Difference between revisions of "Weapons"

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(Adding info about Muninn's pedestal "tiers")
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''NOTE: Damage is based off the base pistol damage: e.g. 2 damage is 2x the pistol damage.''
 
''NOTE: Damage is based off the base pistol damage: e.g. 2 damage is 2x the pistol damage.''
 +
''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 ==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! Icon !! Name !! Magazine Capacity !! Reload Time !! Fire rate !! Damage/Unique Characteristics  
+
! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Damage/Unique Characteristics  
 
|-
 
|-
| style="text-align:right"| [[File:Pistol.png]] || '''Pistol''' || 8 || 2 half beats || 1 Shot per half beat || 1 Damage, short range
+
| 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:Blaster.png]] || '''Shotgun Pistol''' || 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]] || '''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:Revolver.png]] || '''Revolver''' || 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]] || '''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:HandCannon.png]] || '''Haunted Revolver''' || 4 || 3 half beats || 1 Shot per half beat || 4 to 3 damage (max range), None
+
| 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: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, short range
+
| 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
 
|-
 
|-
| style="text-align:right"| [[File:DoubleBarrel.png]] || '''Sawn-off Shotgun''' || 2 || 2 half beats || 1 Shot per half beat || 6 (close) to 0.33 (far) damage, None
+
| 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]] || '''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. Currently reloading/'pumping' does not need to be on beats or half beats (bug?)
+
| 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:Winnie.png]] || '''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
+
| 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:GrenadeLauncher.png]] || '''Grenade Launcher''' || 6 || 3 half beats || 1 Shot per beat || 4 damage, grenades detonate automatically after a half beat, Can jump with explosion
+
| 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, Can jump with explosion
 
|-
 
|-
| style="text-align:right"| [[File:RocketLauncher.png]] || '''Rocket Launcher''' || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || 6 damage, Rockets will home onto enemies if within range, can jump with explosion
+
| 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, can jump with explosion
 
|-
 
|-
| style="text-align:right"| [[File:RailGun.png]] || '''Gauss Cannon''' || 3 || 3 half beats || 1 Shot per beat || ~10 damage {{verification needed}}, Fires through walls
+
| 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
 
|-  
 
|-  
| style="text-align:right"| [[File:MiniGun.png]] || '''Minigun''' || 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
+
| 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
 
|-
 
|-
| style="text-align:right"| [[File:AlienBlaster.png]] || '''Raygun''' || 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.
+
| 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.
 
|-
 
|-
| style="text-align:right"| [[File:SpreadPistol.png]] || '''Charge Pistol''' || Infinite || N/A || 1 Shot per 2 beats || ~9 damage, Very slight AoE, Half beat charge, half beat shoot, half beat recovery, then can't shoot until the next beat
+
| style="text-align:right"| [[File:SpreadPistol.png]] || '''Charge Pistol''' || 3 || Infinite || N/A || 1 Shot per 2 beats || ~9 damage, Very slight AoE, Half beat charge, half beat shoot, half beat recovery, then can't shoot until the next beat
 
|-
 
|-
| style="text-align:right"| [[File:BigGun.png]] || '''Fireball Launcher''' || Infinite || N/A || 1 Shot per beat || 4 damage, Fireballs have a bigger explosion radius than rocket launcher, but move slower. Shots cannot penetrate with items.
+
| 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. Shots cannot penetrate with items.
 
|-
 
|-
| style="text-align:right"| [[File:EnergyCannon.png]] || '''Energy Cannon''' || 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|Quaternote}}.
+
| 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|Quaternote}}.
 
|-
 
|-
| style="text-align:right"| [[File:MagicHands.png]] || '''Hands''' || Infinite || N/A || 1 Shot per half beat || 1 damage, Can only be used by [[Characters|Njord]]. Does not appear as loot.
+
| 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.
 
|}
 
|}

Revision as of 19:32, 12 November 2020

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

Icon Name Tier Magazine Capacity Reload Time Fire rate Damage/Unique Characteristics
Pistol.png Pistol 1 8 2 half beats 1 Shot per half beat 1 Damage, short range
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
Revolver.png Revolver 1 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per half beat 2 damage, Some recoil
HandCannon.png Haunted Revolver 1 4 3 half beats 1 Shot per half beat 4 to 3 damage (max range), None
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
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?)
DoubleBarrel.png Sawn-off Shotgun 2 2 2 half beats 1 Shot per half beat 6 (close) to 0.33 (far) damage, None
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
GrenadeLauncher.png Grenade Launcher 2 6 3 half beats 1 Shot per beat 4 damage, grenades detonate automatically after a half beat, Can jump with explosion
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, can jump with explosion
RailGun.png Gauss Cannon 2 3 3 half beats 1 Shot per beat ~10 damage [verification needededit?], Fires through walls
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
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.
SpreadPistol.png Charge Pistol 3 Infinite N/A 1 Shot per 2 beats ~9 damage, Very slight AoE, Half beat charge, half beat shoot, half beat recovery, then can't shoot until the next beat
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. Shots cannot penetrate with items.
EnergyCannon.png Energy Cannon 3 1 1 + 1 per ammo 1 Shot per beat ~30 Damage [verification needededit?], 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 Quaternote.
MagicHands.png Hands N/A Infinite N/A 1 Shot per half beat 1 damage, Can only be used by Njord. Does not appear as loot.