Difference between revisions of "Weapons"

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(split damage into its own column, added note about burst weapons using ammo for each round in the burst)
 
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'''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: Damage is based off the base pistol damage: e.g. 2 damage is 2x the pistol damage.''
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''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.''
''NOTE 2: 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.
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 +
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.
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 +
Weapons with the '''Shotgun''' mark shoot a spread of pellets, the damage is written as the sum of all pellets.
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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  
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! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Type !! Damage !! Unique Characteristics  
 
|-
 
|-
| style="text-align:right"| [[File:Pistol.png]] || '''Pistol''' || 1 || 8 || 2 half beats || 1 Shot per half beat || 1 Damage, short range
+
| style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || Hitscan || 50 || Short range.
 
|-
 
|-
| style="text-align:right"| [[File:Blaster.png]] || '''Shotgun Pistol''' || 1 || 4 || 3 half beats || 1 Shot per half beat || 3 damage point blank - decreases to 0.33 damage at max range
+
| 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) || '''Shotgun'''.
 
|-
 
|-
| style="text-align:right"| [[File:Revolver.png]] || '''Revolver''' || 1 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || 2 damage, Some recoil
+
| 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 || '''Hand Reload'''. Some recoil.
 
|-
 
|-
| style="text-align:right"| [[File:HandCannon.png]] || '''Haunted Revolver''' || 1 || 4 || 3 half beats || 1 Shot per half beat || 4 to 3 damage (max range), None
+
| 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) ||
 
|-
 
|-
| style="text-align:right"| [[File:SubmachineGun.png]] || '''Burst SMG''' || 1 || 21 || 2 half beats || 1 Burst per half beat || 0.66 dmg per bullet (~2 dmg per burst), 3 Round Burst, short range
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| style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat, 3 shots per burst (6 with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}). || Hitscan || 50 per shot (150 overall) || Short range. Each shot in the burst consumes ammo.
 
|-
 
|-
| style="text-align:right"| [[File:Shotgun.png]] || '''Pump Shotgun''' || 1 || 6 || 3 half beats || 1 Shot per beat || 4 (close) to 1 (far) damage, Must be "pumped" after each shot, using a half beat. Currently reloading/'pumping' does not need to be on beats or half beats (bug?)
+
| 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) || '''Shotgun''', '''Pump-Action'''.
 
|-
 
|-
| style="text-align:right"| [[File:DoubleBarrel.png]] || '''Sawn-off Shotgun''' || 2 || 2 || 2 half beats || 1 Shot per half beat || 6 (close) to 0.33 (far) damage, None
+
| 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) || '''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]] || '''Lever Action''' || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || 2 damage, long base range, Must be "pumped" after each shot, using a half beat
+
| 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 || '''Pump-Action''', '''Hand Reload'''. Long range.
 
|-
 
|-
| style="text-align:right"| [[File:GrenadeLauncher.png]] || '''Grenade Launcher''' || 2 || 6 || 3 half beats || 1 Shot per beat || 4 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big range)
+
| style="text-align:right"| [[File:GrenadeLauncher.png]] || {{Anchor|Grenade launcher}} || 2 || 6 || 3 half beats || 1 Shot per beat || Explosive Physics Projectile || 250 || Grenades detonate automatically after a half beat. Big AoE, small Rocket-jump.
 
|-
 
|-
| style="text-align:right"| [[File:RocketLauncher.png]] || '''Rocket Launcher''' || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || 6 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range)
+
| 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 || '''Hand Reload'''. Rockets will home onto enemies if within range. Small AoE, medium Rocket-jump.
 
|-
 
|-
| style="text-align:right"| [[File:RailGun.png]] || '''Gauss Cannon''' || 2 || 3 || 3 half beats || 1 Shot per beat || ~10 damage {{verification needed}}, Fires through walls
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| style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || Hitscan || 450 || Fires through walls and shields.
 
|-  
 
|-  
| style="text-align:right"| [[File:MiniGun.png]] || '''Minigun''' || 2 || 30 || 3 half beats || Initially one shot per beat, spools up to 8 shots per beat || 1 damage, Spooling mechanic, increases fire rate the longer the trigger is held. If you start shooting at the half-beat then next shot will be shot faster (bug?).
+
| 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 || '''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:AlienBlaster.png]] || '''Raygun''' || 3 || Infinite || N/A || 1 Shot per half beat || ~8 damage, Overheats after 7 consecutive shots if all are fired on half and full beat. Firing 6 times in a quick succession and waiting one beat for the last one resets the heat-up. Cooldown to shoot after overheat is 2 beats.
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| 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 || 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:SpreadPistol.png]] || '''Charge Pistol''' || 3 || Infinite || N/A || 1 Shot per beat || ~9 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area)
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| 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 || 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:BigGun.png]] || '''Fireball Launcher''' || 3 || Infinite || N/A || 1 Shot per beat || 4 damage, Fireballs have a bigger explosion radius than rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Rocket-jump (big in big range)
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| style="text-align:right"| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Projectile || 350 || '''Delay'''. Can slightly push bosses. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Small AoE, medium Rocket-jump.
 
|-
 
|-
| style="text-align:right"| [[File:EnergyCannon.png]] || '''Energy Cannon''' || 3 || 1 || 1 + 1 per ammo || 1 Shot per beat || ~30 Damage {{verification needed}}, Shots will fire one half beat after the initial trigger press. Shots explode 1 beat after firing, hit-scan, does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Rocket-jump (huge in small range)
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| style="text-align:right"| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Physics Projectile || 200 || 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]] || '''Hands''' || N/A || Infinite || N/A || 1 Shot per half beat || 1 damage, Can only be used by [[Characters|Njord]]. Does not appear as loot.
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| style="text-align:right"| [[File:MagicHands.png]] || {{Anchor|Hands}} || N/A || Infinite || N/A || 1 Shot per half beat || Projectile || 50 || Can only be used by [[Characters|Njord]]. Does not appear as loot. Does not work with {{ItemLink|Giant Slayer Boots}}.
 
|-
 
|-
| style="text-align:right"| [[File:BoltActionRifle.png]] || '''Bolt-Action Rifle''' || ? || 4 || 3 half beats || 1 Shot per beat || 3 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away.
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| style="text-align:right"| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || Hitscan || 150 || '''Pump-Action'''. Very long base range. Slightly pushes enemies away.
 
|-
 
|-
| style="text-align:right"| [[File:Garand.png]] || '''Garand''' || ? || 3 || 1 half beat || 1 Shot per half beat || 2 Damage, infinite range
+
| style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || Hitscan || 90 || Long base range.
 
|-
 
|-
| style="text-align:right"| [[File:DoubleTap.png]] || '''Double-Tap''' || ? || 6 || 2 half beats || 1 Burst per beat || ? Damage, 2 shots per burst, must be "pumped" after each burst using a half beat.
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| style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat, 2 shots per burst (4 with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}). || Hitscan ||  240 per shot (480 overall) || '''Shotgun''', '''Pump-Action'''. Each shot in the burst consumes ammo.
 
|-
 
|-
| style="text-align:right"| [[File:GoldenPistol.png]] || '''Golden Pistol''' || 2 || 4 || 2 half beats || 1 shot per half beat || ? Damage
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| style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || Hitscan || 300 || Has the same range as the Pistol.
 
|}
 
|}

Latest revision as of 17:20, 5 August 2024

Weapons are your main tools to fight against the forces of the underworld. Weapons can be obtained from GridRoomArmoury.png 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[edit]

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.png Pistol 1 8 2 half beats 1 Shot per half beat Hitscan 50 Short range.
Blaster.png Shotgun pistol 1 4 3 half beats 1 Shot per half beat Hitscan 160 (close) to 16.5 (far) Shotgun.
Revolver.png Revolver 1 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per half beat Hitscan 100 Hand Reload. Some recoil.
HandCannon.png Haunted revolver 1 4 3 half beats 1 Shot per half beat Explosive Hitscan 250 (close) to 150 (far)
SubmachineGun.png Burst SMG 1 21 2 half beats 1 Burst per half beat, 3 shots per burst (6 with ItemTwiceGloves.png Quarternote). Hitscan 50 per shot (150 overall) Short range. Each shot in the burst consumes ammo.
Shotgun.png Pump shotgun 1 6 3 half beats 1 Shot per beat Hitscan 240 (close) to 50 (far) Shotgun, Pump-Action.
DoubleBarrel.png Sawn-off shotgun 2 2 2 half beats 1 Shot per half beat Hitscan 288 (close) to 16.5 (far) Shotgun. The full reload animation, with sounds, takes 3 half beats even though the weapon is ready after only 2 half beats (bug?).
Winnie.png Lever action 2 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat Hitscan 135 Pump-Action, Hand Reload. Long range.
GrenadeLauncher.png Grenade launcher 2 6 3 half beats 1 Shot per beat Explosive Physics Projectile 250 Grenades detonate automatically after a half beat. Big AoE, small Rocket-jump.
RocketLauncher.png Rocket launcher 2 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat Explosive Projectile 300 Hand Reload. Rockets will home onto enemies if within range. Small AoE, medium Rocket-jump.
RailGun.png Gauss cannon 2 3 3 half beats 1 Shot per beat Hitscan 450 Fires through walls and shields.
EnergyCannon.png Energy cannon 2 1 1 + 1 per ammo, 2 half beats from empty 1 Shot per beat Explosive Hitscan 2000 Hand Reload, Delay. Shots explode 1 full beat after firing. Does not work with ItemTwiceGloves.png Quarternote. Very small AoE, big Rocket-jump.
MiniGun.png Minigun 2 30 3 half beats Initially one shot per beat, spools up to 8 shots per beat Hitscan 50 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 ItemTwiceGloves.png Quarternote.
AlienBlaster.png 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 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.
SpreadPistol.png Charge pistol 3 Infinite N/A 1 Shot per beat Explosive Projectile 350 Delay. Can slightly push bosses. Does not work with ItemTwiceGloves.png Quarternote. Small AoE, medium Rocket-jump.
BigGun.png Fireball launcher 3 Infinite N/A 1 Shot per beat Explosive Physics Projectile 200 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.
MagicHands.png Hands N/A Infinite N/A 1 Shot per half beat Projectile 50 Can only be used by Njord. Does not appear as loot. Does not work with ItemKnightBoots.png Giant Slayer Boots.
BoltActionRifle.png Bolt-action rifle 2 4 3 half beats 1 Shot per beat Hitscan 150 Pump-Action. Very long base range. Slightly pushes enemies away.
Garand.png Garand 1 3 1 half beat 1 Shot per half beat Hitscan 90 Long base range.
DoubleTap.png Double-tap 2 6 2 half beats 1 Burst per beat, 2 shots per burst (4 with ItemTwiceGloves.png Quarternote). Hitscan 240 per shot (480 overall) Shotgun, Pump-Action. Each shot in the burst consumes ammo.
Pistol.png Golden pistol 2 4 2 half beats 1 shot per half beat Hitscan 300 Has the same range as the Pistol.