Difference between revisions of "Weapons"
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(some info on traps and AP costs) |
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* Special attacks and damage types | * Special attacks and damage types | ||
* Very rare | * Very rare | ||
− | * Uses chemical vials as ammo | + | * Uses special chemical vials as ammo |
== [[File:Items_explosives_frag_grenade1.png|25px|link=]] Throwing == | == [[File:Items_explosives_frag_grenade1.png|25px|link=]] Throwing == | ||
* Support skill rather than primary weapon skill | * Support skill rather than primary weapon skill | ||
* Powerful AoE damage (explosive grenades) | * Powerful AoE damage (explosive grenades) | ||
− | * | + | * Provides utility (flashbangs, throwing nets, flares, caltrops, etc) |
== [[File:Crossbow.png|25px|link=]] Crossbows == | == [[File:Crossbow.png|25px|link=]] Crossbows == | ||
Line 86: | Line 86: | ||
=== [[File:Unarmed.png|25px|link=]] Unarmed === | === [[File:Unarmed.png|25px|link=]] Unarmed === | ||
* Pure unarmed fighting with your bare fists | * Pure unarmed fighting with your bare fists | ||
+ | * Can be enhanced with psychokinesis psi powers | ||
* Designed to be a viable alternative to other melee builds | * Designed to be a viable alternative to other melee builds | ||
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | * Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | ||
Line 105: | Line 106: | ||
* 10% chance to stun target on hit | * 10% chance to stun target on hit | ||
* Can be enhanced with special components for extra on hit effects | * Can be enhanced with special components for extra on hit effects | ||
+ | |||
+ | == [[File:items_explosives_he_mine1.png|25px|link=]] Traps == | ||
+ | * Must be placed before combat | ||
+ | * Also helps detect and disarm enemy traps | ||
+ | * Support skill rather than primary weapon skill | ||
+ | * Powerful AoE damage (explosive mines) | ||
+ | * Some utility (entangling enemies in acid blob traps) | ||
= Variations = | = Variations = | ||
− | Most weapon types and models exist in a wide range of different variations which can be either [[crafting|crafted]] from components, purchased from traders, found, stolen or looted from dead enemies. | + | Most weapon types and models exist in a wide range of different variations which can be either [[crafting|crafted]] from components, purchased from traders, found, stolen or looted from dead enemies. Only throwing weapons and traps come in 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. | 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 | + | 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. |
+ | |||
+ | === AP cost === | ||
+ | The AP cost of weapons is the same for all weapons of the same type, but some weapon enhancements may modify it. For firearms, the AP cost is based on caliber and weapon type. | ||
+ | |||
+ | {| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide" | ||
+ | |- | ||
+ | ! Weapon AP cost chart | ||
+ | |- text-align="right" | ||
+ | | | ||
+ | {| class="sortable" | ||
+ | |- | ||
+ | ! Weapon !! AP cost | ||
+ | |- | ||
+ | | 5mm pistol || 16 | ||
+ | |- | ||
+ | | 7.62mm pistol || 20 | ||
+ | |- | ||
+ | | 9mm pistol || 25 | ||
+ | |- | ||
+ | | data-sort-value="9mm1" | .44 pistol || 32 | ||
+ | |- | ||
+ | | Laser pistol || 22 | ||
+ | |- | ||
+ | | Plasma pistol || 40 | ||
+ | |- | ||
+ | | Chemical pistol || 25 | ||
+ | |- | ||
+ | | 5mm SMG || 11 | ||
+ | |- | ||
+ | | 7.62mm SMG || 13 | ||
+ | |- | ||
+ | | 8.6mm SMG || 16 | ||
+ | |- | ||
+ | | 7.62mm assault rifle || 13 | ||
+ | |- | ||
+ | | 8.6mm assault rifle || 14 | ||
+ | |- | ||
+ | | 9mm assault rifle || 16 | ||
+ | |- | ||
+ | | 7.62mm sniper rifle || 35 | ||
+ | |- | ||
+ | | 8.6mm sniper rifle || 40 | ||
+ | |- | ||
+ | | data-sort-value="9mm2" | 12.7mm sniper rifle || 45 | ||
+ | |- | ||
+ | | Throwing weapons || 15 | ||
+ | |- | ||
+ | | Caltrops || 20 | ||
+ | |- | ||
+ | | Crossbow || 25 | ||
+ | |- | ||
+ | | Unarmed || 12 | ||
+ | |- | ||
+ | | Crowbar || 18 | ||
+ | |- | ||
+ | | Leather fist weapon || 12 | ||
+ | |- | ||
+ | | Metal fist weapon || 16 | ||
+ | |- | ||
+ | | Knife || 12 | ||
+ | |- | ||
+ | | Sledgehammer || 25 | ||
+ | |} | ||
+ | |} | ||
= Durability = | = Durability = |
Revision as of 12:16, 27 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 special chemical vials as ammo
Throwing
- Support skill rather than primary weapon skill
- Powerful AoE damage (explosive grenades)
- Provides utility (flashbangs, throwing nets, flares, caltrops, etc)
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
- Can be enhanced with psychokinesis psi powers
- 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
Traps
- Must be placed before combat
- Also helps detect and disarm enemy traps
- Support skill rather than primary weapon skill
- Powerful AoE damage (explosive mines)
- Some utility (entangling enemies in acid blob traps)
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. Only throwing weapons and traps come in 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.
AP cost
The AP cost of weapons is the same for all weapons of the same type, but some weapon enhancements may modify it. For firearms, the AP cost is based on caliber and weapon type.
Weapon 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.