Difference between revisions of "Reference:Weapons"

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<span id="Footnote1_1">* The Spanner consumes ammunition when used to Repair a dispenser, Sentry Gun, or team member's Armor, but not when used as a weapon.</span>
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<span id="Footnote1_1">* The Spanner consumes [[Reference:Ammo#Cell|Cells]] when used to Repair a dispenser, Sentry Gun, or team member's Armor, but not when used as a weapon.</span>
  
 
<span id="Footnote1_2">** The Backstab special attack ignores [[Armor|armor]] when calculating damage.</span>
 
<span id="Footnote1_2">** The Backstab special attack ignores [[Armor|armor]] when calculating damage.</span>

Revision as of 17:26, 31 December 2007


Weapons reference guides

Melee Weapon Reference

Weapon Basic Properties Special Properties
Slot Number Ammo Type Damage Range Cycle time Rate-of-fire
Crowbar 1 N/A 18 32 units 0.4 seconds 2.5 shots per second  
Knife 1 N/A 32 (Normal), 108 (Backstab) ** 32 units 0.4 seconds 2.5 shots per second
  • Backstab
Medikit 1 N/A 9 *** 32 units 0.4 seconds 2.5 shots per second
  • Heals
  • Infects
Spanner 1 N/A * 18 32 units 0.4 seconds 2.5 shots per second
  • Repair
Umbrella 1 N/A 18 32 units 0.4 seconds 2.5 shots per second  

* The Spanner consumes Cells when used to Repair a dispenser, Sentry Gun, or team member's Armor, but not when used as a weapon.

** 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 armor.

Bullet-type Ranged Weapon Reference

Weapon Basic Properties Special Properties
Slot Number Ammo Type Ammunition per shot Bullets per shot Spread Value Damage Recoil Cycle time (refire delay) Rate-of-fire (1 / Cycle time)
Shotgun 2 Shells 1 6 0.02 22 0.5 0.5 seconds 2 shots per second  
Super Shotgun 3 Shells 2 14 0.06 54 0.8 0.7 seconds 1.43 shots per second  
Sniper Rifle 2 Shells 1 1 0.00 42 * 0.5 0.8 seconds * 1.25 shots per second
  • Charges up
  • Needs ground contact to fire
  • Built-in two setting scope
Auto Rifle 3 Shells 1 1 0.01 8 0.4 0.2 seconds 5 shots per second  
Assault Cannon 5 Shells 2 5 0.08 4.4 0.4 0.1 seconds ** 10 shots per second **
  • Spins up firing speed
  • Can overheat
  • Note: The Tommy Gun 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.

Projectile-type Ranged Weapon Reference

Weapon Basic Properties Special Properties
Slot Number Ammo Type Ammunition per shot Projectile Speed Damage Damage Radius Recoil Cycle time (refire delay) Rate-of-fire (1 / Cycle time)
Nailgun 4 Nails 1 1000 9 N/A 0.3 0.1 seconds 10 shots per second  
Super Nailgun 4 Nails 2 1000 12 N/A 0.5 0.1 seconds 10 shots per second  
Railgun 2 Nails 1 * 1500 25 * 100 2.0 0.2 seconds * 5 shots per second *
  • Charges up
  • Ignores armor when charged
  • Pushes player when charged
Tranquilizer Gun 2 Nails 1 1500 18 N/A 0.3 2 seconds 0.5 shots per second
  • Causes visual impairment
  • Slows movement
RPG 5 Rockets 1 1000 102 102 1.0 0.65 seconds 1.54 shots per second
  • Pushes player
Grenade Launcher 4 Rockets 1 625 108 125 1.0 0.6 seconds 1.67 shots per second
  • Pushes player
Pipe Launcher 5 Rockets 1 625 108 125 1.0 0.6 seconds 1.67 shots per second
  • Pushes player
  • Eight pipes can exist at once
  • Detonates on command
Flamethrower 4 Cells 1 1000 13 ** N/A 0.0 0.2 seconds 5 shots per second
  • Lights enemy on fire
  • Multiplied flame damage
  • Pushes player slightly
Incendiary Cannon 5 Rockets 1 1000 60 ** 120 4.0 1.2 seconds 0.83 shots per second
  • Lights enemy on fire
  • Multiplied flame damage
  • Pushes player

* The Railgun has the ability to charge up over several seconds. When charged, the railgun does more damage, and consumes up to four nails per shot.

** The Incendiary Cannon and Flamethrower will light the enemy on fire. This deals damage for several seconds after impact, and deals multiplied damage if used in conjunction with other flame weapons.

Weapon Summary

Melee Weapons

Melee weapons are for hand-to-hand combat, used at close range.

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 an allied 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. Being healed from an infection also renders that player immune from reinfection for a few seconds.

See Weapon:Medikit for more detail.

Spanner

The Spanner (a wrench) 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

Bullet weapons are weapons that have no visible projectiles, and apply damage instantaneously via one or more bullets fired with a randomized spread pattern. All current Bullet weapons use shells as ammunition.

Single Shotgun

The Single Shotgun (or just Shotgun) is a weapon of the Scout, Soldier, Demoman, Medic, HWGuy, and Pyro classes. It deals a fairly small amount of damage, and is moderately effective at long range.

See Weapon:Single Shotgun for more detail.

Super Shotgun

The Super Shotgun is the heavier but shorter ranged double-barreled cousin of the Single Shotgun. It is equipped to the Soldier, Medic, HWGuy, Spy, and Engineer classes. It does a considerable amount of damage, but is not very effective at a distance.

See Weapon:Super Shotgun for more detail.

Sniper Rifle

The Sniper Rifle is a very formidable weapon in the hands of a skilled Sniper (the only class that can use this gun). The sniper rifle is perfectly accurate, and charges up when the trigger is held down, for up to seven seconds. It can almost always kill any class in a single shot when fully charged. A hit to the leg reduces the damage done, but cripples the target and reduces their movement speed. A hit to the head increases damage, and is almost always fatal, even if not fully charged. Additionally, if you hit a target and yet they survive, they are then tagged with a transmitter that will show allied team members team where they are, even through walls or when cloaked as a spy, if within a certain range. The Sniper's movement speed is greatly reduced when the Sniper Rifle is charged or charging.

See Weapon:Sniper Rifle for more detail.

Auto Rifle

The Auto Rifle (or AR) is the other main weapon exclusive to the Sniper class. It is a fully automatic rifle, doesn't need reloading, is fairly accurate at a distance, and does a good amount of damage. It's biggest downside is that it uses ammunition quite quickly, and that ammunition is the same as used in the Sniper Rifle! If you use all your ammo with the Auto Rifle, you won't be able to snipe again until you get resupplied.

See Weapon:Auto Rifle for more detail.

Assault Cannon

The Assault Cannon (sometimes called an AC) is the primary weapon of the HWGuy. It has as high rate of fire and can do quite a bit of damage, but is not terribly effective at range. Additionally, when firing it reduces the HWGuy's movement speed to a crawl. If you hold the trigger down, this gun will fire more rapidly, but also quickly overheat and stop firing. With practice you can learn to tap the trigger to maintain a balance between rate of fire and preventing the gun from overheating. Lastly, even a large number of shells disappears quickly when using the Assault Cannon. Staying near an Resupply, Dispenser, or friendly Engineer is recommended.

See Weapon:Assault Cannon for more detail.

Projectile Weapons

Projectile weapons are weapons that fire a physically modeled, visible projectile. They do not travel instantaneously. The type of projectile varies, and include nails, grenades, rockets, balls of fire.

Nailgun

The Nailgun is a weapon equipped to the Scout, Sniper, and Spy classes. This gun fires a steam of Nails that do not fall as they travel, making it very accurate. It has limited effectiveness against moving targets, since these Nails take a certain amount of time to reach the target. However, it is an excellent weapon to destroy SG's, Dispensers, and may be useful against camping Snipers, Spies, or slow-moving HWGuys.

See Weapon:Nailgun for more detail.

Super Nailgun

The beefed up brother of the Nailgun, the Super Nailgun is exclusive to the Medic. While it's limitations are similar to the regular Nailgun, it's increased damage makes them less of a problem. It can wipe out SG's in seconds, and can be effective against camping Snipers (especially if they are not looking your way). If you keep your movement quick and your aim steady, it can be a fairly dangerous weapon in a close range firefight as well.

See Weapon:Super Nailgun for more detail.

Railgun

The Railgun is a weapon of the Engineer class, and uses Nails for ammunition. While the Super Shotgun is usually better in a firefight, the Railgun is a formidable weapon as well. The Railgun is capable of charging up (by holding the trigger), and when released it fires a powerful bolt that unerringly travels toward it's target. This bolt of energy isn't super quick, so a moving target may be a bit tricky to hit, but a stationary one can be easy picking. The fully charged shot bypasses armor completely, and can pack quite a wallop. Additionally, the Railgun can be fired downwards with a well-timed jump to boost an Engineer into a spot they otherwise would not be able to get to. Lastly, the Railgun shot can bounce off several walls, and actually get more powerful in the process.

See Weapon:Railgun for more detail.

Tranquilizer Gun

The Tranquilizer Gun (sometimes just called the Tranq) is equipped to the Spy class. It used Nails as ammunition, but has a special feature. It's low-noise shot travels with perfect accuracy, and on contact with the enemy it traquilizes them. Tranquilized enemies have obscured vision and reduced movement speed until the effect wears off. It can be enough time to get activate your cloak and hide somewhere safe.

See Weapon:Tranquilizer Gun for more detail.

Rocket Propelled Grenade

The Rocket Propelled Grenade, usually referred to by its acronym as an RPG, is a devastating heavy weapon of the Soldier class. It fires medium speed, but highly accurate Rockets that travel without dropping, strait at your target. The RPG can fire four rockets close together in a burst, before you need to pause and reload. The blast damage of a near miss can cause considerable damage itself, and can push the enemy around in ways that can be useful. Pushing the enemy player into the line of fire of an SG (or off a convenient cliff if you are as lucky) is a common tactic for a good Soldier. The RPG can also be used for Rocket Jumping, a great way to boost yourself to inaccessible places.

See Weapon:RPG for more detail.

Grenade Launcher

See Weapon:Grenade Launcher for more detail.

Pipe Launcher

See Weapon:Pipe Launcher for more detail.

Flamethrower

See Weapon:Flamethrower for more detail.

Incendiary Cannon

See Weapon:Incendiary Cannon for more detail.

Special Weapons

Detpack

Ammo Dispenser

Sentry Gun

Grenades

Fragmentation

Caltrop

Concussion

Nail

MIRV

Napalm

Gas

EMP


Reference Guide
Class Reference  •  Weapons Reference  •  Grenades Reference
Ammo Reference  •  Armor Reference  •  Scripts Reference
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