Reference:Weapons

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Revision as of 17:24, 29 December 2007 by Phisionary (talk | contribs) (→‎Weapon Summary: improved consistancy of catagorization, reordered)
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Weapons reference guides

Melee Weapon Reference

Melee Weapon Information Reference Table
Crowbar Knife Medikit Spanner Umbrella
Basic Properties
Slot number 1 1 1 1 1 1
Ammo type N/A N/A N/A N/A * N/A
Damage 18 32 (Normal), 108 (Backstab) ** 9 *** 18 18
Range 32 units 32 units 32 units 32 units 32 units
Cycle time (refire delay) 0.4 seconds 0.4 seconds 0.4 seconds 0.4 seconds 0.4 seconds
Rate-of-fire (1 / Cycle time) 2.5 shots per second 2.5 shots per second 2.5 shots per second 2.5 shots per second 2.5 shots per second
Special Properties
Backstab Heals Repair
Infects

* The Spanner consumes ammunition when used to Repair a dispenser, Sentry Gun, or team member's Armor.

** The Backstab special attack ignores armor when calculating damage.

*** The Medikit Infects the victim, dealing continual damage until healed or dead. The Medikit also ignores armour.

Bullet-type Weapon Reference

Bullet-type Weapon Information Reference Table
Shotgun Super Shotgun Sniper Rifle Auto Rifle Assault Cannon
Basic Properties
Slot number 2 3 2 3 5
Ammo type Shells Shells Shells Shells Shells
Ammunition per shot 1 2 1 1 2
Bullets per shot 6 14 1 1 5
Spread Value 0.02 0.06 0.00 0.01 0.08
Damage 22 54 42 * 8 4.4
Recoil 0.5 0.8 0.5 0.4 0.4
Cycle time (refire delay) 0.5 seconds 0.7 seconds 0.8 seconds * 0.2 seconds 0.1 seconds **
Rate-of-fire (1 / Cycle time) 2 shots per second 1.43 shots per second 1.25 shots per second * 5 shots per second 10 shots per second **
Special Properties
Charges up Spins up firing speed
Needs ground contact to fire Can overheat
Built-in two setting scope
  • Note: The Tommygun was not included in this table. If it is in fact not defunct, it should be added.

* The Sniper Rifle has the ability to charge up to do additional damage. The sniper rifle also does extra damage from head-shots.

** The Assault Cannon will spin up over a short time. This provides faster firing rate, but the gun will quickly overheat and nead to cool off.

Weapon Summary

Melee Weapons

Crowbar

This weapon is the default melee weapon for all classes that do not have their own specialty melee weapons. Currently (as of FF Version 1.11) it is equipped to the Scout, Sniper, Soldier, Demoman, HWGuy, and Pyro classes.

See Weapon:Crowbar for more detail.

Medikit

This weapon is only equipped to the Medic class. It has two functions, both activated by the primary fire key. When used on a member of the same team, it heals that team member, against damage or an enemy medic's infection. When used on a member of the enemy team, it infects that player, dealing damage until they die, unless they are healed by a medic from their own team.

See Weapon:Medikit for more detail.

Spanner

This weapon is only equipped to the Engineer class. It does low damage when used as a weapon, but it's primary function is to repair and rearm SG's and Dispensers as well as upgrade SG's. It can also be used to repair a teammates armor.

See Weapon:Spanner for more detail.

Knife

This is the melee weapon equipped to the Spy class. It has the special capability of being able to backstab, an attack that deals lethal damage to an enemy, and if successful, does not remove the spy's disguise.

See Weapon:Knife for more detail.

Umbrella

This is the only weapon equipped to the the Civilian class. It is similar to the crowbar, including damage, range, and rate of fire. See Weapon:Umbrella for more detail.

Bullet Weapons

Single Shotgun

Super Shotgun

Sniper Rifle

Auto Rifle

Assault Cannon

Projectile Weapons

Nailgun

Super Nailgun

Railgun

Tranquilizer Gun

Rocket Propelled Grenade

Grenade Launcher

Pipe Launcher

Flamethrower

Incendiary Cannon

Special Weapons

Detpack

Ammo Dispenser

Sentry Gun

Grenades

Fragmentation

Caltrop

Concussion

Nail

MIRV

Napalm

Gas

EMP