Unagi Power
Bullet-type Ranged Weapon Reference
Weapon
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Basic Properties
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Special Properties
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Slot Number
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Ammo Type
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Ammunition per shot
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Bullets per shot
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Spread Value
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Damage
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Recoil
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Cycle time (refire delay)
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Rate-of-fire (1 / Cycle time)
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Shotgun
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2
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Shells
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1
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6
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0.02
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22
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0.5
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0.5 seconds
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2 shots per second
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|
Super Shotgun
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3
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Shells
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2
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14
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0.06
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54
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0.8
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0.7 seconds
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1.43 shots per second
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|
Sniper Rifle
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2
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Shells
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1
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1
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0.00
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42 *
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0.5
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0.8 seconds *
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1.25 shots per second
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- Charges up
- Needs ground contact to fire
- Built-in two setting scope
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Auto Rifle
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3
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Shells
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1
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1
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0.01
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8
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0.4
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0.2 seconds
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5 shots per second
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|
Assault Cannon
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5
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Shells
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2
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5
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0.08
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4.4
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0.4
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0.1 seconds **
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10 shots per second **
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- Spins up firing speed
- Can overheat
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- Note: The Tommy Gun was not included in this table. If it is in fact not defunct, it should be added.
Projectile-type Ranged Weapon Reference
Weapon
|
Basic Properties
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Special Properties
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Slot Number
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Ammo Type
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Ammunition per shot
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Projectile Speed
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Damage
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Damage Radius
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Recoil
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Cycle time (refire delay)
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Rate-of-fire (1 / Cycle time)
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Nailgun
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4
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Nails
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1
|
1000
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9
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N/A
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0.3
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0.1 seconds
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10 shots per second
|
|
Super Nailgun
|
4
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Nails
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2
|
1000
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12
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N/A
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0.5
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0.1 seconds
|
10 shots per second
|
|
Railgun
|
2
|
Nails
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1 - 5 *
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1500
|
25 *
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100
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2.0
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0.2 seconds *
|
5 shots per second *
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- Charges up
- Ignores armor when charged
- Pushes player when charged
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Tranquilizer Gun
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2
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Nails
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1
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1500
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18
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N/A
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0.3
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2 seconds
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0.5 shots per second
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- Causes visual impairment
- Slows movement
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RPG
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5
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Rockets
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1
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1000
|
102
|
102
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1.0
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0.65 seconds
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1.54 shots per second
|
|
Grenade Launcher
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4
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Rockets
|
1
|
625
|
108
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125
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1.0
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0.6 seconds
|
1.67 shots per second
|
|
Pipe Launcher
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5
|
Rockets
|
1
|
625
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108
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125
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1.0
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0.6 seconds
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1.67 shots per second
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- Pushes player
- Eight pipes can exist at once
- Detonates on command
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Flamethrower
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4
|
Cells
|
1
|
1000
|
13 **
|
N/A
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0.0
|
0.2 seconds
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5 shots per second
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- Lights enemy on fire
- Multiplied flame damage
- Pushes player slightly
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Incendiary Cannon
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5
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Rockets
|
1
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1000
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60 **
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120
|
4.0
|
1.2 seconds
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0.83 shots per second
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- Lights enemy on fire
- Multiplied flame damage
- Pushes player
|
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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 re-infection 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 Sentry Guns 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 area, 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 Sentry Guns, 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
See Buildable:Detpack for more detail.
Ammo Dispenser
See Buildable: Dispenser for more detail.
Sentry Gun
See Buildable: Sentry Gun for more detail.
Jump Pad
See Buildable: Jump Pad for more detail.
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