Reference:Weapons

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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 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 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

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

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 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

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