Difference between revisions of "Weapons"

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(Weapon damage is no longer listed in terms of pistol damage)
(→‎Weapon list: Added the types of the weapons, whether they are hitscan, explosive, projectile etc.)
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{| 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]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || 50 Damage, short range
+
| 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]] || {{Anchor|Shotgun pistol}} || 1 || 4 || 3 half beats || 1 Shot per half beat || 160 damage point blank - decreases to 16.5 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 damage point blank - decreases to 16.5 damage at max range
 
|-
 
|-
| 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 || 100 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 damage, Some recoil
 
|-
 
|-
| style="text-align:right"| [[File:HandCannon.png]] || {{Anchor|Haunted revolver}} || 1 || 4 || 3 half beats || 1 Shot per half beat || 250 (close) to 150 (far) damage, 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) damage, None
 
|-
 
|-
| style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || 150 damage, 3 Round Burst, short range
+
| style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || Hitscan || 150 damage, 3 Round Burst, short range
 
|-
 
|-
| style="text-align:right"| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat || 240 (close) to 50 (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) 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:DoubleBarrel.png]] || {{Anchor|Sawn-off shotgun}} || 2 || 2 || 2 half beats || 1 Shot per half beat || 288 (close) to 16.5 (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) damage, None  
 
|-
 
|-
| 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 || 135 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 damage, long base range, Must be "pumped" after each shot, using a half beat
 
|-
 
|-
| style="text-align:right"| [[File:GrenadeLauncher.png]] || {{Anchor|Grenade launcher}} || 2 || 6 || 3 half beats || 1 Shot per beat || 250 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 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big 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 || 300 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 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range)
 
|-
 
|-
| style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || 450 damage, Fires through walls
+
| style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || Hitscan & Explosive Physics Projectile || 450 damage, Fires through walls
 
|-  
 
|-  
| 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 || 50 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: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, 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:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || Infinite || N/A || 1 Shot per half beat || 350 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.
+
| style="text-align:right"| [[File:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || Infinite || N/A || 1 Shot per half beat || Projectile || 350 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.
 
|-
 
|-
| style="text-align:right"| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area)
+
| style="text-align:right"| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Hitscan || 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area)
 
|-
 
|-
| style="text-align:right"| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || 200 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)
+
| style="text-align:right"| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Physics Projectile || 200 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)
 
|-
 
|-
| style="text-align:right"| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 3 || 1 || 1 + 1 per ammo || 1 Shot per beat || 2000 damage, 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)
+
| style="text-align:right"| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 3 || 1 || 1 + 1 per ammo || 1 Shot per beat || Explosive Hitscan || 2000 damage, 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)
 
|-
 
|-
| style="text-align:right"| [[File:MagicHands.png]] || {{Anchor|Hands}} || N/A || Infinite || N/A || 1 Shot per half beat || 50 damage, Can only be used by [[Characters|Njord]]. Does not appear as loot.
+
| 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]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || 150 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away.
+
| style="text-align:right"| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || Hitscan || 150 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away.
 
|-
 
|-
| style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || 90 Damage, very long range
+
| style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || Hitscan || 90 Damage, very long range
 
|-
 
|-
| style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || 480 Damage, 2 shots per burst, must be "pumped" after each burst using a half beat.
+
| style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || Hitscan || 480 Damage, 2 shots per burst, must be "pumped" after each burst using a half beat.
 
|-
 
|-
| style="text-align:right"| [[File:GoldenPistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || 300 Damage, has the same range as the pistol
+
| style="text-align:right"| [[File:GoldenPistol.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 13:55, 4 April 2021

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

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 Damage, short range
Blaster.png Shotgun pistol 1 4 3 half beats 1 Shot per half beat Hitscan 160 damage point blank - decreases to 16.5 damage at max range
Revolver.png Revolver 1 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per half beat Hitscan 100 damage, Some recoil
HandCannon.png Haunted revolver 1 4 3 half beats 1 Shot per half beat Explosive Hitscan 250 (close) to 150 (far) damage, None
SubmachineGun.png Burst SMG 1 21 2 half beats 1 Burst per half beat Hitscan 150 damage, 3 Round Burst, short range
Shotgun.png Pump shotgun 1 6 3 half beats 1 Shot per beat Hitscan 240 (close) to 50 (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?)
DoubleBarrel.png Sawn-off shotgun 2 2 2 half beats 1 Shot per half beat Hitscan 288 (close) to 16.5 (far) damage, None
Winnie.png Lever action 2 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat Hitscan 135 damage, long base range, Must be "pumped" after each shot, using a half beat
GrenadeLauncher.png Grenade launcher 2 6 3 half beats 1 Shot per beat Explosive Physics Projectile 250 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big range)
RocketLauncher.png Rocket launcher 2 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat Explosive Projectile 300 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range)
RailGun.png Gauss cannon 2 3 3 half beats 1 Shot per beat Hitscan & Explosive Physics Projectile 450 damage, Fires through walls
MiniGun.png Minigun 2 30 3 half beats Initially one shot per beat, spools up to 8 shots per beat Hitscan 50 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?).
AlienBlaster.png Raygun 3 Infinite N/A 1 Shot per half beat Projectile 350 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.
SpreadPistol.png Charge pistol 3 Infinite N/A 1 Shot per beat Explosive Hitscan 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area)
BigGun.png Fireball launcher 3 Infinite N/A 1 Shot per beat Explosive Physics Projectile 200 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)
EnergyCannon.png Energy cannon 3 1 1 + 1 per ammo 1 Shot per beat Explosive Hitscan 2000 damage, Shots will fire one half beat after the initial trigger press. Shots explode 1 beat after firing, hit-scan, does not work with ItemTwiceGloves.png Quarternote. Rocket-jump (huge in small range)
MagicHands.png 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.
BoltActionRifle.png Bolt-action rifle 2 4 3 half beats 1 Shot per beat Hitscan 150 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away.
Garand.png Garand 1 3 1 half beat 1 Shot per half beat Hitscan 90 Damage, very long range
DoubleTap.png Double-tap 2 6 2 half beats 1 Burst per beat Hitscan 480 Damage, 2 shots per burst, must be "pumped" after each burst using a half beat.
File:GoldenPistol.png Golden pistol 2 4 2 half beats 1 shot per half beat Hitscan 300 Damage, has the same range as the pistol