Difference between revisions of "Weapons"
(added half beats from empty to energy cannon for the same formatting) |
|||
(37 intermediate revisions by 14 users not shown) | |||
Line 1: | Line 1: | ||
'''Weapons''' are your main tools to fight against the [[enemies|forces of the underworld]]. Weapons can be obtained from {{RoomLink|Muninn's armory}}, certain [[Chests|chests]], or certain [[Altars|altars]]. | '''Weapons''' are your main tools to fight against the [[enemies|forces of the underworld]]. Weapons can be obtained from {{RoomLink|Muninn's armory}}, certain [[Chests|chests]], or certain [[Altars|altars]]. | ||
− | ''NOTE | + | ''NOTE: Tier is only linked to cheapest pedestal Muninn can place the weapon on. First pedestal only contains tier 1 guns, second may contain tier 1 and 2 guns, third may contain all guns.'' |
− | |||
== Weapon list == | == Weapon list == | ||
+ | Weapons with the '''Pump-Action''' mark have a mechanic where after each shot you have to "pump" the weapon, may be used on half beat. | ||
+ | |||
+ | Weapons with the '''Hand Reload''' mark have a unique reloading mechanic, where you tap "reload" once to start the reload, then tap "reload" for all the ammo you consumed. So to reload 6 bullets from an empty magazine, you will have to tap "reload" 7 times. | ||
+ | |||
+ | Weapons with the '''Shotgun''' mark shoot a spread of pellets, the damage is written as the sum of all pellets. | ||
+ | |||
+ | Weapons with the '''Delay''' mark have one half beat of delay between the moment you press the Attack key and the weapon firing. | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
− | ! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Damage/Unique Characteristics | + | ! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Type !! Damage/Unique Characteristics |
|- | |- | ||
− | | style="text-align:right"| [[File:Pistol.png]] || | + | | style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || Hitscan || 50 damage. Short range. |
|- | |- | ||
− | | style="text-align:right"| [[File:Blaster.png]] || | + | | style="text-align:right"| [[File:Blaster.png]] || {{Anchor|Shotgun pistol}} || 1 || 4 || 3 half beats || 1 Shot per half beat || Hitscan || 160 (close) to 16.5 (far) damage. '''Shotgun'''. |
|- | |- | ||
− | | style="text-align:right"| [[File:Revolver.png]] || | + | | style="text-align:right"| [[File:Revolver.png]] || {{Anchor|Revolver}} || 1 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || Hitscan || 100 damage. '''Hand Reload'''. Some recoil. |
|- | |- | ||
− | | style="text-align:right"| [[File:HandCannon.png]] || | + | | style="text-align:right"| [[File:HandCannon.png]] || {{Anchor|Haunted revolver}} || 1 || 4 || 3 half beats || 1 Shot per half beat || Explosive Hitscan || 250 (close) to 150 (far) damage. |
|- | |- | ||
− | | style="text-align:right"| [[File:SubmachineGun.png]] || | + | | style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || Hitscan || 3 shots per burst (6 with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}). 50 damage per shot (150 overall). Short range. |
|- | |- | ||
− | | style="text-align:right"| [[File:Shotgun.png]] || | + | | style="text-align:right"| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat || Hitscan || 240 (close) to 50 (far) damage. '''Shotgun''', '''Pump-Action'''. |
|- | |- | ||
− | | style="text-align:right"| [[File:DoubleBarrel.png]] || | + | | style="text-align:right"| [[File:DoubleBarrel.png]] || {{Anchor|Sawn-off shotgun}} || 2 || 2 || 2 half beats || 1 Shot per half beat || Hitscan || 288 (close) to 16.5 (far) damage. '''Shotgun'''. The full reload animation, with sounds, takes 3 half beats even though the weapon is ready after only 2 half beats (bug?). |
|- | |- | ||
− | | style="text-align:right"| [[File:Winnie.png]] || | + | | style="text-align:right"| [[File:Winnie.png]] || {{Anchor|Lever action}} || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || Hitscan || 135 damage. '''Pump-Action''', '''Hand Reload'''. Long range. |
|- | |- | ||
− | | style="text-align:right"| [[File:GrenadeLauncher.png]] || | + | | style="text-align:right"| [[File:GrenadeLauncher.png]] || {{Anchor|Grenade launcher}} || 2 || 6 || 3 half beats || 1 Shot per beat || Explosive Physics Projectile || 250 damage. Grenades detonate automatically after a half beat. Big AoE, small Rocket-jump. |
|- | |- | ||
− | | style="text-align:right"| [[File:RocketLauncher.png]] || | + | | style="text-align:right"| [[File:RocketLauncher.png]] || {{Anchor|Rocket launcher}} || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || Explosive Projectile || 300 damage. '''Hand Reload'''. Rockets will home onto enemies if within range. Small AoE, medium Rocket-jump. |
|- | |- | ||
− | | style="text-align:right"| [[File:RailGun.png]] || | + | | style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || Hitscan || 450 damage. Fires through walls and shields |
|- | |- | ||
− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 2 || 1 || 1 + 1 per ammo, 2 half beats from empty || 1 Shot per beat || Explosive Hitscan || 2000 damage. '''Hand Reload''', '''Delay'''. Shots explode 1 full beat after firing. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Very small AoE, big Rocket-jump. |
|- | |- | ||
− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:MiniGun.png]] || {{Anchor|Minigun}} || 2 || 30 || 3 half beats || Initially one shot per beat, spools up to 8 shots per beat || Hitscan || 50 damage. Spooling mechanic, takes 4 full beats (1 + 2 + 4 + 4 = 11 bullets) before reaching maximum fire rate of 8 bullets per beat. Some recoil. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. |
|- | |- | ||
− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || Hidden (Energy) || +12.5% Energy per half beat if not overheat, 4 half beat if overheat || 1 Shot per half beat || Projectile || 350 damage. Uses an energy system, each shot consuming 25% energy while continually refilling at a rate of 12.5% every half beat. Overheats after 7 uninterrupted shots. An 8th shot can be achieved if they are timed slightly after the (half) beats due to the energy's continuous refill. |
|- | |- | ||
− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Projectile || 350 damage. '''Delay'''. Can slightly push bosses. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Small AoE, medium Rocket-jump. |
|- | |- | ||
− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Physics Projectile || 200 damage. Unlike most other projectiles, the fireball does not home onto enemies. Fireballs have a bigger explosion radius than the rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Biggest recoil of all weapons. Big AoE, big Rocket-jump. |
|- | |- | ||
− | | style="text-align:right"| [[File:MagicHands.png]] || | + | | style="text-align:right"| [[File:MagicHands.png]] || {{Anchor|Hands}} || N/A || Infinite || N/A || 1 Shot per half beat || Projectile || 50 damage. Can only be used by [[Characters|Njord]]. Does not appear as loot. |
|- | |- | ||
− | | style="text-align:right"| [[File:BoltActionRifle.png]] || | + | | style="text-align:right"| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || Hitscan || 150 Damage. '''Pump-Action'''. Very long base range. Slightly pushes enemies away. |
|- | |- | ||
− | | style="text-align:right"| [[File:Garand.png]] || | + | | style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || Hitscan || 90 Damage. Long base range. |
|- | |- | ||
− | | style="text-align:right"| [[File:DoubleTap.png]] || | + | | style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || Hitscan || 2 shots per burst (4 with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}). 240 damage per shot (480 overall). '''Shotgun''', '''Pump-Action'''. |
|- | |- | ||
− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || Hitscan || 300 Damage. Has the same range as the Pistol. |
|} | |} |
Revision as of 20:16, 28 March 2022
Weapons are your main tools to fight against the forces of the underworld. Weapons can be obtained from Muninn's armory, certain chests, or certain altars.
NOTE: Tier is only linked to cheapest pedestal Muninn can place the weapon on. First pedestal only contains tier 1 guns, second may contain tier 1 and 2 guns, third may contain all guns.
Weapon list
Weapons with the Pump-Action mark have a mechanic where after each shot you have to "pump" the weapon, may be used on half beat.
Weapons with the Hand Reload mark have a unique reloading mechanic, where you tap "reload" once to start the reload, then tap "reload" for all the ammo you consumed. So to reload 6 bullets from an empty magazine, you will have to tap "reload" 7 times.
Weapons with the Shotgun mark shoot a spread of pellets, the damage is written as the sum of all pellets.
Weapons with the Delay mark have one half beat of delay between the moment you press the Attack key and the weapon firing.
Icon | Name | Tier | Magazine Capacity | Reload Time | Fire rate | Type | Damage/Unique Characteristics |
---|---|---|---|---|---|---|---|
Pistol | 1 | 8 | 2 half beats | 1 Shot per half beat | Hitscan | 50 damage. Short range. | |
Shotgun pistol | 1 | 4 | 3 half beats | 1 Shot per half beat | Hitscan | 160 (close) to 16.5 (far) damage. Shotgun. | |
Revolver | 1 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per half beat | Hitscan | 100 damage. Hand Reload. Some recoil. | |
Haunted revolver | 1 | 4 | 3 half beats | 1 Shot per half beat | Explosive Hitscan | 250 (close) to 150 (far) damage. | |
Burst SMG | 1 | 21 | 2 half beats | 1 Burst per half beat | Hitscan | 3 shots per burst (6 with Quarternote). 50 damage per shot (150 overall). Short range. | |
Pump shotgun | 1 | 6 | 3 half beats | 1 Shot per beat | Hitscan | 240 (close) to 50 (far) damage. Shotgun, Pump-Action. | |
Sawn-off shotgun | 2 | 2 | 2 half beats | 1 Shot per half beat | Hitscan | 288 (close) to 16.5 (far) damage. Shotgun. The full reload animation, with sounds, takes 3 half beats even though the weapon is ready after only 2 half beats (bug?). | |
Lever action | 2 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per beat | Hitscan | 135 damage. Pump-Action, Hand Reload. Long range. | |
Grenade launcher | 2 | 6 | 3 half beats | 1 Shot per beat | Explosive Physics Projectile | 250 damage. Grenades detonate automatically after a half beat. Big AoE, small Rocket-jump. | |
Rocket launcher | 2 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per beat | Explosive Projectile | 300 damage. Hand Reload. Rockets will home onto enemies if within range. Small AoE, medium Rocket-jump. | |
Gauss cannon | 2 | 3 | 3 half beats | 1 Shot per beat | Hitscan | 450 damage. Fires through walls and shields | |
Energy cannon | 2 | 1 | 1 + 1 per ammo, 2 half beats from empty | 1 Shot per beat | Explosive Hitscan | 2000 damage. Hand Reload, Delay. Shots explode 1 full beat after firing. Does not work with Quarternote. Very small AoE, big Rocket-jump. | |
Minigun | 2 | 30 | 3 half beats | Initially one shot per beat, spools up to 8 shots per beat | Hitscan | 50 damage. Spooling mechanic, takes 4 full beats (1 + 2 + 4 + 4 = 11 bullets) before reaching maximum fire rate of 8 bullets per beat. Some recoil. Does not work with Quarternote. | |
Raygun | 3 | Hidden (Energy) | +12.5% Energy per half beat if not overheat, 4 half beat if overheat | 1 Shot per half beat | Projectile | 350 damage. Uses an energy system, each shot consuming 25% energy while continually refilling at a rate of 12.5% every half beat. Overheats after 7 uninterrupted shots. An 8th shot can be achieved if they are timed slightly after the (half) beats due to the energy's continuous refill. | |
Charge pistol | 3 | Infinite | N/A | 1 Shot per beat | Explosive Projectile | 350 damage. Delay. Can slightly push bosses. Does not work with Quarternote. Small AoE, medium Rocket-jump. | |
Fireball launcher | 3 | Infinite | N/A | 1 Shot per beat | Explosive Physics Projectile | 200 damage. Unlike most other projectiles, the fireball does not home onto enemies. Fireballs have a bigger explosion radius than the rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Biggest recoil of all weapons. Big AoE, big Rocket-jump. | |
Hands | N/A | Infinite | N/A | 1 Shot per half beat | Projectile | 50 damage. Can only be used by Njord. Does not appear as loot. | |
Bolt-action rifle | 2 | 4 | 3 half beats | 1 Shot per beat | Hitscan | 150 Damage. Pump-Action. Very long base range. Slightly pushes enemies away. | |
Garand | 1 | 3 | 1 half beat | 1 Shot per half beat | Hitscan | 90 Damage. Long base range. | |
Double-tap | 2 | 6 | 2 half beats | 1 Burst per beat | Hitscan | 2 shots per burst (4 with Quarternote). 240 damage per shot (480 overall). Shotgun, Pump-Action. | |
Golden pistol | 2 | 4 | 2 half beats | 1 shot per half beat | Hitscan | 300 Damage. Has the same range as the Pistol. |