Difference between revisions of "Reference:Weapons"

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(added third table, clean-up, corrections.)
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==Weapons reference guides==
 
==Weapons reference guides==
 
===Melee Weapon Reference===
 
===Melee Weapon Reference===
{| style="border: 1px solid #b3b3b3; background-color:#e3e3e3;" cellpadding="5" cellspacing="0"
+
{| width="100%" style="background:#f5faff; border:1px solid #dce7ed"
|+ '''Melee Weapon Information Reference Table'''
+
|
!
+
{| border="0" style="background:#ffffff; style="text-align:center;" width="100%" align="center" cellpadding="3" cellspacing="3"
! style="background-color: #b3c3d9;"| [[#Crowbar|Crowbar]]
+
|- style="background:#dce7ed; color:#000000" |
! [[#Knife|Knife]]
+
| rowspan="2" |'''Weapon'''  
! style="background-color: #b3c3d9;"| [[#Medikit|Medikit]]
+
| colspan="6" |'''Basic Properties'''
! [[#Spanner|Spanner]]
+
| rowspan="2" |'''Special Properties'''
! style="background-color: #b3c3d9;"| [[#Umbrella|Umbrella]]  
+
|- style="background-color: #f3f3f3;" |
 +
!Slot Number
 +
!Ammo Type
 +
!Damage
 +
!Range
 +
!Cycle time
 +
!Rate-of-fire
 +
|- style="background:#f5faff;" |
 +
![[#Crowbar|Crowbar]]
 +
|1
 +
|N/A
 +
|18
 +
|32 units
 +
|0.4 seconds
 +
|2.5 shots per second
 +
| 
 
|-
 
|-
|- style="background-color: #d9d9d9;"
+
![[#Knife|Knife]]
!colspan="6" style="border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;"|'''Basic Properties'''
+
|1
 +
|N/A
 +
|32 (Normal), 108 (Backstab) [[#Footnote1_2|**]]
 +
|32 units
 +
|0.4 seconds
 +
|2.5 shots per second
 +
|Backstab
 +
|- style="background:#f5faff;" |
 +
![[#Medikit|Medikit]]
 +
|1
 +
|N/A
 +
|9 [[#Footnote1_3|***]]
 +
|32 units
 +
|0.4 seconds
 +
|2.5 shots per second
 +
|Heals, Infects
 
|-
 
|-
! align="left" | Slot number
+
![[#Spanner|Spanner]]
| style="background-color: #b3c3d9;"| 1
+
|1
| 1
+
|N/A [[#Footnote1_1|*]]
| style="background-color: #b3c3d9;"| 1
+
|18
| 1
+
|32 units
| style="background-color: #b3c3d9;"| 1
+
|0.4 seconds
| 1
+
|2.5 shots per second
|-
+
|Repair
! align="left" | [[:Category:Ammo Types|Ammo type]]
+
|- style="background:#f5faff;" |
| style="background-color: #b3c3d9;"| N/A
+
![[#Umbrella|Umbrella]]
| N/A
+
|1
| style="background-color: #b3c3d9;"| N/A
+
|N/A
| N/A [[#Footnote1_1|*]]
+
|18
| style="background-color: #b3c3d9;"| N/A
+
|32 units
|-
+
|0.4 seconds
! align="left" | Damage
+
|2.5 shots per second
| style="background-color: #b3c3d9;"| 18
+
| 
| 32 (Normal), 108 (Backstab) [[#Footnote1_2|**]]
+
|}
| style="background-color: #b3c3d9;"| 9 [[#Footnote1_3|***]]
 
| 18
 
| style="background-color: #b3c3d9;"| 18
 
|-
 
! align="left" | Range
 
| style="background-color: #b3c3d9;"| 32 units
 
| 32 units
 
| style="background-color: #b3c3d9;"| 32 units
 
| 32 units
 
| style="background-color: #b3c3d9;"| 32 units
 
|-
 
! align="left" | Cycle time (refire delay)
 
| style="background-color: #b3c3d9;"| 0.4 seconds
 
| 0.4 seconds
 
| style="background-color: #b3c3d9;"| 0.4 seconds
 
| 0.4 seconds
 
| style="background-color: #b3c3d9;"| 0.4 seconds
 
|-
 
! align="left" | Rate-of-fire (1 / Cycle time)
 
| style="background-color: #b3c3d9;"| 2.5 shots per second
 
| 2.5 shots per second
 
| style="background-color: #b3c3d9;"| 2.5 shots per second
 
| 2.5 shots per second
 
| style="background-color: #b3c3d9;"| 2.5 shots per second
 
|- style="background-color: #d9d9d9;"
 
!colspan="6" style="border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;"|Special Properties
 
|-
 
!
 
| style="background-color: #b3c3d9;"|
 
| Backstab
 
| style="background-color: #b3c3d9;"| Heals
 
| Repair
 
| style="background-color: #b3c3d9;"|
 
|-
 
!
 
| style="background-color: #b3c3d9;"|
 
|
 
| style="background-color: #b3c3d9;"| Infects
 
|
 
| style="background-color: #b3c3d9;"|
 
 
|}
 
|}
  
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<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>
  
<span id="Footnote1_3">*** The Medikit Infects the victim, dealing continual damage until healed or dead.  The Medikit also ignores armour.</span>
+
<span id="Footnote1_3">*** The Medikit Infects the victim, dealing continual damage until healed or dead.  The Medikit also ignores armor.</span>
  
 
===Bullet-type Ranged Weapon Reference===
 
===Bullet-type Ranged Weapon Reference===

Revision as of 19:35, 29 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 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

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

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

Single Shotgun

Super Shotgun

Sniper Rifle

Auto Rifle

Assault Cannon

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