Weapons: Difference between revisions

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| [[File:Revolver.png]] || Revolver || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || 2 damage, None
| [[File:Revolver.png]] || Revolver || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || 2 damage, None
|-
|-
| [[File:HandCannon.png]] || Quad Shot || 4 || 3 half beats || 1 Shot per half beat || 4 to 3 damage (max range), None
| [[File:HandCannon.png]] || Haunted Revolver || 4 || 3 half beats || 1 Shot per half beat || 4 to 3 damage (max range), None
|-
|-
| [[File:SubmachineGun.png]] || Burst SMG || 21 || 2 half beats || 1 Burst per half beat || 0.66 dmg per bullet (~2 dmg per burst), 3 Round Burst
| [[File:SubmachineGun.png]] || Burst SMG || 21 || 2 half beats || 1 Burst per half beat || 0.66 dmg per bullet (~2 dmg per burst), 3 Round Burst

Revision as of 07:54, 24 September 2020

Damage is based off the base pistol damage: e.g. 2 damage is 2x the pistol damage


Icon Name Magazine Capacity Reload Time Fire rate Damage/Unique Characteristics
Pistol 8 2 half beats 1 Shot per half beat 1 Damage, None
Shotgun Pistol 4 3 half beats 1 Shot per half beat 3 damage point blank - decreases to 0.33 damage at max range
Revolver 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per half beat 2 damage, None
Haunted Revolver 4 3 half beats 1 Shot per half beat 4 to 3 damage (max range), None
Burst SMG 21 2 half beats 1 Burst per half beat 0.66 dmg per bullet (~2 dmg per burst), 3 Round Burst
Sawn-off Shotgun 2 2 half beats 1 Shot per half beat 6 (close) to 0.33 (far) damage, None
Pump Shotgun 6 3 half beats 1 Shot per beat 4 (close) to 1 (far) damage, Must be "pumped" after each shot, using a half beat
Lever Action 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
Grenade launcher 6 3 half beats 1 Shot per beat 4 damage, grenades detonate automatically after a half beat
Rocket launcher 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat 6 damage, Rockets have slight homing
Gauss Cannon 3 3 half beats 1 Shot per beat ~10 damage [verification needed • edit • ?]
Minigun 30 3 half beats Initially one shot per beat, spools up to 4 shots per beat 1 damage, Spooling mechanic, increases fire rate the longer the trigger is held
Raygun Infinite N/A 1 Shot per half beat ~8 damage, Overheats after 7 shots in a row
Charge Pistol Infinite N/A 1 Shot per beat ~9 damage, Very slight AoE, Shot takes one beat to complete (half beat charge, half beat shot)
Fireball Launcher Infinite N/A 1 Shot per beat 4 damage, Fireballs have a bigger explosion radius than rocket launcher, but move slower
Hands Infinite N/A 1 Shot per half beat 1 damage, Can only be used by Njord. Does not appear as loot.
Energy Cannon 1 1 + 1 per ammo 1 Shot per beat ~30 Damage [verification needed • edit • ?], Shots will fire one half beat after the initial trigger press. Shots explode 1 beat after firing, hit-scan, does not work with Quaternote