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 Quake3 / General source / Weapons

Glossary

Ammo - amount of ammunition units that you get with a weapon when you pick it up.

Ammo max - maximum amount of weapon ammo you can get for this type of weapon.

Ammo supply - the amount of ammunition you get when you pick up a separate from the weapon box of ammo.

Damage - amount of damage you make when you hit enemy directly.

Splash - what is the splash? Well, you've got to see it for yourself :). Seriously, it's the possible amount of splash damage you can make when you don't hit the enemy directly.

Firing delay - the minumum possible interval between shots. For example: the firing delay of machinegun is 0.1 seconds, while BFG has 0.2 second firing delay. This means that machinegun fires with 10 shots per second, while BFG only 5.

Switch time - the time that takes you to switch to another weapon.

... clarification: at the moment I can't be 100% sure that damage amounts are correct. If you'll find any inexact data here, tell us. Because someone's life relies on that... :)

 

Gauntlet

Gauntlet

  • Ammo - none
  • Ammo max - unlimited
  • Ammo supply - there's no supply for it
  • Damage - 50
  • Splash - absent
  • Firing delay - 0.4 sec
  • Switch time - 0.45 sec

Battle glove. In exact - Iron glove, with metal spikes and a saw, which is emits a light when it rotates. Weapon is for close combat definitively. When used right can take 50 damage from the enemy, which is not a small amount.

It can seem, that in a real combat there's no place for close combat, but that's not right. The gauntlet is very deadly weapon, especially - in teamplay. With the right skill and ability to approach the enemy from behind, you can make a serious hit in enemy's future.

Good way to use Gauntlet is to sit in front of teleport destination. You're sitting, gauntlet is active. Comrade hops out from the teleporter - and right onto us. Next time, the enemy will pay more attention. :)

In conjuction with quad is also a good thing, by the way. But anyway - do not abuse that thing, try to keep with yourself some weapon... Just in case.

Machinegun

Machinegun Machinegun

  • Ammo - 100 / 50 (TDM)
  • Ammo max - 200
  • Ammo supply - 50 bullets
  • Damage - 7 / 5 (TDM)
  • Splash - absent
  • Firing delay - 0.1 sec
  • Switch time - 0.45 sec

Four-barreled rotated machinegun. Weapon, which you get when you respawn and a weapon that is, just like Gauntlet, always with you.

That thing is quite powerful - give you the ability to drill the holes right at the beginning. Spits fire at the rate of 10 shots per second. In deathmatch mode every pellet takes 7 health points from the enemy. The starting ammunition counts to one hundred bullets, which gives the chance to take out three enemies.

In teamplay, though, the situation is different: each shot takes only 5 units of damage and the amount of bullets given at start is only 50. This seriously lower the effectiveness of this weapon.

Basically this thing is good enough: hit instantly and kills the enemy quite quickly. If you're firing from far away and use zoom - this thing is very painful.

One of the bads of this weapon is that it has too high spread fire on big distances.

Of course, against a serious, completely eaten-in ebeny this thingie is worthless. But even in this situation it can make the enemy's armor weaker, which will make him more vulnerable. Other way to use it is to finish the enemies that are low on health and can't be easily hit with any other weapon at your disposal.

 

Shotgun

Shotgun Shotgun

  • Ammo - 10
  • Ammo max - 200
  • Ammo supply - 10 shells
  • Damage - 110
  • Splash - absent
  • Firing delay - 1 sec
  • Switch time - 0.45 sec

Good ole' double shotgun. But the way the ammunition is set up is a little bit confusing: somehow only one unit of ammo is used, when there are clearly two empty shells thrown away. One unit of ammo has 11 pellets, each takes 10 units of health (quite interesting, which barrel fires 6 pellets and which 5 :). When aimed correctly in close, 110 units of damage are taken.

On medium distances the density isn't big, but still this weapon is good one for aimed kills. When paired with quad - this thing is death's advocate.

Grenade Launcher

Grenade Launcher Grenade Launcher

  • Ammo - 10
  • Ammo max - 200
  • Ammo supply - 10 grenades
  • Damage - 100
  • Splash - 1..99
  • Firing delay - 0.8 sec
  • Switch time - 0.45 sec

Pneumatic Grenade Launcher. This weapon is quite difficult to use and requires skills to use effectively. After some pratice time and understanding how it works you'll be able to see the results.

The thrown grenade bounces off the walls and explodes in nearly 2.5 seconds. If it hits the enemy (which is quite hard to do) - detonates immedeately. By the way, running around bouncing grenades isn't good for your health.

GL usually rules against high quantity of enemies. Also it can be used to block from the pursuing enemy or fire at the expected position of the enemy. Example: you think that enemy is going to take some important item you don't want him to take so you'll fire a series of grenades that will be bouncing in front of that item, thus cutting of his ability to pick it up without being damaged.

Another way is to throw them upways on higher floors or hiding spots, or fire in a ricochet manner, putting them into places where you couldn't reach with any other weapon. A grenade that deals 100 damage is a sure death to these who didn't take care of themselves.

For those who are advanced enough, GL offers another feature, it's so called grenade jump. It's simply done. For example, you must ASAP get to the higher level and take the red armor. And you can get there using casual methods only via some way which is guarded by an malefactor with RL put in front. You throw a grenade on the floor, run over it, and when the grenade is exploding you jump. Whee... And you're on the top floor. But don't do this at home, at least without some practice. The safety checklist contains this - 1) that you must be experienced enough and 2) have enough health before grenade-jump to arrive to the top level in one piece.

Rocket Launcher

Rocket Launcher Rocket Launcher

  • Ammo - 10
  • Ammo max - 200
  • Ammo supply - 5 rockets
  • Damage - 100
  • Splash - 1..99
  • Firing delay - 0.8 sec
  • Switch time - 0.45 sec

Simple rule - "Rocket Launcher rules the world!". Not observing that rule leads to bad things(TM). This thing is the most important killing instrument in the game. On most maps RL is the ONLY thing that is worth wearing. And you should note that this weapon is present one every map.. Except one - and, thus, worst map ever made.

The place where RL lies is always crowded. People spend their time happily, bathing in the gibs of others. These who aren't smart enough will become these gibs soon enough.

It's impossible to state that rockets fly very fast. But on small maps this isn't a big issue. But anyway, you must always remember to fire a bit ahead of the enemy else you have chances to end up hitting where the enemy was, not where enemy is. On large distances this leads to some difficulties - the firing sound is easily recognizable and avoiding the rocket is a question of dodging a bit away from the rocket.

Having RL active, always remember an important thing: you have to fire at the enemy's foot (you'll fire at enemy's face only when you're a quakegod). When firing at foot, you get two-in-one pack - you either hit the enemy, or launch him up with the splash damage. After that we remember about prediction we've been talking above and fire the rocket where the enemy will land. This way, after a little bit of flying in the skies, that bird is at rest, not necessarily in one piece, though.

When you have enough spare ammo you can make some 'control shots' regularly. For example at the floor near the corner, from where the enemy can enter sometimes. Or at the edge of the floor above, where enemy might probably be. Especially thick skinned enemies can be knocked out into voids, making an unexpected surprise.

Also we shouldn't forget about such great thing as Rocket Jump. The recipe is simple - Point your rocket launcher at the floor. Jump and fire at the same time. Enjoy your flight. Again, like with Grenade Jumps mentioned above, you'll need to practice a bit and have enough health before jumping if you want to make some sense from this rocketjump.

Lightning Gun

Lighting Gun Lighting Gun

  • Ammo - 100
  • Ammo max - 200
  • Ammo supply - 60 cells
  • Damage - 8 units per 1 cell
  • Splash - absent
  • Firing delay - 0.05 sec
  • Switch time - 0.45 sec

Lightning Gun is good weapon, but in hands of professional - dreadfully bad... for enemies. Can kill steady fast. To master this you have to practice a lot. Good aiming is extremely important here. This weapon is extremely useful at slow moving targets like these who are underwater. Aiming is easier there, therefore you shouldn't go into water without thinking about possibility being the lightning gun's target.

Watch the ammo go away, because it expires right when you least expect that. Seems like shaft + quad are meant for each other. In that situation, don't be afraid to use the force. The negative side of this weapon that it can't be used for long distances, there's a set limits of shaft's length.

While playing over internet the shaft's position is lagging right the amount of time your ping time is. Using the shaft this way is very difficult,  so the console variable "cg_truelightning" might come in handy.

Railgun

Railgun Railgun

  • Ammo - 10
  • Ammo max - 200
  • Ammo supply - 10 slugs
  • Damage - 100
  • Splash - absent
  • Firing delay - 1.5 sec
  • Switch time - 0.45 sec

Good old railgun. This weapon is very picky about your aiming abilities. Everything matters here: starting with mouse sensitivity, the mouse itself with the mousepad, how easy the mouse button is pressed and finishing with amount of time spent with training. Wanna have good railgun - get a good mouse (read as - expensive), good mousepad and train a lot.

Fire from railgun is not a launched rocket. Even the rail leaves a trail behind, that doesn't mean that it flies. The charge hits instantly exactly where you were aiming - from any distance. That means that your deadliness with this weapon directly depends on how good you can aim. Each shot deals 100 damage - no more, no less. *click*... And the enemy's health isn't in a good state as it was the moment before. Railgun is the quakegod's choice. This weapon owns on any big map, especially on space maps.

Also, this weapon is exceptionally useful on enemies that are fools to use that thing in your presence. Once the enemy is on jumppad, that's a frag since the trajectory is very predictable. Using the weapon on slow targets is also good, anyone who hasn't the wits to understand that not moving is equal to not living is dead. This thing also applies on underwater targets.

One more thing - you can hit more than one target with one shot, because when railgun hits one, it doesn't stop and hits anyone behind. This happens quite often if you're playing against dumb opponents. There were some incidents when there were 4 hit with one shot.

But every blade has the other side. The deadliness of this weapon is compensated with slow reload time. You also must remember that you cannot switch to another weapon when the railgun is still reloading. You're very vulnerable during this period so take care, else you've got no chances. If you have missed the enemy, you can face lots of personal problems while waiting for your railgun to reload, so, you must act very thoroughly and never miss. For example, for a just-respawned enemy you should first take a shot from shotgun or fire some rounds of machinegun ammo. For a eaten-out enemy - kill the armor. And only then put a fat cross on his future by an aimed shot from railgun.

To hit the enemy two times in a row is quite difficult, so when you do that, you will be given an "Impressive" reward.

In order to avoid being hit by railgun try to move as unpredictably as possible. Remember that the easiest way to aim at person who's running perpendicularly in relation to you - the strafing won't help. Avoid jumping, the enemy in midair is easiest to aim at.

Playing thru internet with high ping - hard to fire with railgun. Well, actually, firing at enemy is easy, hitting the enemy is not. You'll better off with Rocket Launcher.

Plasmagun

Plasmagun Plasmagun

  • Ammo - 50
  • Ammo max - 200
  • Ammo supply - 30 cells
  • Damage - 20
  • Splash - 1..6
  • Firing delay - 0.1 sec
  • Switch time - 0.45 sec

Plasmagun's ammo is fired with rate of 10 cells per second, each one deals 20 damage. Plus, they have a small splash damage. The cells fly relatively slow, which means you need to do some estimates of enemy's position when firing. This speed also gives the chance to avoid the flow. Therefore plasmagun is best used in thin places like corridors, where enemy will not be able to go away from the plasma flow. On open spaces, this weapon is fairly useless. When firing, do not move the mouse hysterically around the mousepad in hope to hit at least anywhere (do not count the walls :), rather, you should support your fire with a little bit of strafing to left-right.

But since the splash damage isn't huge, you shouldn't fire at enemy's feet. Aim exactly at the center of enemy: so that when he crouches he'll still be hit, and the one who jumps will get a blow on the legs, landing right into the plasma flow. A wee bit of practice and you'll understand what that means.

Combined with quad, plasmagun is deadly. Pray gods to avoid the flow of hideous plasma. But when you're with the gun - inverse, send the flow everywhere you can, since every plasma ball drains 60 units of health.

The splash damage of plasmagun doesn't allow to make anything similar to rocket jumps. But you can base the splash damage to do a 'plasma climbing' trick. Approach the wall, look down at some angle so that you are still looking at the wall, press forward and fire. If you are doing everything right you'll go up the wall. For example, on q3dm5 you can reach the red armor from the bottom.
But remember, even if the splash damage isn't big, don't shoot at wall in front of you, sooner or later you'll die. Especially if you're with quad.

BFG

BFG BFG

  • Ammo - 20
  • Ammo max - 200
  • Ammo supply - 15 bfg ammo units
  • Damage - 100
  • Splash - 1..99
  • Firing delay - 0.2 sec
  • Switch time - 0.45 sec

Big F#$king Gun. Definetly big. And most people after meeting this weapon don't call it anything else than f#$king. The damage dealt by with weapon combined by it's firing speed - that's what BFG. Some sort of hybrid of RocketLauncher and Plasmagun, it fires lots of plasma very fast that is taking a lot of damage. BFG owns anyone, and note - very fast. Such deadliness is compensated by the fact that this weapon isn't present on most maps. And where it isn't absent, it's hard to fetch. And the ammo lying around is very sparse. But if this weapon is on the map - you must know the fastest way to get it, and it's ammo. This will lead to your win. This weapon is not used on any professional events.

The way you aim BFG is the same as in RL - you must aim at enemy's feet. When hit, neither health nor armor is able to sustain from death. Put two or three shots at the enemy - and the map is decorated by several pieces of an ex-enemy, who was running around trying to put a railgun slug in you.

Not recommended for use with Haste or Quad. BFG already fires fast enough and painfully enough. If you've picked any of these things you would better switch to something simpler. When the powerup expires, switch back and finish those who didn't get the message yet.

When you fire from BFG, do NOT forget that this weapon has a serious splash damage, else on close distances you can end up fried by your own gun. Try to attack from somewhere above, keeping some distance away from wailing in hystery poor victims. The shots are flying fast, will catch up anyone. Firing at enemies who are under water is a great show. But try to keep yourself away from being a part of that show.

With BFG you can do Rocket Jumps, but you should do this very carefully. Such jumps take lots of health and only sometimes this is worth it. For example, on q3dm15 you can BFGJ at jumppad, getting a fresh amount of ammo for that gun.

By Goblin & Littleb

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