Difference between revisions of "Weapons"
(→Melee Weapons: unarmed + fist weapons) |
(added all the missing weapon types) |
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= Types = | = Types = | ||
− | 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. |
− | : | + | :[[#Throwing|Throwing]] weapons are further split into explosive grenades, special grenades and other throwing weapons. |
− | : | + | :[[#Crossbows|Crossbows]] have no subcategories. |
+ | :[[#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]] only works while unarmed, [[Gunslinger]] only affects pistols (this includes chemical and energy pistols).'' | ||
− | + | == Guns == | |
+ | All the different types of firearms. Also includes chemical and energy weapons. | ||
− | |||
=== Pistols === | === Pistols === | ||
[[File:Pistol.png|right|link=]] | [[File:Pistol.png|right|link=]] | ||
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* Moderate skill requirement | * Moderate skill requirement | ||
− | === Assault | + | === Assault rifles === |
[[File:AssaultRifle.png|right|link=]] | [[File:AssaultRifle.png|right|link=]] | ||
* Single and burst fire | * Single and burst fire | ||
Line 40: | Line 41: | ||
* Moderate strength requirement | * Moderate strength requirement | ||
− | === Sniper | + | === Sniper rifles === |
[[File:Sniper.png|right|link=]] | [[File:Sniper.png|right|link=]] | ||
* Powerful single shot attack, great against armored targets | * Powerful single shot attack, great against armored targets | ||
Line 50: | Line 51: | ||
* High precision when firing without interference | * High precision when firing without interference | ||
− | === Energy | + | === Energy pistols === |
− | [[File: | + | [[File:PlasmaPistol.png|right|link=]] |
* Lower damage potential than an average firearm of the same quality | * Lower damage potential than an average firearm of the same quality | ||
* Low-medium range | * Low-medium range | ||
Line 59: | Line 60: | ||
* Very expensive | * Very expensive | ||
* Uses energy rather than ammunition (charged from batteries) | * Uses energy rather than ammunition (charged from batteries) | ||
+ | |||
+ | === Chemical pistols === | ||
+ | [[File:Acid Blob Pistol.png|right|link=]] | ||
+ | * Similar to other pistols | ||
+ | * Special attacks and damage types | ||
+ | * Very rare | ||
+ | * Uses chemical vials as ammo | ||
+ | |||
+ | == Throwing == | ||
+ | [[File:Items_explosives_frag_grenade1.png|right|link=]] | ||
+ | * Support skill rather than primary weapon skill | ||
+ | * Powerful AoE damage (explosive grenades) | ||
+ | * Some utility weapons (flashbangs, throwing nets) | ||
== Crossbows == | == Crossbows == | ||
Line 69: | Line 83: | ||
* Cheap ammo | * Cheap ammo | ||
− | == Melee | + | == Melee == |
+ | Most melee weapons belong into one of the subcategories. [[Crowbar]] is currently the only exception to this. | ||
+ | |||
=== Unarmed === | === Unarmed === | ||
− | Pure unarmed fighting | + | [[File:Unarmed.png|right|link=]] |
+ | * Pure unarmed fighting with your bare fists | ||
+ | * Designed to be a viable alternative to other melee builds | ||
+ | * Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | ||
=== Fist weapons === | === Fist weapons === | ||
− | + | * An alternative path for unarmed characters | |
+ | * Overcomes some of unarmed weaknesses such as lack of AoE and burst damage | ||
+ | * Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | ||
=== Knives === | === Knives === | ||
Line 98: | Line 119: | ||
= Durability = | = Durability = | ||
− | Since version [[0.1.7.0]], most [[weapons]] and [[armor]] have durability. This means you must periodically use [[repair kit]]s 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. | + | Since version [[0.1.7.0]], most [[weapons]] and [[armor]] have durability. This means you must periodically use [[repair kit]]s 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. |
Revision as of 20:29, 3 October 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 explosive grenades, special grenades and other throwing weapons.
- Crossbows have no subcategories.
- 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 only works while unarmed, Gunslinger only affects pistols (this includes chemical and energy pistols).
Guns
All the different types of firearms. Also includes chemical and energy weapons.
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)
Chemical pistols
- Similar to other pistols
- Special attacks and damage types
- Very rare
- Uses chemical vials as ammo
Throwing
- Support skill rather than primary weapon skill
- Powerful AoE damage (explosive grenades)
- Some utility weapons (flashbangs, throwing nets)
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
Most melee weapons belong into one of the subcategories. Crowbar is currently the only exception to this.
Unarmed
- Pure unarmed fighting with your bare fists
- Designed to be a viable alternative to other melee builds
- Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
Fist weapons
- An alternative path for unarmed characters
- Overcomes some of unarmed weaknesses such as lack of AoE and burst damage
- Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
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. Zero durability weapons can still be repaired back to normal.