Difference between revisions of "Weapons"
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== Guns == | == Guns == | ||
=== Pistols === | === Pistols === | ||
− | [[File:Pistol.png| | + | [[File:Pistol.png|right|link=]] |
* Only firearm with no skill requirement (any character can be fairly efficient with it) | * Only firearm with no skill requirement (any character can be fairly efficient with it) | ||
* AP cost varies greatly with caliber | * AP cost varies greatly with caliber |
Revision as of 18:13, 17 September 2013
- For a full 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 grenades and other throwing weapons.
- Melee weapons are further split into unarmed, 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, while Gunslinger only affects pistols (this includes chemical and energy pistols).
Overview of some of the weapon types follows:
Guns
Pistols
- Only firearm with no skill requirement (any character can be fairly efficient with it)
- AP cost varies greatly with caliber
- No moving penalty (can move and shoot without precision penalty)
- No melee penalty (enemies in melee range do not reduce your precision)
- Low-medium range
SMGs
- Single and burst fire
- No moving penalty
- No melee penalty
- Medium range
- Can be enhanced for increased burst precision (less likely to miss/hit other targets)
- Moderate skill requirement
Assault Rifles
- Single and burst fire
- Slight moving penalty
- No melee penalty
- Medium-high range
- High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)
- High skill requirement
- Moderate strength requirement
Sniper Rifles
- Powerful single shot attack, great against armored targets
- High moving and melee penalties
- Highest range
- High skill requirement
- High damage output (especially from stealth)
- Low strength requirement
- High precision when firing without interference
Energy Pistols
- Lower damage potential than an average firearm of the same quality
- Low-medium range
- Increased precision
- Does energy damage which easily penetrates most armors
- Bad against energy shields
- Very expensive
- Uses energy rather than ammunition (charged from batteries)
Crossbows
- Versatile weapon
- Medium-high range
- Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
- Slower projectiles allow easier energy shield penetration
- Can fire special bolts (poison, tranquilizing, incendiary, shock, etc)
- Cheap ammo
Melee Weapons
Knives
- Can be crafted out of any type of metal
- Can't have any extra enhancements, but there are several types of knives you can make with different mold
- Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
Sledgehammers
- High damage output (especially in hands of a strong character)
- High strength requirement
- Ignores mechanical damage threshold (damage can never be fully mitigated)
- 10% chance to stun target on hit
- Can be enhanced with special components for extra on hit effects
Variations
Most weapon types and models exist in a wide range of different variations which can be either crafted from components, purchased from traders, found, stolen or looted from dead enemies.
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 hawker-type pistol frame they're made of. The amount of different weapons is vastly larger than it might initially seem like.
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. It can still be repaired back to normal.