Weapons: Difference between revisions

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(→‎'''Equipment''': Sticky bombs)
(Updated damage and rate of fire stats to reflect the values in the scripts files)
Line 48: Line 48:
| Accuracy || Fair
| Accuracy || Fair
|-
|-
| Rate Of Fire || 130 Bullets Per Minute
| 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 || (shot of 9 pellets, per pellet) 12
| 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 || 24
| 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 || 14
| 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 || 10
| width="100px" | Damage || 20
|-
|-
| Clip Size || 35
| Clip Size || 35
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| Accuracy || Good
| Accuracy || Good
|-
|-
| Rate Of Fire || 700 Bullets Per Minute
| Rate Of Fire || 670 Bullets Per Minute
|-
|-
| Class || [[Engineer]], [[Scout]]
| Class || [[Engineer]], [[Scout]]
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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 || 20
| width="100px" | Damage || 30
|-
|-
| Clip Size || 40
| Clip Size || 40
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| Accuracy || Fair
| Accuracy || Fair
|-
|-
| Rate Of Fire || 660 Bullets Per Minute
| Rate Of Fire || 700 Bullets Per Minute
|-
|-
| Class || [[Engineer]], [[Scout]]
| Class || [[Engineer]], [[Scout]]
Line 208: Line 208:
| Accuracy || Good
| Accuracy || Good
|-
|-
| Rate Of Fire || 1080 Bullets Per Minute
| 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 || 42
| width="100px" | Damage || 40
|-
|-
| Clip Size || 30
| Clip Size || 30
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| Accuracy || Good
| Accuracy || Good
|-
|-
| Rate Of Fire || 1080 Bullets Per Minute
| Rate Of Fire || 860 Bullets Per Minute
|-
|-
| Class || [[Rifleman]]
| Class || [[Rifleman]]
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| Accuracy || Good
| Accuracy || Good
|-
|-
| Rate Of Fire || 920 Bullets Per Minute
| Rate Of Fire || 750 Bullets Per Minute
|-
|-
| Class || [[Rifleman]]
| Class || [[Rifleman]]
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| Accuracy || Fair
| Accuracy || Fair
|-
|-
| Rate Of Fire || 400 Bullets Per Minute
| 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 || 150
| width="100px" | Damage || 60
|-
|-
| Clip Size || 6
| Clip Size || 6
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| Accuracy || Excellent
| Accuracy || Excellent
|-
|-
| Rate Of Fire || 72 Bullets Per Minute
| 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.
|-
|-
| width="100px" | Damage || 150
| width="100px" | Damage || 60
|-
|-
| Clip Size || 6
| Clip Size || 6
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| Accuracy || Excellent
| Accuracy || Excellent
|-
|-
| Rate Of Fire || 72 Bullets Per Minute
| 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 || 25
| width="100px" | Damage || 37
|-
|-
| Clip Size || 200
| Clip Size || 200
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| Accuracy || Poor
| Accuracy || Poor
|-
|-
| Rate Of Fire || 920 Bullets Per Minute
| 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 || 25
| width="100px" | Damage || 37
|-
|-
| Clip Size || 200
| Clip Size || 200
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| Accuracy || Poor
| Accuracy || Poor
|-
|-
| Rate Of Fire || 920 Bullets Per Minute
| 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 || 80
| 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 || 80
| 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 || 110
| 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 || 110
| width="100px" | Damage || 120
|-
|-
| Clip Size || 1
| Clip Size || 1

Revision as of 08:50, 11 December 2007

Home > Weapons


Weapons Appendix


Note
As of 1.08, most weapons have seen balance changes and new visuals. Images shown here may have been replaced by improved versions.

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 Empire Standard Issue Pistol
Brenodi Pistol
Standard issue Brenodi pistol. Useful in a pinch.
Damage 30
Clip Size 14
Carry Limit 24 Bullets
Accuracy Fair
Rate Of Fire 300 Bullets Per Minute
Class Engineer, Scout, Grenadier, Rifleman
Brenodi Empire High Caliber Pistol
Brenodi Empire High Caliber Pistol
Brenodi Heavy Pistol
A higher caliber version of its counterpart. It has a smaller clip, but each shot deals more damage.
Damage 40
Clip Size 10
Carry Limit 24 Bullets
Accuracy Fair
Rate Of Fire 210 Bullets Per Minute
Class Grenadier, Rifleman
Raven Arms 9mm Pistol
Raven Arms 9mm Pistol
Standard sidearm for the Northern Faction.
Damage 30
Clip Size 14
Carry Limit 24 Bullets
Accuracy Fair
Rate Of Fire 300 Bullets Per Minute
Class Engineer, Scout, Grenadier, Rifleman
Northern Faction Shot Pistol
Northern Faction Shot Pistol
Northern Faction Shot Pistol
Armed with dual shotgun shells for close range action.
Damage 10 pellets x 12 damage each
Clip Size 2
Carry Limit 16 Shells
Accuracy Poor
Rate Of Fire 120 Shells Per Minute
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 Standard Issue SMG
Brenodi Empire Standard Issue SMG
Brenodi Engineer SMG 1
Standard issue SMG. Accurate but weak.
Damage 22
Clip Size 30
Carry Limit 120 Bullets
Accuracy Good
Rate Of Fire 600 Bullets Per Minute
Class Engineer, Scout
Brenodi Empire Balanced SMG
Brenodi Empire Balanced SMG
Brenodi SMG 2
An average SMG with a good balance of firepower and accuracy.
Damage 30
Clip Size 30
Carry Limit 120 Bullets
Accuracy Fair
Rate Of Fire 700 Bullets Per Minute
Class Engineer, Scout
Northern Faction Standard Issue SMG
Northern Faction Standard Issue SMG
Northern Faction SMG 1
Standard issue SMG. Accurate but weak.
Damage 20
Clip Size 35
Carry Limit 120 Bullets
Accuracy Good
Rate Of Fire 670 Bullets Per Minute
Class Engineer, Scout
Northern Faction Balanced SMG
Northern Faction Balanced SMG
Northern Faction SMG 2
An average SMG with a good balance of firepower and accuracy.
Damage 30
Clip Size 40
Carry Limit 120 Bullets
Accuracy Fair
Rate Of Fire 700 Bullets Per Minute
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.

Brenodi Empire Standard Issue Rifle
Brenodi Empire Standard Issue Rifle
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 800 Bullets Per Minute
Class Rifleman
Northern Faction Standard Issue Assault Rifle
Northern Faction Standard Issue Assault Rifle
Northern Faction Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Damage 40
Clip Size 30
Carry Limit 150 Bullets
Accuracy Good
Rate Of Fire 860 Bullets Per Minute
Class Rifleman
Brenodi Empire Heavy Rifle
Brenodi Empire Heavy Rifle
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 750 Bullets Per Minute
Class Rifleman
Northern Faction .50 Cal Rifle
Northern Faction .50 Cal Rifle
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 330 Bullets Per Minute
Class Rifleman
Brenodi Empire Ranged Rifle
Brenodi Empire Ranged Rifle
Brenodi Scout Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage 60
Clip Size 6
Carry Limit 60 Bullets
Accuracy Excellent
Rate Of Fire 50 Bullets Per Minute
Class Scout
Northern Faction Ranged Rifle
Northern Faction Ranged Rifle
Northern Faction Scout Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage 60
Clip Size 6
Carry Limit 60 Bullets
Accuracy Excellent
Rate Of Fire 50 Bullets Per Minute
Class Scout

Heavy Weapons

Heavy weapons are (semi-)automatic weapons, often with high explosive compounds.

Brenodi Empire Heavy Machine Gun
Brenodi Empire Heavy Machine Gun
Brenodi Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage 37
Clip Size 200
Carry Limit 400 Bullets
Accuracy Poor
Rate Of Fire 670 Bullets Per Minute
Class Rifleman
Northern Faction Heavy Machine Gun
Northern Faction Heavy Machine Gun
Northern Faction Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage 37
Clip Size 200
Carry Limit 400 Bullets
Accuracy Poor
Rate Of Fire 670 Bullets Per Minute
Class Rifleman
Brenodi Empire Rocket Launcher
Brenodi Empire Rocket Launcher
Brenodi Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage 105
Clip Size 1
Carry Limit 5 Rockets
Accuracy Good
Rate Of Fire 20 Missiles Per Minute
Class Grenadier
Northern Faction Rocket Launcher
Brenodi Empire Rocket Launcher
Northern Faction Rocket Launcher
Guided missle launcher, well suited to the anti-armor role.
Damage 105
Clip Size 1
Carry Limit 5 Rockets
Accuracy Good
Rate Of Fire 20 Missiles Per Minute
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.
Damage 120
Clip Size 1
Carry Limit 10 Rounds
Accuracy Excellent
Rate Of Fire 15 Rounds Per Minute
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.
Damage 120
Clip Size 1
Carry Limit 10 Rounds
Accuracy Excellent
Rate Of Fire 15 Rounds Per Minute
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.

Brenodi Empire Binoculars
Northern Faction Binoculars
Binoculars
Used to observe enemy activity and call in strikes.
Class Scout
Brenodi Empire Mine (Side)
Brenodi Empire Mine (Top)
Brenodi Mine
Defensive landmine that is effective for infantry and armor.
Damage 110
Carry Limit 5 Mines
Class Grenadier
Northern Faction Mine
Northern Faction Mine
Northern Faction Mine
Defensive landmine that is effective for infantry and armor.
Damage 110
Carry Limit 5 Mines
Class Grenadier
Brenodi Empire Standard Issue Grenade
Northern Faction Standard Issue Grenade
Smoke Grenade
Effective for assaults or temporary visual cover.
Carry Limit 5 Grenades
Class Scout
Concussion Grenade
A blinding flash grenade that affects turrets and infantry.
Carry Limit 5 Grenades
Class Scout
Explosive Grenade
A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).
Carry Limit 5 Grenades
Class Rifleman
Seismic Grenade
Extremely effective at destroying buildings and defensive structures.
Carry 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.
Carry Limit 2 Bombs
Class Rifleman
Sticky Heat 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.
Carry Limit 2 Bombs
Class Scout
Brenodi Empire Engineer Tool
Brenodi Empire Engineer Tool
Northern Faction 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.
Damage 26
Class Engineer

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