Difference between revisions of "Weapons"
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(clarity on some weapon information) |
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| Hand Cannon || 4 || 3 taps || 1 Shot per half beat || None? | | Hand Cannon || 4 || 3 taps || 1 Shot per half beat || None? | ||
|- | |- | ||
− | | Rail gun || 1 || N/A || | + | | Rail gun || 1 || N/A || || || |
|- | |- | ||
| Burst PDW || 21 || 2 taps || 1 Shot per half beat || 3 Round Burst | | Burst PDW || 21 || 2 taps || 1 Shot per half beat || 3 Round Burst | ||
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| Sawed-off shotgun || 2 || 2 taps || 1 Shot per half beat || None | | Sawed-off shotgun || 2 || 2 taps || 1 Shot per half beat || None | ||
|- | |- | ||
− | | Combat shotgun || 6 || 3 taps || 1 Shot per beat || Must be "pumped" after each shot | + | | Combat shotgun || 6 || 3 taps || 1 Shot per beat || Must be "pumped" after each shot, using a half beat |
|- | |- | ||
− | | Lever-Action Rifle || 6 || Tap once to ready, every subsequent tap loads one shot || Must be "pumped" after each shot | + | | Lever-Action Rifle || 6 || Tap once to ready, every subsequent tap loads one shot || 1 Shot per beat || Must be "pumped" after each shot, using a half beat |
|- | |- | ||
| Grenade launcher || 6 || 3 taps || 1 Shot per beat || Grenades air detonate | | Grenade launcher || 6 || 3 taps || 1 Shot per beat || Grenades air detonate | ||
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|Alien Pistol 1 || Infinite || N/A || 1 Shot per half beat || Overheats after 8(?) shots in a row | |Alien Pistol 1 || Infinite || N/A || 1 Shot per half beat || Overheats after 8(?) shots in a row | ||
|- | |- | ||
− | |Charge Pistol || Infinite || Shoot once to charge, then again to shoot || 1 Shot per beat | + | |Charge Pistol || Infinite || Shoot once to charge, then again to shoot || 1 Shot per beat || |
|} | |} |
Revision as of 22:29, 18 September 2020
Name | Ammo | Reload | Fire rate | Unique Characteristics | |
---|---|---|---|---|---|
Pistol | 8 | 2 taps | 1 Shot per half beat | None | |
Pistol Shotgun | 4 | 3 taps | 1 Shot per half beat | None | |
Revolver | 6 | Tap once to ready, every subsequent tap loads one shot | 1 Shot per half beat | None | |
Hand Cannon | 4 | 3 taps | 1 Shot per half beat | None? | |
Rail gun | 1 | N/A | |||
Burst PDW | 21 | 2 taps | 1 Shot per half beat | 3 Round Burst | |
Sawed-off shotgun | 2 | 2 taps | 1 Shot per half beat | None | |
Combat shotgun | 6 | 3 taps | 1 Shot per beat | Must be "pumped" after each shot, using a half beat | |
Lever-Action Rifle | 6 | Tap once to ready, every subsequent tap loads one shot | 1 Shot per beat | Must be "pumped" after each shot, using a half beat | |
Grenade launcher | 6 | 3 taps | 1 Shot per beat | Grenades air detonate | |
Rocket launcher | 6 | Tap once to ready, every subsequent tap loads one shot | 1 Shot per beat | Rockets have slight homing | |
BFG | 3 | 3 taps | ? | ||
Minigun | 30 | 3 taps | Initially one shot per beat, spools up to 4 shots per beat | Spooling mechanic, increases fire rate the longer the trigger is held | |
Alien Pistol 1 | Infinite | N/A | 1 Shot per half beat | Overheats after 8(?) shots in a row | |
Charge Pistol | Infinite | Shoot once to charge, then again to shoot | 1 Shot per beat |