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.
Used by: (Rifles) Riflemen, (Ranged Rifle) Scouts
Brenodi Assault Rifle - The standard issue ranged rifle with medium zoom.
Damage: 35
Clip Size: 30
Carry Limit: 150 Bullets
Accuracy: Good
Rate Of Fire: 1080 Bullets Per Minute
Northern Faction - The standard issue ranged rifle with medium zoom.
Damage: 42
Clip Size: 30
Carry Limit: 150 Bullets
Accuracy: Good
Rate Of Fire: 1080 Bullets Per Minute
Brenodi Heavy Rifle - The standard rifle modified with a larger clip and tiny zoom.
Damage: 50
Clip Size: 40
Carry Limit: 150 Bullets
Accuracy: Good
Rate Of Fire: 920 Bullets Per Minute
Northern Faction .50cal Rifle - Very heavy rifle with a small clip and no zoom.
Damage: 60
Clip Size: 10
Carry Limit: 60 Bullets
Accuracy: Fair
Rate Of Fire: 400 Bullets Per Minute
Scout Rifle - Ranged rifle equipped with a good zoom but a small clip.
Damage: 150
Clip Size: 6
Carry Limit: 60 Bullets
Accuracy: Excellent
Rate Of Fire: 72 Bullets Per Minute
Heavy Weapons
Heavy weapons are (semi-)automatic weapons with often (high) explosive compounds.
Used by: (HMG) Riflemen, (Rocket Launcher and Mortar) Grenadiers
Heavy Machine Gun - Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage: 25
Clip Size: 200
Carry Limit: 400 Bullets
Accuracy: Poor
Rate Of Fire: 920 Bullets Per Minute
Rocket Launcher - Guided missle launcher, well suited to the anti-armor role.
Damage: 80
Clip Size: 1
Carry Limit: 5 Rockets
Accuracy: Good
Rate Of Fire: 20 Rockets Per Minute
Mortar - Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures.
Damage: 110
Clip Size: 1
Carry Limit: 10 Mortars
Accuracy: Excellent
Rate Of Fire: 15 Mortars Per Minute
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.
Used by: All classes, depends on the equipment
Scout binoculars - Used to observe enemy activity and call in strikes.
Carry Limit: N/A
Mine - Defensive landmine that is effective for infantry and armor.
Damage: 110
Carry Limit: 5 Mines
Smoke Grenade - The smoke is colored to represent the team who threw it, effective for assaults or temporary visual cover.
Carry Limit: 5 Grenades
Concussion Grenade - A blinding flash grenade that effects turrets and infantry.
Carry Limit: 5 Grenades
Explosive Grenade - A frag grenade that damages armor, buildings and infantry. (damage dealt to buildings is reduced by 10)
Carry Limit: 5 Grenades
Seismic Grenade - Extremely effective at destroying buildings and defensive structures.
Carry Limit: 5 Grenades
Engineer Tool - Used by the Engineer class to build friendly structures, heal friendly units or deconstruct enemy structures / vehicles.
Damage: 26
Carry Limit: N/A
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