Difference between revisions of "Weapons"

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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%.
  
* Grenadier RPG Rockets no longer significantly damage buildings. This was implemented in 2.2 to prevent rocket sniping. ML turrets placed by the commander or an Engineer are unaffect.
+
* Grenadier RPG Rockets no longer significantly damage buildings. This was implemented in 2.2 to prevent rocket sniping. ML turrets placed by the commander or an Engineer are unaffected.
  
 
*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. 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
  
 
[[Category:Gameplay|Weapons]] [[Category:Weapons|Weapons]]
 
[[Category:Gameplay|Weapons]] [[Category:Weapons|Weapons]]

Revision as of 15:27, 7 January 2009

Home > Weapons

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

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Weapons Appendix

Note 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 Note: As of 2.21 weapons are still being tested and adjusted. The values on this page may or may not be fully updated with each version.

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 Pistol
Standard issue Brenodi pistol. Weighted for more accuracy than the Northern Faction 9mm, but with more kick.
Damage: Star.pngStar.pngNostar.pngNostar.pngNostar.png 30(Minimal 5)
Clip Size: Star.pngStar.pngNostar.pngNostar.pngNostar.png 14
Ammo Limit: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 24
Accuracy: Star.pngStar.pngNostar.pngNostar.pngNostar.png Fair
Rate Of Fire: Star.pngStar.pngNostar.pngNostar.pngNostar.png 5/sec(Single Shot)
Falloff Star.pngNostar.pngNostar.pngNostar.pngNostar.png Short(500 Units)
Class Engineer, Scout, Grenadier, Rifleman
Brenodi Empire High Caliber Pistol
Brenodi Machine Pistol
An automatic pistol that fires 3 round bursts.
Damage: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 15(Minimum 5)
Clip Size: Star.pngStar.pngNostar.pngNostar.pngNostar.png 25
Ammo Limit: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 48
Accuracy: Star.pngStar.pngNostar.pngNostar.pngNostar.png Good
Rate Of Fire: Star.pngStar.pngStar.pngStar.pngNostar.png 3 Bursts/Second
Falloff Star.pngNostar.pngNostar.pngNostar.pngNostar.png Short(400 Units)
Class Grenadier, Rifleman
NF 9mm Pistol
Northern Faction 9mm Pistol
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.
Damage: Star.pngStar.pngNostar.pngNostar.pngNostar.png 30
Clip Size: Star.pngStar.pngNostar.pngNostar.pngNostar.png 14
Ammo Limit: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 24
Accuracy: Star.pngStar.pngNostar.pngNostar.pngNostar.png Fair
Rate of Fire: Star.pngStar.pngNostar.pngNostar.pngNostar.png 5/sec
Class Engineer, Scout, Grenadier, Rifleman
Northern Faction Shot Pistol
Northern Faction Shot Pistol
Armed with dual shotgun shells for close range action.
Damage: Star.pngStar.pngStar.pngStar.pngStar.png 10 pellets x 12 damage each
Clip Size: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 2
Ammo Limit: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 16
Accuracy: Star.pngNostar.pngNostar.pngNostar.pngNostar.png Poor
Rate of Fire: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 2/sec
Class Grenadier, Rifleman

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.

Brenodi Empire Standard Issue SMG
Brenodi Engineer SMG 1
Standard issue SMG. Accurate but weak.
Damage: Star.pngStar.pngNostar.pngNostar.pngNostar.png 22
Clip Size: Star.pngStar.pngStar.pngStar.pngNostar.png 30
Ammo Limit: Star.pngStar.pngStar.pngNostar.pngNostar.png 120
Accuracy: Star.pngStar.pngStar.pngNostar.pngNostar.png Good
Rate of Fire: Star.pngStar.pngStar.pngStar.pngNostar.png 10/sec
Class Engineer, Scout
Brenodi Empire Balanced SMG
Brenodi SMG 2
An average SMG with a good balance of firepower and Accuracy.
Damage: Star.pngStar.pngStar.pngNostar.pngNostar.png 30
Clip Size: Star.pngStar.pngStar.pngStar.pngNostar.png 30
Ammo Limit: Star.pngStar.pngStar.pngNostar.pngNostar.png 120
Accuracy: Star.pngStar.pngNostar.pngNostar.pngNostar.png Fair
Rate of Fire: Star.pngStar.pngStar.pngStar.pngNostar.png 12/sec
Class Engineer, Scout
Northern Faction Standard Issue SMG
Northern Faction SMG 1
Standard issue SMG. Accurate but weak.
Damage: Star.pngStar.pngNostar.pngNostar.pngNostar.png 20
Clip Size: Star.pngStar.pngStar.pngStar.pngNostar.png 35
Ammo Limit: Star.pngStar.pngStar.pngNostar.pngNostar.png 120
Accuracy: Star.pngStar.pngStar.pngNostar.pngNostar.png Good
Rate of Fire: Star.pngStar.pngStar.pngStar.pngNostar.png 11/sec
Class Engineer, Scout
Northern Faction Balanced SMG
Northern Faction SMG 2
An average SMG with a good balance of firepower andAccuracy.
Damage: Star.pngStar.pngStar.pngNostar.pngNostar.png 30
Clip Size: Star.pngStar.pngStar.pngStar.pngNostar.png 40
Ammo Limit: Star.pngStar.pngStar.pngNostar.pngNostar.png 120
Accuracy: Star.pngStar.pngNostar.pngNostar.pngNostar.png Fair
Rate of Fire: Star.pngStar.pngStar.pngStar.pngNostar.png 12/sec
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 perfect accuracy when used.

Brenodi Empire Standard Issue Rifle
Brenodi Assault Rifle
The standard issue ranged rifle with medium zoom.
Damage: Star.pngStar.pngStar.pngNostar.pngNostar.png 35
Clip Size: Star.pngStar.pngStar.pngStar.pngNostar.png 30
Ammo Limit: Star.pngStar.pngStar.pngStar.pngNostar.png 150
Accuracy: Star.pngStar.pngStar.pngNostar.pngNostar.png Good
Rate of Fire: Star.pngStar.pngStar.pngStar.pngStar.png 13/sec
Class Rifleman
Northern Faction Standard Issue Assault Rifle
Northern Faction Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Damage: Star.pngStar.pngStar.pngNostar.pngNostar.png 40
Clip Size: Star.pngStar.pngStar.pngStar.pngNostar.png 30
Ammo Limit: Star.pngStar.pngStar.pngStar.pngNostar.png 150
Accuracy: Star.pngStar.pngStar.pngNostar.pngNostar.png Good
Rate of Fire: Star.pngStar.pngStar.pngStar.pngStar.png 14/sec
Class Rifleman
Brenodi Empire Heavy Rifle
Brenodi Heavy Rifle
The standard rifle modified with a larger clip and tiny zoom.
Damage: Star.pngStar.pngStar.pngStar.pngNostar.png 50
Clip Size: Star.pngStar.pngStar.pngStar.pngNostar.png 40
Ammo Limit: Star.pngStar.pngStar.pngStar.pngNostar.png 150
Accuracy: Star.pngStar.pngNostar.pngNostar.pngNostar.png Fair
Rate of Fire: Star.pngStar.pngStar.pngStar.pngNostar.png 12.5/sec
Class Rifleman
Northern Faction .50 Cal Rifle
Northern Faction .50cal Rifle
Very heavy semi-automatic rifle with a small clip and no zoom.
Damage: Star.pngStar.pngStar.pngStar.pngStar.png 60
Clip Size: Star.pngStar.pngNostar.pngNostar.pngNostar.png 10
Ammo Limit: Star.pngStar.pngStar.pngNostar.pngNostar.png 60
Accuracy: Star.pngStar.pngStar.pngStar.pngNostar.png Very Good
Rate of Fire: Star.pngStar.pngNostar.pngNostar.pngNostar.png 5.5/sec
Class Rifleman
Brenodi Empire Ranged Rifle
Brenodi Scout Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage: Star.pngStar.pngStar.pngStar.pngStar.png 60
Clip Size: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 6
Ammo Limit: Star.pngStar.pngStar.pngNostar.pngNostar.png 60
Accuracy: Star.pngStar.pngStar.pngStar.pngStar.png Excellent
Rate of Fire: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 1/sec
Class Scout
Northern Faction Ranged Rifle
Northern Faction Scout Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage: Star.pngStar.pngStar.pngStar.pngStar.png 60
Clip Size: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 6
Ammo Limit: Star.pngStar.pngStar.pngNostar.pngNostar.png 60
Accuracy: Star.pngStar.pngStar.pngStar.pngStar.png Excellent
Rate of Fire: Star.pngNostar.pngNostar.pngNostar.pngNostar.png 1/sec
Class Scout

Heavy Weapons

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

Brenodi Empire Heavy Machine Gun
Brenodi Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage: Star.pngStar.pngStar.pngNostar.pngNostar.png 37
Clip Size: Star.pngStar.pngStar.pngStar.pngStar.png 200
Ammo Limit: Star.pngStar.pngStar.pngStar.pngStar.png 400
Accuracy: Star.pngStar.pngNostar.pngNostar.pngNostar.png Poor
Rate of Fire: Star.pngStar.pngStar.pngStar.pngNostar.png 11/sec
Class Rifleman
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: Star.pngStar.pngStar.pngNostar.pngNostar.png 37
Clip Size: Star.pngStar.pngStar.pngStar.pngStar.png 200
Ammo Limit: Star.pngStar.pngStar.pngStar.pngStar.png 400
Accuracy: Star.pngStar.pngNostar.pngNostar.pngNostar.png Poor
Rate of Fire: Star.pngStar.pngStar.pngStar.pngNostar.png 11/sec
Class Rifleman
Brenodi Empire Rocket Launcher
Brenodi Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage: 105
Clip Size: 1
Ammo Limit: 5 Rockets
Accuracy: Good
Rate of Fire: 20 Missiles Per Minute
Class Grenadier
Nothern Faction Rocket Launcher
Northern Faction Rocket Launcher
Guided missle launcher, well suited to the anti-armor role.
Damage: 80
Clip Size: 1
Ammo 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
Ammo 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
Ammo 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.

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 for infantry and armor.
Damage: 110
Ammo Limit: 5 Mines
Class Grenadier
Northern Faction Mine
Northern Faction Mine
Defensive landmine that is effective for infantry and armor.
Damage: 110
Ammo Limit: 5 Mines
Class Grenadier
Brenodi Empire Standard Issue Grenade
Northern Faction Standard Issue Grenade
Smoke Grenade
Effective for assaults or temporary visual cover.
Ammo Limit: 5 Grenades
Class Scout
Concussion Grenade
A blinding flash grenade that affects turrets and infantry.
Ammo Limit: 5 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.
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 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.
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.
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%.
  • Grenadier RPG Rockets no longer significantly damage buildings. This was implemented in 2.2 to prevent rocket sniping. ML turrets placed by the commander or an Engineer are unaffected.
  • 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