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | | Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]] | ||
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| Class || [[Grenadier]], [[Rifleman]] | | Class || [[Grenadier]], [[Rifleman]] | ||
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| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
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| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
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| Class || [[Engineer]], [[Scout]] | | Class || [[Engineer]], [[Scout]] | ||
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|Falloff/Base: || 2000/.8 | |Falloff/Base: || 2000/.8 | ||
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| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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|Falloff/Base: || 6000/.85 | |Falloff/Base: || 6000/.85 | ||
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| Class || [[Scout]] | | Class || [[Scout]] | ||
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| Class || [[Rifleman]] | | Class || [[Rifleman]] | ||
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| Class || [[Scout]] | | Class || [[Scout]] | ||
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|Falloff/Base: || 1500/.75 | |Falloff/Base: || 1500/.75 | ||
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| Class || [[Grenadier]] | | Class || [[Grenadier]] | ||
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| Class || [[Grenadier]] | | Class || [[Grenadier]] |
Revision as of 05:59, 21 February 2013
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 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. 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 Machine Guns
Heavy Machine Guns contain large ammo clips and can lay down hundreds of round per minute. As such, they are best used to suppress enemy movement and advances.
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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. Sticky and sticky stun grenades have a fuse of 6s, seismic grenades of 5s, explosive and concussion nades of 4s (Smoke Grenades 0.5s). 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 (beside smoke grenades). You cannot blow yourself up when priming a grenade