Weapons: Difference between revisions

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''This page lists infantry weapons.  For lists of vehicle weapons, check the [[Vehicle Weapon Appendix]].''
''This page lists infantry weapons.  For lists of vehicle weapons, check the [[Vehicle Weapon Appendix]].''




'''Weapons 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.}}
{{Note|The ammo limit may not be accurate for 2.30.}}


== '''Pistols''' ==
== '''Pistols''' ==
Line 18: Line 13:
| width="300px" | [[Image:BE_PISTOL1_1.png|thumb|left|Brenodi Empire Standard Issue Pistol]] ||
| width="300px" | [[Image:BE_PISTOL1_1.png|thumb|left|Brenodi Empire Standard Issue Pistol]] ||
{|
{|
| colspan="2" | '''Brenodi Pistol'''
| colspan="2" | '''Brenodi 9mm Pistol (Pistol 1)'''
|-
|-
| colspan="2" | Standard issue Brenodi pistol. The NF pistol and the BE pistol 1 share the same values.
| colspan="2" | Standard issue Brenodi pistol. The NF pistol and the BE pistol 1 share the same values.
|-
|-
| width="100px" |Damage: || 28(Minimal 17)
| width="100px" |Damage: || 30 (Minimum 17)
|-
|-
|Clip Size: || 12
|Clip Size: || 12
|-
|-
|Ammo Limit: || 24
|Ammo Limit: || 36
|-
|-
|Accuracy: || High
|Accuracy: || High
Line 32: Line 27:
|Rate Of Fire: || 0.15
|Rate Of Fire: || 0.15
|-
|-
|Falloff/Base: || 800
|Falloff/Base: || 1000
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
|-
| colspan="2" |Notes:  
 
|-
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]
|}
|}
|}
|}
{|
{|
|- valign="top"
|- valign="top"
| 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 Pistol 2'''
| colspan="2" | '''Brenodi Heavy Pistol (Pistol 2)'''
|-
|-
| colspan="2" | Heavy version of the standart issue Brenodi pistol.
| colspan="2" | Heavy version of the standard issue Brenodi pistol.
|-
|-
| width="100px" |Damage: || 50(Minimum 25)
| width="100px" |Damage: || 60 (Minimum 25)
|-
|-
|Clip Size: || 7
|Clip Size: || 7
Line 60: Line 53:
|Rate Of Fire: || 0.2
|Rate Of Fire: || 0.2
|-
|-
|Falloff/Base: || 0.9
|Falloff/Base: || 1000
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
| colspan="2" |Notes: Less accuracy but more damage then its smaller counterpart.
|-
|-
| Class || [[Grenadier]], [[Rifleman]]
| Class || [[Grenadier]], [[Rifleman]]
|}
|}
|}
|}
{|
| colspan="2" | '''Brenodi Automatic Pistol (Pistol 3)'''
|-
| colspan="2" | The Brenodi Machine pistol offers short range superiority with a large clip and high rate of fire
|-
| width="100px" |Damage: || 22 (Minimum 10)
|-
|Clip Size: || 18
|-
|Ammo Limit: || 36
|-
|Accuracy: || Low
|-
|Rate Of Fire: || 0.075
|-
|Falloff/Base: || 1000
|-
|Melee/cycle: || 50/.5
|-


| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]
|}
{|
{|
|- valign="top"
|- valign="top"
| width="300px" | [[Image:Ravenarms9mm.jpg|thumb|left|NF 9mm Pistol]] ||
| width="300px" | [[Image:Ravenarms9mm.jpg|thumb|left|NF 9mm Pistol]] ||
{|
{|
| colspan="2" | '''Northern Faction 9mm Pistol'''
| colspan="2" | '''Northern Faction 9mm Pistol (Pistol 1)'''
|-
|-
| colspan="2" | Standard sidearm for the Northern Faction.  The NF pistol and the BE pistol 1 share the same values.
| colspan="2" | Standard sidearm for the Northern Faction.  The NF Pistol and the BE Pistol share the same values.


|-
|-
| width="100px" |Damage: || 28(Minimum 17)
| width="100px" |Damage: || 30 (Minimum 17)
|-
|-
|Clip Size: || 12
|Clip Size: || 12
|-
|-
|Ammo Limit: || 24
|Ammo Limit: || 36
|-
|-
|Accuracy: || High
|Accuracy: || High
Line 89: Line 101:
|Rate of Fire: || .15
|Rate of Fire: || .15
|-
|-
|Falloff/Base: || 800
|Falloff/Base: || 1000
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
| colspan="2" |Notes:  
|-
|-
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]
Line 103: Line 113:
| width="300px" | [[Image:NF_PISTOL2_1.png|thumb|left|Northern Faction Shot Pistol]] ||
| width="300px" | [[Image:NF_PISTOL2_1.png|thumb|left|Northern Faction Shot Pistol]] ||
{|
{|
| colspan="2" | '''Northern Faction Shot Pistol'''
| colspan="2" | '''Northern Faction Shot Pistol (Pistol 2)'''
|-
|-
| 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: || 10 pellets x 12 damage each(Minimum 9 damage each)
| width="100px" |Damage: || 16 pellets x 12 damage each (Minimum 9 damage each)
|-
|-
|Clip Size: || 2
|Clip Size: || 2
|-
|-
|Ammo Limit: || 16
|Ammo Limit: || 18
|-
|-
|Accuracy: || Low
|Accuracy: || Low
Line 120: Line 130:
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
| colspan="2" |Notes: Very high burst damage is offset by a rather long reload time.
|-
|-
| Class || [[Grenadier]], [[Rifleman]]
| Class || [[Grenadier]], [[Rifleman]]
Line 128: Line 136:


== '''Submachine Guns''' ==
== '''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.'''
'''Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a high Rate of Fire, but a low damage potential.'''


{|
{|
|- valign="top"
|- valign="top"
| width="300px" | [[Image:BE_SMG1_2.png|thumb|left|Brenodi Empire Standard Issue SMG]] ||
| width="300px" | [[Image:BE_SMG1_2.png|thumb|left|Brenodi Empire Ranged SMG]] ||
{|
{|
| colspan="2" | '''Brenodi Engineer SMG 1'''
| colspan="2" | '''Brenodi Empire SMG 1'''
|-
|-
| colspan="2" | Standard issue SMG. Accurate but weak.
| colspan="2" | Standard issue SMG. Accurate but weak.
|-
|-
| width="100px" |Damage: || 20(Minimum 15)
| width="100px" |Damage: || 25 (Minimum 15)
|-
|-
|Clip Size: || 30
|Clip Size: || 30
|-
|-
|Ammo Limit: || 120
|Ammo Limit: || 90
|-
|-
|Accuracy: || High
|Accuracy: || High
Line 148: Line 156:
|Rate of Fire: || 0.09
|Rate of Fire: || 0.09
|-
|-
|Falloff/Base: || 1000/.9
|Falloff/Base: || 1500
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Engineer]], [[Scout]]
| Class || [[Engineer]], [[Scout]]
Line 160: Line 166:
{|
{|
|- valign="top"
|- valign="top"
| width="300px" | [[Image:BE_SMG2_2.png|thumb|left|Brenodi Empire Balanced SMG]] ||
| width="300px" | [[Image:BE_SMG2_2.png|thumb|left|Brenodi Empire Close Quarters SMG]] ||
{|
{|
| colspan="2" | '''Brenodi SMG 2'''
| colspan="2" | '''Brenodi Empire SMG 2'''
|-
|-
| colspan="2" | An average SMG with a good balance of firepower and Accuracy.  
| colspan="2" | Close Quarters SMG with great firerate.
|-
|-
| width="100px" |Damage: || 30(Minimum 15)
| width="100px" |Damage: || 35 (Minimum 15)
|-
|-
|Clip Size: || 25
|Clip Size: || 35
|-
|-
|Ammo Limit: || 120
|Ammo Limit: || 105
|-
|-
|Accuracy: || Medium
|Accuracy: || Medium
Line 176: Line 182:
|Rate of Fire: || 0.085
|Rate of Fire: || 0.085
|-
|-
|Falloff/Base: || 1000/.9
|Falloff/Base: || 1000
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Engineer]], [[Scout]]
| Class || [[Engineer]], [[Scout]]
Line 188: Line 192:
{|
{|
|- valign="top"
|- valign="top"
| width="300px" | [[Image:NF_SMG1_2.png|thumb|left|Northern Faction Standard Issue SMG]] ||
| width="300px" | [[Image:NF_SMG1_2.png|thumb|left|Northern Faction Ranged SMG]] ||
{|
{|
| colspan="2" | '''Northern Faction SMG 1'''
| colspan="2" | '''Northern Faction SMG 1'''
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| colspan="2" | Standard issue SMG. Accurate but weak.  
| colspan="2" | Standard issue SMG. Accurate but weak.  
|-
|-
| width="100px" |Damage: || 20(Minimum 15)
| width="100px" |Damage: || 25 (Minimum 15)
|-
|-
|Clip Size: || 30
|Clip Size: || 30
|-
|-
|Ammo Limit: || 120
|Ammo Limit: || 90
|-
|-
|Accuracy: || High
|Accuracy: || High
Line 204: Line 208:
|Rate of Fire: || 0.09
|Rate of Fire: || 0.09
|-
|-
|Falloff/Base: || 1000/.9
|Falloff/Base: || 1500
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Engineer]], [[Scout]]
| Class || [[Engineer]], [[Scout]]
Line 216: Line 218:
{|
{|
|- valign="top"
|- valign="top"
| width="300px" | [[Image:NF_SMG2_2.png|thumb|left|Northern Faction Balanced SMG]] ||
| width="300px" | [[Image:NF_SMG2_2.png|thumb|left|Northern Faction Close Quarters SMG]] ||
{|
{|
| colspan="2" | '''Northern Faction SMG 2'''
| colspan="2" | '''Northern Faction SMG 2'''
|-
|-
| colspan="2" | An average SMG with a good balance of firepower and accuracy.
| colspan="2" | Close Quarters SMG with great firerate.
|-
|-
| width="100px" |Damage: || 30(Minimum 15)
| width="100px" |Damage: || 35 (Minimum 15)
|-
|-
|Clip Size: || 35
|Clip Size: || 35
|-
|-
|Ammo Limit: || 120
|Ammo Limit: || 105
|-
|-
|Accuracy: || Medium
|Accuracy: || Medium
Line 235: Line 237:
|-
|-
|Melee/cycle: || 50/.5
|Melee/cycle: || 50/.5
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Engineer]], [[Scout]]
| Class || [[Engineer]], [[Scout]]
Line 253: Line 253:
| colspan="2" | The standard issue ranged rifle.
| colspan="2" | The standard issue ranged rifle.
|-
|-
| width="100px" |Damage: || 35(Minimum 20)
| width="100px" |Damage: || 35 (Minimum 20)
|-
|-
|Clip Size: || 40
|Clip Size: || 40
|-
|-
|Ammo Limit: || 150
|Ammo Limit: || 140
|-
|-
|Accuracy: || Medium-High
|Accuracy: || Medium-High
Line 264: Line 264:
|-
|-
|Falloff/Base: || 2000/.8
|Falloff/Base: || 2000/.8
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Rifleman]]
| Class || [[Rifleman]]
Line 279: Line 277:
| colspan="2" | The assault rifle is designed especially for long range combat.
| colspan="2" | The assault rifle is designed especially for long range combat.
|-
|-
| width="100px" |Damage: || 30(Minimum 20)
| width="100px" |Damage: || 30 (Minimum 20)
|-
|-
|Clip Size: || 25
|Clip Size: || 20
|-
|-
|Ammo Limit: || 120
|Ammo Limit: || 80
|-
|-
|Accuracy: || High
|Accuracy: || High
Line 290: Line 288:
|-
|-
|Falloff/Base: || 2500/.9
|Falloff/Base: || 2500/.9
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Rifleman]]
| Class || [[Rifleman]]
Line 305: Line 301:
| 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: || 60(minimum 45)
| width="100px" |Damage: || 45 (Minimum 30)
|-
|-
|Clip Size: || 10
|Clip Size: || 10
|-
|-
|Ammo Limit: || 30
|Ammo Limit: || 20
|-
|-
|Accuracy: || Extreme high
|Accuracy: || Extreme high
|-
|-
|Rate of Fire: || 1.375
|Rate of Fire: || 1.275
|-
|-
|Falloff/Base: || 6000/.85
|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.
|-
|-
| Class || [[Scout]]
| Class || [[Scout]]
Line 331: Line 325:
| 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: || 35(Minimum 20)
| width="100px" |Damage: || 35 (Minimum 15)
|-
|-
|Clip Size: || 30
|Clip Size: || 30
|-
|-
|Ammo Limit: || 150
|Ammo Limit: || 90
|-
|-
|Accuracy: || Medium-High
|Accuracy: || Medium-High
Line 342: Line 336:
|-
|-
|Falloff/Base: || 1500/.85
|Falloff/Base: || 1500/.85
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Rifleman]]
| Class || [[Rifleman]]
Line 357: Line 349:
| colspan="2" | Very heavy semi-automatic rifle with a small clip.
| colspan="2" | Very heavy semi-automatic rifle with a small clip.
|-
|-
| width="100px" |Damage: || 40(Minimum 28)
| width="100px" |Damage: || 35 (Minimum 30)
|-
|-
|Clip Size: || 15
|Clip Size: || 15
|-
|-
|Ammo Limit: || 60
|Ammo Limit: || 45
|-
|-
|Accuracy: || High-Extreme High
|Accuracy: || High-Extreme High
Line 368: Line 360:
|-
|-
|Falloff/Base: || 2500/.9
|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
|-
|-
| Class || [[Rifleman]]
| Class || [[Rifleman]]
Line 383: Line 373:
| 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: || 60(Minimum 45)
| width="100px" |Damage: || 45 (Minimum 30)
|-
|-
|Clip Size: || 10
|Clip Size: || 10
|-
|-
|Ammo Limit: || 30
|Ammo Limit: || 20
|-
|-
|Accuracy: || Extreme High
|Accuracy: || Extreme High
Line 394: Line 384:
|-
|-
|Falloff/Base: || 6000/.85
|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.
|-
|-
| Class || [[Scout]]
| Class || [[Scout]]
Line 401: Line 389:
|}
|}


== '''Heavy Machineguns''' ==
== '''Heavy Machine Guns''' ==
'''Automatic weapons ideal for suppresive fire. As such, they are very inaccurate unles fired prone.'''
'''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.'''


{|
{|
Line 410: Line 398:
| colspan="2" | '''Brenodi Heavy Machine Gun'''
| colspan="2" | '''Brenodi Heavy Machine Gun'''
|-
|-
| 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 suppression fire.
|-
|-
| width="100px" |Damage: || 22(Minimum 7)
| width="100px" |Damage: || 30 (Minimum 20)
|-
|-
|Clip Size: || 200
|Clip Size: || 200
|-
|-
|Ammo Limit: || 400
|Ammo Limit: || 200
|-
|-
|Accuracy: ||  
|Accuracy: || Medium
|-
|-
|Rate of Fire: || 0.06
|Rate of Fire: || 0.09
|-
|Falloff/Base: || 1500/.8
|-
|-
| colspan="2" |Notes: There is a signifcant reload time, so it is a good idea to make sure you have a full clip.  
|Falloff/Base: || 1500/.75
|-
|-
| Class || [[Rifleman]]
| Class || [[Rifleman]]
Line 436: Line 422:
| colspan="2" | '''Northern Faction Heavy Machine Gun'''
| colspan="2" | '''Northern Faction Heavy Machine Gun'''
|-
|-
| 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 suppression fire.
|-
|-
| width="100px" |Damage: || 23(Minimum 7)
| width="100px" |Damage: || 30 (Minimum 20)
|-
|-
|Clip Size: || 200
|Clip Size: || 200
|-
|-
|Ammo Limit: || 400
|Ammo Limit: || 200
|-
|-
|Accuracy: ||  
|Accuracy: || Medium
|-
|-
|Rate of Fire: || 0.06
|Rate of Fire: || 0.09
|-
|Falloff/Base: || 1500/.8
|-
|-
| colspan="2" |Notes: There is a signifcant reload time, so it is a good idea to make sure you have a full clip.  
|Falloff/Base: || 1500/.75
|-
|-
| Class || [[Rifleman]]
| Class || [[Rifleman]]
Line 457: Line 441:


== '''Heavy Weapons''' ==
== '''Heavy Weapons''' ==
'''Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grnades that can damage vehicles.'''
'''Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grenades that can damage vehicles.'''
{|
{|
|- valign="top"
|- valign="top"
Line 466: Line 450:
| 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: || 105
| width="100px" |Damage: || 130
|-
|-
|Clip Size: || 1
|Clip Size: || 1
|-
|-
|Ammo Limit: || 5 Rockets
|Ammo Limit: || 12 Rockets
|-
|-
|Accuracy: || Guided
|Accuracy: || Guided or Dumb-Fire
|-
|-
|Rate of Fire: || 3
|Rate of Fire: || 3
|-
| colspan="2" |Notes: The missile can be guided by holding the fire key. Once released, the missile will continue on its current path.
|-
|-
| Class || [[Grenadier]]
| Class || [[Grenadier]]
Line 490: Line 472:
| 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: || 105
| width="100px" |Damage: || 130
|-
|-
|Clip Size: || 1
|Clip Size: || 1
|-
|-
|Ammo Limit: || 5 Rockets
|Ammo Limit: || 12 Rockets
|-
|-
|Accuracy: || Guided
|Accuracy: || Guided or Dumb-Fire
|-
|-
|Rate of Fire: || 3
|Rate of Fire: || 3
|-
| colspan="2" |Notes: The missile can be guided by holding the fire key. Once released, the missile will continue on its current path.
|-
|-
| Class || [[Grenadier]]
| Class || [[Grenadier]]
Line 514: Line 494:
| colspan="2" | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
| colspan="2" | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
|-
|-
| width="100px" |Damage: || 120
| width="100px" |Damage: || 130
|-
|-
|Clip Size: || 1
|Clip Size: || 1
|-
|-
|Ammo Limit: || 10 Rounds
|Ammo Limit: || 12 Rounds
|-
|-
|Accuracy: ||  
|Accuracy: ||  
|-
|-
|Rate of Fire: || 4
|Rate of Fire: || 2
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Grenadier]]
| Class || [[Grenadier]]
Line 538: Line 516:
| colspan="2" | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
| colspan="2" | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
|-
|-
| width="100px" |Damage: || 120
| width="100px" |Damage: || 130
|-
|-
|Clip Size: || 1
|Clip Size: || 1
|-
|-
|Ammo Limit: || 10 Rounds
|Ammo Limit: || 12 Rounds
|-
|-
|Accuracy: ||  
|Accuracy: ||  
|-
|-
|Rate of Fire: || 4
|Rate of Fire: || 2
|-
| colspan="2" |Notes:
|-
|-
| Class || [[Grenadier]]
| Class || [[Grenadier]]
Line 565: Line 541:
| colspan="2" | Used to observe enemy activity and call in strikes.
| colspan="2" | Used to observe enemy activity and call in strikes.
|-
|-
|Class || [[Scout]]
| Class || [[Scout]]
|}
|}
|}
|}
Line 575: Line 551:
| colspan="2" | '''Brenodi Mine'''
| colspan="2" | '''Brenodi Mine'''
|-
|-
| colspan="2" | Defensive landmine that is effective for infantry and armor.
| colspan="2" | Defensive landmine that is effective against infantry and armor.
|-
|-
| width="100px" |Damage: || 110
| width="100px" |Damage: || 160
|-
|-
|Ammo Limit: || 5 Mines
|Ammo Limit: || 5 Mines
Line 591: Line 567:
| colspan="2" | '''Northern Faction Mine'''
| colspan="2" | '''Northern Faction Mine'''
|-
|-
| colspan="2" | Defensive landmine that is effective for infantry and armor.
| colspan="2" | Defensive landmine that is effective against infantry and armor.
|-
|-
| width="100px" |Damage: || 110
| width="100px" |Damage: || 160
|-
|-
|Ammo Limit: || 5 Mines
|Ammo Limit: || 5 Mines
Line 605: Line 581:
| width="300px" | [[Image:BE_GREN.png|thumb|left|Brenodi Empire Standard Issue Grenade]][[Image:NF_GREN.png|thumb|left|Northern Faction Standard Issue Grenade]] ||
| width="300px" | [[Image:BE_GREN.png|thumb|left|Brenodi Empire Standard Issue Grenade]][[Image:NF_GREN.png|thumb|left|Northern Faction Standard Issue Grenade]] ||
{|
{|
| colspan="2" | '''Smoke Grenade'''
|-
| colspan="2" | Effective for assaults or temporary visual cover.
|-
|Ammo Limit: || 5 Grenades
|-
| Class || [[Scout]]
|-
| colspan="2" | '''Concussion Grenade'''
| colspan="2" | '''Concussion Grenade'''
|-
|-
| colspan="2" | A blinding flash grenade that affects turrets and infantry.
| colspan="2" | A blinding flash grenade that affects turrets and infantry.
|-
|-
|Ammo Limit: || 5 Grenades
|Ammo Limit: || 2 Grenades
|-
|-
| Class || [[Scout]]
| Class || [[Scout]]
Line 645: Line 613:
| Class || [[Rifleman]]
| Class || [[Rifleman]]
|-
|-
|colspan="2" | '''Sticky Heat Bomb'''
|colspan="2" | '''Sticky Stun Bomb'''
|-
|-
|colspan="2" | 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.
|colspan="2" | 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.
Line 663: Line 631:
| colspan="2" | Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place [[turrets]], [[walls]], [[Surveillance | surveillance gear]] and [[Ammo_Crates | ammo crates]]. This is done with the secondary fire function.
| colspan="2" | Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place [[turrets]], [[walls]], [[Surveillance | surveillance gear]] and [[Ammo_Crates | ammo crates]]. This is done with the secondary fire function.
|-
|-
| width="100px" |Damage: || 26
| width="100px" |Damage: || 1
|-
|-
| Class || [[Engineer]]
| Class || [[Engineer]]
|}
|}
|}
== '''Weapon table''' ==
=== '''Updated 20/09/2017''' ===
{| class="wikitable sortable"
! Weapon!! Damage !! Bullets !! CycleTime !! FalloffStart !! FalloffEnd !! MinimalDamage !! clip_size
{{InfWeap Table | weapon=imp_hmg | damage=19 | bullets=1 | cycletime=0.08 | falloffstart=0 | falloffend=2500 | minimaldamage=15 | clip_size=125}}
{{InfWeap Table | weapon=imp_machinepistol | damage=11 | bullets=1 | cycletime=0.075 | falloffstart=0 | falloffend=4500 | minimaldamage=8 | clip_size=18}}
{{InfWeap Table | weapon=imp_pistol1 | damage=19 | bullets=1 | cycletime=0.15 | falloffstart=0 | falloffend=10000 | minimaldamage=12 | clip_size=12}}
{{InfWeap Table | weapon=imp_pistol2 | damage=37 | bullets=1 | cycletime=0.25 | falloffstart=0 | falloffend=2500 | minimaldamage=28 | clip_size=7}}
{{InfWeap Table | weapon=imp_rifle1 | damage=28 | bullets=1 | cycletime=0.090 | falloffstart=0 | falloffend=8000 | minimaldamage=22 | clip_size=20}}
{{InfWeap Table | weapon=imp_rifle2 | damage=21 | bullets=1 | cycletime=0.08 | falloffstart=0 | falloffend=4000 | minimaldamage=16 | clip_size=40}}
{{InfWeap Table | weapon=imp_rifle3 | damage=60 | bullets=1 | cycletime=1.275 | falloffstart=0 | falloffend=2500 | minimaldamage=55 | clip_size=5}}
{{InfWeap Table | weapon=imp_shotgun | damage=12 | bullets=9 | cycletime=0.9 | falloffstart=0 | falloffend=3250 | minimaldamage=9 | clip_size=6}}
{{InfWeap Table | weapon=imp_smg1 | damage=17 | bullets=1 | cycletime=0.09 | falloffstart=0 | falloffend=6000 | minimaldamage=13 | clip_size=30}}
{{InfWeap Table | weapon=imp_smg2 | damage=19 | bullets=1 | cycletime=0.075 | falloffstart=0 | falloffend=3500 | minimaldamage=13 | clip_size=35}}
{{InfWeap Table | weapon=nf_50cal | damage=43 | bullets=1 | cycletime=0.25 | falloffstart=0 | falloffend=5250 | minimaldamage=35 | clip_size=10}}
{{InfWeap Table | weapon=nf_hmg | damage=19 | bullets=1 | cycletime=0.08 | falloffstart=0 | falloffend=2500 | minimaldamage=15 | clip_size=125}}
{{InfWeap Table | weapon=nf_pistol | damage=19 | bullets=1 | cycletime=0.15 | falloffstart=0 | falloffend=10000 | minimaldamage=12 | clip_size=12}}
{{InfWeap Table | weapon=nf_rifle | damage=26 | bullets=1 | cycletime=0.090 | falloffstart=0 | falloffend=6500 | minimaldamage=18 | clip_size=30}}
{{InfWeap Table | weapon=nf_scout_rifle | damage=60 | bullets=1 | cycletime=1.275 | falloffstart=0 | falloffend=2500 | minimaldamage=55 | clip_size=5}}
{{InfWeap Table | weapon=nf_shotgun | damage=12 | bullets=9 | cycletime=0.9 | falloffstart=0 | falloffend=3000 | minimaldamage=9 | clip_size=6}}
{{InfWeap Table | weapon=nf_shot_pistol | damage=11 | bullets=9 | cycletime=0.5 | falloffstart=0 | falloffend=3000 | minimaldamage=8 | clip_size=2}}
{{InfWeap Table | weapon=nf_smg1 | damage=17 | bullets=1 | cycletime=0.09 | falloffstart=0 | falloffend=6000 | minimaldamage=13 | clip_size=30}}
{{InfWeap Table | weapon=nf_smg2 | damage=19 | bullets=1 | cycletime=0.075 | falloffstart=0 | falloffend=3500 | minimaldamage=13 | clip_size=35}}
{{InfWeap Table | weapon=nf_smg3 | damage=30 | bullets=1 | cycletime=0.15 | falloffstart=0 | falloffend=7500 | minimaldamage=23 | clip_size=20}}
|}
|}


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* Various [[Skills|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|Rifleman's]] class specific skill ''"Damage Increase"'' will increase damage dealt by your pistols and rifles by 10%.
* Various [[Skills|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|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
*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
 
*It is best not to let your engineer tool reach 0 charge when utilizing it. Doing so will take double the time to finish your task as the tool needs to reboot to once again reach 1 charge. Always remember to stop using the tool once it reaches 1 charge and let it recharge.


[[Category:Gameplay|Weapons]] [[Category:Weapons|Weapons]]
[[Category:Gameplay|Weapons]] [[Category:Weapons|Weapons]]

Revision as of 08:22, 20 September 2017

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.

Brenodi Empire Standard Issue Pistol
Brenodi 9mm Pistol (Pistol 1)
Standard issue Brenodi pistol. The NF pistol and the BE pistol 1 share the same values.
Damage: 30 (Minimum 17)
Clip Size: 12
Ammo Limit: 36
Accuracy: High
Rate Of Fire: 0.15
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Engineer, Scout, Grenadier, Rifleman
Brenodi Empire High Caliber Pistol
Brenodi Heavy Pistol (Pistol 2)
Heavy version of the standard issue Brenodi pistol.
Damage: 60 (Minimum 25)
Clip Size: 7
Ammo Limit: 21 for Grenadier/14 for Rifleman
Accuracy: Medium
Rate Of Fire: 0.2
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Grenadier, Rifleman
Brenodi Automatic Pistol (Pistol 3)
The Brenodi Machine pistol offers short range superiority with a large clip and high rate of fire
Damage: 22 (Minimum 10)
Clip Size: 18
Ammo Limit: 36
Accuracy: Low
Rate Of Fire: 0.075
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Engineer, Scout, Grenadier, Rifleman
NF 9mm Pistol
Northern Faction 9mm Pistol (Pistol 1)
Standard sidearm for the Northern Faction. The NF Pistol and the BE Pistol share the same values.
Damage: 30 (Minimum 17)
Clip Size: 12
Ammo Limit: 36
Accuracy: High
Rate of Fire: .15
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Engineer, Scout, Grenadier, Rifleman
Northern Faction Shot Pistol
Northern Faction Shot Pistol (Pistol 2)
Armed with dual shotgun shells for close range action.
Damage: 16 pellets x 12 damage each (Minimum 9 damage each)
Clip Size: 2
Ammo Limit: 18
Accuracy: Low
Rate of Fire: .5
Falloff/Base: 350
Melee/cycle: 50/.5
Class Grenadier, Rifleman

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.

Brenodi Empire Ranged SMG
Brenodi Empire SMG 1
Standard issue SMG. Accurate but weak.
Damage: 25 (Minimum 15)
Clip Size: 30
Ammo Limit: 90
Accuracy: High
Rate of Fire: 0.09
Falloff/Base: 1500
Melee/cycle: 50/.5
Class Engineer, Scout
Brenodi Empire Close Quarters SMG
Brenodi Empire SMG 2
Close Quarters SMG with great firerate.
Damage: 35 (Minimum 15)
Clip Size: 35
Ammo Limit: 105
Accuracy: Medium
Rate of Fire: 0.085
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Engineer, Scout
Northern Faction Ranged SMG
Northern Faction SMG 1
Standard issue SMG. Accurate but weak.
Damage: 25 (Minimum 15)
Clip Size: 30
Ammo Limit: 90
Accuracy: High
Rate of Fire: 0.09
Falloff/Base: 1500
Melee/cycle: 50/.5
Class Engineer, Scout
Northern Faction Close Quarters SMG
Northern Faction SMG 2
Close Quarters SMG with great firerate.
Damage: 35 (Minimum 15)
Clip Size: 35
Ammo Limit: 105
Accuracy: Medium
Rate of Fire: 0.085
Falloff/Base: 1000/.9
Melee/cycle: 50/.5
Class Engineer, Scout

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.

Brenodi Empire Heavy Rifle
Brenodi Heavy Rifle
The standard issue ranged rifle.
Damage: 35 (Minimum 20)
Clip Size: 40
Ammo Limit: 140
Accuracy: Medium-High
Rate of Fire: 0.08
Falloff/Base: 2000/.8
Class Rifleman
Brenodi Empire Assault Rifle
Brenodi Assault Rifle
The assault rifle is designed especially for long range combat.
Damage: 30 (Minimum 20)
Clip Size: 20
Ammo Limit: 80
Accuracy: High
Rate of Fire: 0.075
Falloff/Base: 2500/.9
Class Rifleman
Brenodi Empire Ranged Rifle
Brenodi Scout (Ranged) Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage: 45 (Minimum 30)
Clip Size: 10
Ammo Limit: 20
Accuracy: Extreme high
Rate of Fire: 1.275
Falloff/Base: 6000/.85
Class Scout
Northern Faction Standard Issue Assault Rifle
Northern Faction Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Damage: 35 (Minimum 15)
Clip Size: 30
Ammo Limit: 90
Accuracy: Medium-High
Rate of Fire: 0.07
Falloff/Base: 1500/.85
Class Rifleman
Northern Faction .50 Cal Rifle
Northern Faction .50cal Rifle
Very heavy semi-automatic rifle with a small clip.
Damage: 35 (Minimum 30)
Clip Size: 15
Ammo Limit: 45
Accuracy: High-Extreme High
Rate of Fire: 0.18
Falloff/Base: 2500/.9
Class Rifleman
Northern Faction Ranged Rifle
Northern Faction Scout (Ranged) Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage: 45 (Minimum 30)
Clip Size: 10
Ammo Limit: 20
Accuracy: Extreme High
Rate of Fire: 1.275
Falloff/Base: 6000/.85
Class Scout

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.

Brenodi Empire Heavy Machine Gun
Brenodi Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppression fire.
Damage: 30 (Minimum 20)
Clip Size: 200
Ammo Limit: 200
Accuracy: Medium
Rate of Fire: 0.09
Falloff/Base: 1500/.75
Class Rifleman
Northern Faction Heavy Machine Gun
Northern Faction Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppression fire.
Damage: 30 (Minimum 20)
Clip Size: 200
Ammo Limit: 200
Accuracy: Medium
Rate of Fire: 0.09
Falloff/Base: 1500/.75
Class Rifleman

Heavy Weapons

Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grenades that can damage vehicles.

Brenodi Empire Rocket Launcher
Brenodi Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage: 130
Clip Size: 1
Ammo Limit: 12 Rockets
Accuracy: Guided or Dumb-Fire
Rate of Fire: 3
Class Grenadier
Nothern Faction Rocket Launcher
Northern Faction Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage: 130
Clip Size: 1
Ammo Limit: 12 Rockets
Accuracy: Guided or Dumb-Fire
Rate of Fire: 3
Class Grenadier
Brenodi Empire Mortar
Brenodi Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
Damage: 130
Clip Size: 1
Ammo Limit: 12 Rounds
Accuracy:
Rate of Fire: 2
Class Grenadier
Northern Faction Mortar
Northern Faction Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
Damage: 130
Clip Size: 1
Ammo Limit: 12 Rounds
Accuracy:
Rate of Fire: 2
Class Grenadier

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.

Northern Faction Binoculars
Binoculars
Used to observe enemy activity and call in strikes.
Class Scout
Brenodi Empire Mine (Top)
Brenodi Mine
Defensive landmine that is effective against infantry and armor.
Damage: 160
Ammo Limit: 5 Mines
Class Grenadier
Northern Faction Mine
Northern Faction Mine
Defensive landmine that is effective against infantry and armor.
Damage: 160
Ammo Limit: 5 Mines
Class Grenadier
Brenodi Empire Standard Issue Grenade
Northern Faction Standard Issue Grenade
Concussion Grenade
A blinding flash grenade that affects turrets and infantry.
Ammo Limit: 2 Grenades
Class Scout
Explosive Grenade
A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).
Ammo Limit: 5 Grenades
Class Rifleman
Seismic Grenade
Extremely effective at destroying buildings and defensive structures but ineffective against infentry and vehicles.
Ammo Limit: 5 Grenades
Class Engineer
Sticky Bomb
Light anti-vehicular bomb with an adhesive surface. The user needs to be near the target for it to be effectively thrown and attached.
Ammo Limit: 2 Bombs
Class Rifleman
Sticky Stun Bomb
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.
Ammo Limit: 2 Bombs
Class Scout
Brenodi Empire Engineer Tool
Northern Faction Engineer Tool
Engineer Tool
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.
Damage: 1
Class Engineer

Weapon table

Updated 20/09/2017

Weapon Damage Bullets CycleTime FalloffStart FalloffEnd MinimalDamage clip_size
imp_hmg 19 1 0.08 0 2500 15 125
imp_machinepistol 11 1 0.075 0 4500 8 18
imp_pistol1 19 1 0.15 0 10000 12 12
imp_pistol2 37 1 0.25 0 2500 28 7
imp_rifle1 28 1 0.090 0 8000 22 20
imp_rifle2 21 1 0.08 0 4000 16 40
imp_rifle3 60 1 1.275 0 2500 55 5
imp_shotgun 12 9 0.9 0 3250 9 6
imp_smg1 17 1 0.09 0 6000 13 30
imp_smg2 19 1 0.075 0 3500 13 35
nf_50cal 43 1 0.25 0 5250 35 10
nf_hmg 19 1 0.08 0 2500 15 125
nf_pistol 19 1 0.15 0 10000 12 12
nf_rifle 26 1 0.090 0 6500 18 30
nf_scout_rifle 60 1 1.275 0 2500 55 5
nf_shotgun 12 9 0.9 0 3000 9 6
nf_shot_pistol 11 9 0.5 0 3000 8 2
nf_smg1 17 1 0.09 0 6000 13 30
nf_smg2 19 1 0.075 0 3500 13 35
nf_smg3 30 1 0.15 0 7500 23 20

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
  • It is best not to let your engineer tool reach 0 charge when utilizing it. Doing so will take double the time to finish your task as the tool needs to reboot to once again reach 1 charge. Always remember to stop using the tool once it reaches 1 charge and let it recharge.