| Weapon description
Short Glossary:
If you are interested in technical characteristics of weapon – you can find them opposite the picture of each kind of weapon, but, please, make sure to read the following.
Range: - effective shooting distance (it can be [C]lose, [S]hort, [M]edium, [L]ong).
Ammo: - ammunition (Bullets, Shells, Cells, Rockets, Grenades, Slugs)
RoF: - rate of fire.
D/S: - damage per shot – amount of damage that can be caused per shot.
Ammo: unlimited
D/S: 15
RoF: 2/sec
Range: Close
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Blaster
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Briefly:
It’s the simplest kind of weapon, that you always have, you respawn with it. :) it’s a kind of axe – it’s the only unbalanced weapon in Quake II, you are very unlikely to kill anybody who has more powerful weapon, though there were cases, as even the BFG man can have only 1% of health.
Advantages:
Does it have such? The main advantage is that it has unlimited ammo, mmm, well and its trail lights up the dark corners (as well as the RocketLauncher). That’s all.
Disadvantages: it has many. =( You can inflict only 30 D/S (if you won’t miss twice), and with the Railgun or with the Supershotgun – 100 D/S. Second, its slow shell doesn’t allow fragging an enemy at once, it is easy to strafe off. It has a distinct trail, showing the direction of your shot.
Shotgun
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Ammo: Shells
D/S: 4-48
RoF: 1/sec
Range: M-L
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Briefly: This ordinary useless weapon (especially in Quake I) has become more powerful. It’s worth mentioning that its 12 shells (4 D/S each) hit the target at once, it difficult to strafe off the sharp Shotgun shot as it’s the case with the Blaster or the RocketLauncher. Its damage level varies, as it depends on the number of shells hitting the target, that’s why you have greater chances to frag the enemy as being compared, for example, with the Railgun, but this cuts its power down.
Advantages: instant hitting. Long shooting range with high hitting expectancy (but with low damage level).
Disadvantages: Low power. 48 D/S assuming that all shells will hit the target, that’s practically impossible as you are to shoot at very short distance absolutely precisely.
Ammo: Shells
D/S: 6-120
RoF: 1/sec
Range: Short
| Super Shotgun
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Briefly: As its little brother, the SuperShotgun is an instant weapon (instant shell hitting) – besides it shoots 20 shells per shot (6 D/S each). It can cause twice? As much damage than the Shotgun.
Advantages: being used at very short distance the SuperShotgun (SSG) can kill the “armorless” enemy by one shot. It means that in close combat it can cause as much damage as the RocketLauncher or the GrenadeLauncher without any harm to of the close explosion to the shooter. Besides the SSG shot can confuse an enemy, knock him down, giving you an opportunity to make the second good shot before he comes round.
Disadvantages:
Unfortunately, this kind of weapon is recommended only at short distance as the SuperShotgun killing power reduces with distance increase. And another point, the SSG uses 2 shells per shot and considering the fact that there are only 10 shells in a box, you won’t have much an opportunity to shoot up.
Machine Gun
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Ammo: Bullets
D/S: 8
RoF: 10/sec
Range: M-L
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Briefly: as if you’ve noticed playing the single, the machinegun imitates the real weapon, i.e. at shooting its barrel goes up hindering aiming. In the deathmatch this annoying feature is turned off.
Advantages:
the machinegun that doesn’t look threatening can inflict up to 80 D/S. If you have 200 bullets then you can shoot continuously for 20 seconds, that makes it a rather good weapon for close combat.
Disadvantages:
not very strong. It doesn’t hit the target precisely, i.e. the aiming spot that makes it quite inconvenient at long distance shooting.
Ammo: Bullets
D/S: 6
RoF: Spec
Range: S-M
| Chain gun
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Briefly:
as well as the Machine gun it shoots bullets, but for the high rate of fire one shot causes 8 D/S, not 6 D/S. The ChainGun each trigger can’t produce a separate shot per push. It shoots. out 9 bullets.
Advantages:
it’s very convenient if you want to cause great damage and to use up all bullets quickly, it shoots 20 bullets in the first second, and 40 in the next one. I.e. the greatest possible damage is 240 D/S.
Disadvantages:
ammo is used up rapidly. Second drawback is that one second is used to warm up and some other spare moments – to stop shooting, so it wastes bullets and prevents you from starting up shooting quickly.
Hand Grenade
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Ammo: Grenades
D/S: 125 (r)
RoF: 1/(2 sec)
Range: Short
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Briefly:
as you start off (as though you pull the linchpin out) a grenade and sound counting begins, on the forth signal it’ll blow up (if you throw it and miss then it’ll blow up immediately). The more is the time you hold it after starting-off, the larger is its range.
Advantages:
it’s convenient as it doesn’t require any special weapon for launching. If you are running away from somebody, throw it down, your pursuer will have to run it around and it gives you some additional safe seconds.
Disadvantages:
the sound of started-off grenade can be easily heard by your enemy, that gives him an opportunity to locate you and prevent you surprising him. Having heard the sound he can shoot first before you throw it. And if at the forth signal you haven’t throw the grenade then it’ll blow up right in your hands, and that will cause 59 damage points.
Ammo: Grenades
D/S: 100 (r)
RoF: 1/sec
Range: Medium
| Grenade Launcher
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Briefly: The Grenade Launcher works just like the Hand grenade, but the grenade is started off at launching.
Advantages:
if you are followed then it’s convenient to throw the grenades behind yourself, you can throw them before yourself, you’ll have time to run over and they will blow up right behind. It’s also good to throw grenades at two opponents involved in fighting.
Disadvantages:
at blowing up an opponent that’s too close to you, you’ll also be injured. You can’t launch a grenade at the specified height, if you want to launch a grenade higher than usual, then don’t forget to jump at shooting.
Rocket Launcher
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Ammo: Rockets
D/S: 100-120 (r)
RoF: 5/(4 secs)
Range: M-L
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Briefly: the Rocket Launcher has been one of the most popular kind of weapon since Quake I times (even since Doom–a).
Advantages:
The flying rocket detonates at contact with any obstacle. So you don’t have to hit the enemy directly to frag him. Though in this case there will be less damage. The most popular feature of this weapon is the “Rocket Jump”, that is a very high jump, which can be useful sometimes. To do it you just shoot down and jump at the same time.
Disadvantages: well, rather low rocket speed in comparison with Quake-I.
Ammo: Cells
D/S: 15
RoF: 10/sec
Range: S-M
| Hyperblaster
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Briefly:
the Hyperblaster is something between the Machine gun and the Chaingun.
Advantages:
Killing power – up to 150 D/S, at the same time it uses much less ammo than the Chaingun (10 cells per second). It’s very good at corridor retreats pouring out blasma at enemies =).
Disadvantages: as well as the Chaingun it takes time for it to start and stop shooting.
Railgun
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Ammo: Slugs
D/S: 100
RoF: 1/1.5 secs
Range: Long
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Briefly:
if you’ve ever played TeamFortress, then you should know the SniperRigle. Railgun uranium slugs are flying at high speed and fragging an enemy practically at once, and its shooting power is such that the killing power of this kind of weapon remains unchanged at any distance...
Advantages: The Railgun has the largest range without loss of power. At hitting the slug shoots a man through and continues flying. There are cases when one shot kills three (possibly even more) people.
Disadvantages: you should be very sharp as recharging takes quite a long time, and if you miss 1or 2 times then soon you’ll learn that you are mortal too. You should shoot right at the man model, otherwise he won’t loose even a one per cent.
Ammo: Cells
D/S: spec
RoF: 1/(2 secs)
Range: S-M
| BFG 10K
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Briefly: the BFG10k is the most complicate kind of weapon. Type on damage: 1. Direct hit - when you are fragged by a big green ball. You’ll probably die.
2. Rays - rays from the ball cause damage to the nearby enemies. They inflict almost 50 D/S. Rays strike you if you are within 256 game units/points.
3. 3. explosion radius - if you use the BFG too close, you can kill yourself. It’s done so that the players can’t muffle it against the BFG. The shooter can get 200 damage points while his opponent nearby can get only 100.
4. 4. distance effect - it is the most devastating type on damage that can be caused by the BFG and that can inflict up to 1000 damage points. To do it at the moment of explosion you should draw a straight line between the target and the BFG explosion spot and at the same time – between the target and the shooter.
For example (see the picture)
You can draw a line from the shoote (S) to the player X and from X to the explosion spot D, as a result
X will get the greatest damage.
ÒD and the player Î, won’t also be damaged as the shooter doesn’t see it.
By Goblin and Littleb |