Difference between revisions of "Weapons"
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+ | {{outdated|reason=Base AP cost chart no longer accurate with the new weapon models and changes to old models in [[0.1.12.0]]}} | ||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|:Category:Weapons}} | {{for|a complete list of weapon variations|:Category:Weapons}} | ||
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: [[#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 explosive grenades, special grenades and other throwing weapons. | : [[#Throwing|Throwing]] weapons are further split into explosive grenades, special grenades and other throwing weapons. | ||
− | : [[#Crossbows|Crossbows]] have no subcategories. | + | : [[#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. | ||
− | [[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 | + | [[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).'' |
− | {{hiddensection| | + | {{hiddensection|Overview of all weapon types| |
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== Guns == | == Guns == | ||
All the different types of firearms. Also includes chemical and energy weapons. | All the different types of firearms. Also includes chemical and energy weapons. | ||
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=== Base AP cost === | === Base AP cost === | ||
− | The base action point cost of weapons is the | + | 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 | + | 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. |
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Revision as of 01:51, 14 August 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 explosive grenades, special grenades and other throwing weapons.
- 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.