Difference between revisions of "Weapons"
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Weapons in Underrail are split into 4 categories according to the skill they use: '''guns''', '''throwing''', '''crossbows''' and '''melee'''. | Weapons in Underrail are split into 4 categories according to the skill they use: '''guns''', '''throwing''', '''crossbows''' and '''melee'''. | ||
: [[#Guns|Guns]] are further split into pistols, SMGs, assault rifles and sniper rifles. | : [[#Guns|Guns]] are further split into pistols, SMGs, assault rifles and sniper rifles. | ||
− | : [[#Throwing|Throwing]] weapons are further split into | + | : [[#Throwing|Throwing]] weapons are further split into standard grenades, special grenades and other throwing weapons/tools. |
: [[#Crossbows|Crossbows]] have no subcategories, but have a wide variety of special bolts available. | : [[#Crossbows|Crossbows]] have no subcategories, but have a wide variety of special bolts available. | ||
: [[#Melee|Melee]] weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons. | : [[#Melee|Melee]] weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons. | ||
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* Low-medium range | * Low-medium range | ||
* Increased precision | * Increased precision | ||
− | * | + | * Special attacks and damage types |
* Bad against energy shields | * Bad against energy shields | ||
* Very expensive | * Very expensive | ||
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* High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character) | * High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character) | ||
* High skill requirement | * High skill requirement | ||
− | * Moderate strength requirement | + | * Moderate strength requirement (6-7) |
=== [[File:Sniper.png|25px|link=]] Sniper rifles === | === [[File:Sniper.png|25px|link=]] Sniper rifles === | ||
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* High skill requirement | * High skill requirement | ||
* High damage output (especially from stealth) | * High damage output (especially from stealth) | ||
− | * Low strength requirement | + | * Low strength requirement (5) |
* High precision when firing without interference | * High precision when firing without interference | ||
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=== [[File:Sledgehammer.png|25px|link=]] Sledgehammers === | === [[File:Sledgehammer.png|25px|link=]] Sledgehammers === | ||
* High damage per hit (especially in hands of a strong character) | * High damage per hit (especially in hands of a strong character) | ||
− | * High strength requirement | + | * High strength requirement (8-9) |
* Ignores mechanical damage threshold (damage can never be fully mitigated) | * Ignores mechanical damage threshold (damage can never be fully mitigated) | ||
* 10% chance to stun target on hit | * 10% chance to stun target on hit |
Revision as of 11:03, 18 October 2014
This article is outdated. You can help Underrail Wiki by updating it. Reason given: Base AP cost chart no longer accurate with the new weapon models and changes to old models in 0.1.12.0 |
- For a complete list of weapon variations, see Category:Weapons.
Types
Weapons in Underrail are split into 4 categories according to the skill they use: guns, throwing, crossbows and melee.
- Guns are further split into pistols, SMGs, assault rifles and sniper rifles.
- Throwing weapons are further split into standard grenades, special grenades and other throwing weapons/tools.
- Crossbows have no subcategories, but have a wide variety of special bolts available.
- Melee weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
Feats often enhance or work with only some types of weapons, e.g. Snipe requires a crossbow or sniper rifle, Lightning Punches works with unarmed and fist weapons, Gunslinger only affects pistols (this includes chemical and energy pistols).
Overview of all weapon types |
GunsAll the different types of firearms. Also includes chemical and energy weapons. Pistols
Energy pistols
Chemical pistols
SMGs
Assault rifles
Sniper rifles
Throwing
Crossbows
MeleeMost melee weapons belong into one of the subcategories. Crowbar is currently the only exception to this. Unarmed
Fist weapons
Knives
Sledgehammers
Traps
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Variations
Most weapon models exist in a wide range of different variations, but some unique weapons also exist.
Weapon variations can be either crafted from components, purchased from traders, found, stolen or looted from dead enemies. Only throwing weapons and traps have pre-defined varieties, others are random-generated. The most basic variable between two seemingly identical weapons is damage; in addition to that, there are different calibers of firearms, different molds for knives, many enhancements ranging from rifle scope to an electroshock generator on a sledgehammer.
For example, the Hawker pistol alone has 8 different variations which include different calibers and weapon enhancements like a laser sight or an extended pistol magazine. Furthermore, the damage of all those variants depends on the quality of the pistol frame they're made of. The amount of different weapons is vastly larger than it might initially seem to be.
Base AP cost
The base action point cost of weapons is generally proportional to how much damage the weapon deals with a single attack.
Each point of dexterity above 5 decreases AP cost of light weapons (pistols, SMGs knives, unarmed and fist weapons) by 4% (additive). Some feats also decrease AP costs for certain weapons and actions.
Weapon base AP cost chart | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Durability
Since version 0.1.7.0, most weapons and armor have durability. This means you must periodically use repair kits to keep your gear in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a Degraded Weapon or Heavily Degraded Weapon and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. Zero durability weapons can still be repaired back to normal.