Weapons

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(Nail Gun)
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===Nail Gun===
===Nail Gun===
-
* Cost:  
+
[[Image:Nailgun.png]]
 +
* Cost: 15g
* Automatic: no
* Automatic: no
* Shots before reload: 7
* Shots before reload: 7

Revision as of 03:00, 12 February 2012

Only official (non mod) weapons should be listed on this page.

Contents

Trade Star

AK-47

File:Ak74.png

  • Cost: 45G
  • Automatic: Yes
  • Shots before reload: 30
  • Range: Medium
  • Damage: Medium
  • Description: Good well balanced weapon ideal for virtually any situation. The AK-47 is the bread and butter weapon, allowing you to fire accurately both up close and far away. It is also a good weapon for those who are new to the game, so if you are new, try this weapon first.

Blaster

File:Blaster.png

  • Cost: 25G
  • Automatic: No
  • Shots before reload: 10
  • Range: Medium
  • Damage: low
  • Description: Standard issue pistol for Trade Star forces. Very light, It suffers from a strangly long reload time.

Laser Rifle

File:Laserrifile.png

  • Cost: 50
  • Automatic: Yes
  • Shots before reload: 30
  • Range: medium-long
  • Damage: low
  • Description: One quick beam of death. A full clip from this weapon delivers nearly a second of continuous damage. The result is what ever you where pointing it at isn't there anymore. The reload is quite long, so don't miss.

Shot gun

  • Cost: 15G
  • Automatic: No
  • Shots before reload: 6
  • Range: Medium
  • Damage: High
  • Description: A powerful weapon capable of killing weaker enemies such as dummies and light soldiers in one shot. Also very effective against enemy dropship engines. The rounds of this weapon have 8 particles of shot, which are heavier and duller than bullets. This makes the gun capable of inflicting many wounds, as well as significant knockback. The bullets are also packed tightly to allow the shotgun to hit targets far away, while it may not be the best choice for sniping over long maps.

Dummy

Rail Pistol

File:Railpistol.png

  • Cost:
  • Automatic: no
  • Shots before reload: 4
  • Range: long
  • Damage: high
  • Description: The dummy's equivelent of a pistol. It is incredibly slow to fire, and has a slow reload. It compensates by blowing heads off with ease and penetrating deep into material.

Nail Gun

File:Nailgun.png

  • Cost: 15g
  • Automatic: no
  • Shots before reload: 7
  • Range: medium
  • Damage: medium
  • Description: Shoots shards of heated metal at high speeds. Has low knock back, and seems somewhat ineffective against armoured units.

Dummy Blaster

  • Cost:
  • Automatic: yes
  • Shots before reload:
  • Range:
  • Damage:
  • Description: The Dummy assault rifle fires energy based bursts. It also has low knock back.

Repeater

  • Cost:
  • Automatic: yes
  • Shots before reload:
  • Range: medium
  • Damage: high
  • Description: a weapon that fires energy based projectiles at a high rate. The low damage of individual shots is compensated by the quantity.

Nailer Cannon

  • Cost:
  • Automatic: yes.
  • Shots before reload:
  • Range:
  • Damage:
  • Description: The upgraded version of the nail gun. It is fully automatic.

Dummy Sniper Rifle

  • Cost:
  • Automatic:
  • Shots before reload: 6
  • Range: long
  • Damage: high
  • Description:The Dummy rifle differs from the coalitions with a slightly larger clip and a slightly lower rate of fire. The weapon is technically automatic, but you might as well give your finger a rest.

Dummy Grenade Launcher

  • Cost:
  • Automatic: no
  • Shots before reload:1
  • Range: short*
  • Damage: Very high
  • Description: It's a grenade launcher. The projectile is affected by gravity moreso than a rocket, but can travel further than a thrown grenade. You can use it to launch projectile over obstacles to enemies cowering behind. It's timer is somewhat long, but if it hits with enough force it will automatically detonate. Do not use at very close range.

Destroyer Cannon

  • Cost:
  • Automatic: yes
  • Shots before reload:
  • Range: high
  • Damage: high
  • Description:Fires fast moving balls of plasma, it can decimate most enemies in a couple of shots. It has a slow reload and is very heavy

Anihilator

  • Cost:
  • Automatic: no
  • Shots before reload: infinite ammo
  • Range: close-medium
  • Damage: High
  • Description: Heavy dummy weapon that can be charged up for best results. fires a very fast ball of plasma that will kill most units instantly with a fully charged burst to the face. Overall, a great heavy weapon to be used by strong units as the anihilator is quite heavy.

Dreadnought MG

File:Dreadnoughtmg.png

  • Cost: 20G
  • Automatic: Yes
  • Shots before reload: 100
  • Range: Long
  • Damage: Low
  • Description: This is the weapon that comes with the dreadnought. Its high rate of fire and clip size make up for its low damage.

Coalition

Pistol

File:Pistol.png

  • Cost: 5G
  • Automatic: No
  • Shots before reload: 11
  • Range: Medium
  • Damage: Low
  • Description: Cheapest and weakest weapon. The pistol is one-handed, meaning if a shield (or off-hand weapon) is in the players inventory, it will be held in one hand with the pistol in the other when the pistol is selected.

Auto Pistol

  • Cost:
  • Automatic: yes
  • Shots before reload: 15
  • Range: medium
  • Damage: low
  • Description:A marginally better pistol that features automatic fire.

Auto Shot Pistol

  • Cost:
  • Automatic: yes
  • Shots before reload: 5
  • Range:
  • Damage:
  • Description: Better than the auto pistol, this is a one handed shot gun that works very well with the riot shield. It is automatic but the rate of fire isn't anything to write home about.

Compact Assault Rifle

  • Cost:
  • Automatic: yes
  • Shots before reload:
  • Range: short
  • Damage: medium
  • Description: a lighter version of the assult rifle that has a faster rate of fire. It is slightly less accurate.

Assult Rifle

  • Cost:
  • Automatic: yes
  • Shots before reload: 30
  • Range: medium
  • Damage: medium
  • Description: A simple weapon, pull the trigger and point at target. Very little spread and a high rate of fire makes this one of the most reliable, if not the best, weapon for your soldiers.

Gatling Gun

  • Cost: 210
  • Automatic: heck yeah
  • Shots before reload: 100
  • Range: medium
  • Damage: High
  • Description: Pull that trigger, now keep holding it. It takes about a second for the gatling gun to warm up. Then it unleashes a fury of lead on thy foes. The reload time is disheartening, so be sure to kill everything in one clip.

Sniper Rifle

  • Cost:
  • Automatic: no
  • Shots before reload: 5
  • Range: high
  • Damage: high
  • Description: Very accurate. What more is there to say?

Heavy Sniper Rifle

  • Cost:
  • Automatic: no
  • Shots before reload: 4
  • Range: Long
  • Damage: very high
  • Description: Combined accuracy, range, and power. This monster can take out most soldiers in a single well placed shot. It is less useful against turrets and ships however.

Coalition Shotgun

File:ShotgunX4.png

  • Cost:
  • Automatic: no
  • Shots before reload: 6
  • Range: Medium
  • Damage: high
  • Description: This shotgun has a fairly wide spread and an acceptable rate of fire. A couple rounds will decimate enemy troops, throw rockets to the ground, mangle dropship engines, and in general cause a lot of pain. The reload time might get you in trouble so be ready when going around that corner.

Automatic Shotgun

  • Cost:
  • Automatic: no
  • Shots before reload: 8
  • Range: Medium
  • Damage: high
  • Description: A better, more expensive shot gun, with a better rate of fire and a slightly better reload.

Mauler Shotgun

  • Cost:
  • Automatic: no
  • Shots before reload: 4
  • Range: Medium, short for the spikes
  • Damage: very high
  • Description: In addition to a normal shotgun burst, this weapon fires out 4 large spikes. The spikes will decimate close range enemies. However the actual damage dealt from spikes is very inconsistent.

Flamer

  • Cost:
  • Automatic: yes
  • Shots before reload: 100
  • Range: Short
  • Damage: Medium
  • Description:Light flamethrower, coat the area with fire to harass enemy troops. It isn't the best weapon for straight forward attack though. Eventually code will be added for setting actors on fire, dealing constant damage.

Napalm Flamer

  • Cost:
  • Automatic: yes
  • Shots before reload: 300
  • Range: Medium
  • Damage: Medium
  • Description:Heavy flamethrower, coat the area with fire to harass enemy troops. The improved range let's you spray fire everywhere and direct attacks are more viable.

Spike Launcher

  • Cost: 210G
  • Automatic: No
  • Shots before reload: 2
  • Range: Short
  • Damage: Very High
  • Description: Think of it as a grenade launcher that fires thorny Frag grenades. Why? because that is what it is.

Flak Cannon

File:Flak.png

  • Cost: 70G
  • Automatic: No
  • Shots before reload: 3
  • Range: Long
  • Damage: Very High
  • Description: One of the more powerful weapons. The flak cannon shoots a projectile which separates into many small pieces of shrapnel before impact. The location of the mouse reticule on the screen is where the projectile explodes. This weapon is deadly and powerful against anything and everything (so far). Beware this, though: If you shoot at anything close to you, there is a chance that the particles can bounce back, destroying the gun or you. This gun, as mentioned above, is incredibly powerful, but also very inaccurate. Be sure to hide behind cover when you shoot down a dropship, or you might just find your unit dead from pieces of the dropship's core!


Auto Cannon

  • Cost: 190G
  • Automatic: yes
  • Shots before reload: 18
  • Range: Long
  • Damage: High/Concussive
  • Description: This weapon fires out a volley of high explosive shells that will wreak havoc in a general direction of your choosing. The explosions are smaller than others, and only deal a little bit of actual damage while the rest comes from the shockwave. This makes the weapon effective against drop ships and heavier soldiers, but somewhat weak against Dummy's and light soldiers.


Revolver Cannon

  • Cost: 190G
  • Automatic: no
  • Shots before reload: 4
  • Range: Medium
  • Damage: High
  • Description: A very good weapon for strong units like Browncoats or robots but not for weak units such as dummys or light soldiers. The cannon shoots a very large projectile that can kill most light infantry in one shot. It is also good for taking out drop ship's engines. The round dose not currently explode.

Uber Cannon

  • Cost: 190G
  • Automatic: no
  • Shots before reload: 1
  • Range: Long
  • Damage: Insane
  • Description: Yo' dawg I heard you liked explosions, so I put explosions in your explosions. If your opponent is in your field of view (not counting zoom) firing this gun is a bad idea.

Rocket Launcher

  • Cost: 210G
  • Automatic: no
  • Shots before reload: 3
  • Range: Very Far
  • Damage: High
  • Description: A dumb rocket flies straight. Will explode on impact. There is a slight drop over long distances so adjust aim accordingly. The projectile is relatively slow.

Homing Missile Launcher

  • Cost: 240G
  • Automatic: no
  • Shots before reload: 1
  • Range: Short unless it see's a target
  • Damage: High
  • Description: A Rocket is launched, if it doesn't find a target it will hit the ground soon. If it finds a target it turns towards it and accelerates. It is very difficult to aim down at enemies as the rocket will overshoot often. It is most effective at taking out aerial opponents.

Ronin

Zombie

Blunderbuzz

File:BlunderbussX4.png

  • Cost: 15G
  • Automatic: No
  • Shots before reload: 1
  • Range: Short
  • Damage: High
  • Description: Similar to the shotgun. Compared to the shotgun it has much broader spread and shorter range, and must reload after every shot. This is possibly the weakest weapon in the game, due to its single shot, but you can still use it to great effect if it is all you have.


Brown Coat

template

  • Cost:
  • Automatic:
  • Shots before reload:
  • Range:
  • Damage:
  • Description:
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