Reference:Weapons
Weapons reference guides
Melee Weapon Reference
Crowbar | Knife | Medikit | Spanner | Umbrella | ||
---|---|---|---|---|---|---|
Basic Properties | ||||||
Slot number | 1 | 1 | 1 | 1 | 1 | 1 |
Ammo type | N/A | N/A | N/A | N/A * | N/A | |
Damage | 18 | 32 (Normal), 108 (Backstab) ** | 9 *** | 18 | 18 | |
Range | 32 units | 32 units | 32 units | 32 units | 32 units | |
Cycle time (refire delay) | 0.4 seconds | 0.4 seconds | 0.4 seconds | 0.4 seconds | 0.4 seconds | |
Rate-of-fire (1 / Cycle time) | 2.5 shots per second | 2.5 shots per second | 2.5 shots per second | 2.5 shots per second | 2.5 shots per second | |
Special Properties | ||||||
Backstab | Heals | Repair | ||||
Infects |
* 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 armour.
Bullet-type Ranged Weapon Reference
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
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.