Quake3 & Team Arena Overview
Weapons



BFG10K
Very different to the Quake2 BFG as it requires aiming like any other weapon in Quake3. Firing rate is very high with direct damage per projectile being great enough to instantly frag an unarmoured opponent. *Splash damage is scaled linearly for each game unit away from impact point. The further away from the impact point, the less splash damage.

Holdable Ammunition
Direct Damage
Spash Damage*
Spash Radius
Reload Time
Switch Time
Bind Command
200
100
1-99
120
200 msecs
450 msecs
bind x "weapon 9"

Gauntlet
This weapon is always available and needs no ammunition. It is a spiked metal glove with a revolving cutter that you can use at very close range with other players in a melee. With Quad can kill an un-armoured opponent with one direct hit.

Holdable Ammunition
Direct Damage
Spash Damage
Splash Radius
Reload Time
Switch Time
Bind Command
200
50
N/A
N/A
400 msecs
450 msecs
bind x "weapon 1"

Grapple
Not really a weapon but can cause 2 points of damage so is included. You can grapple onto a player and they can take you for a journey if you wish ;)

Holdable Ammunition
Direct Damage
Spash Damage
Splash Radius
Reload Time
Switch Time
Bind Command
N/A
2
N/A
N/A
400 msecs
450 msecs
bind x "weapon 10"

Grenade Launcher
Very similar to the Quake2 grenade launcher but bounce length is longer. The firing rate has been increased by around 25-30% over the Quake2 version. *Splash damage is scaled linearly for each game unit away from impact point. The further away from the impact point, the less splash damage.

Holdable Ammunition
Direct Damage
Spash Damage*
Splash Radius
Reload Time
Switch Time
Bind Command
200
100
1-99
150
800 msecs
450 msecs
bind x "weapon 4"

Lightning Gun
No longer identical to the Quake1 shaft. Direct hit damage is less but due to damage distribution is far more useful when opponents are grouped in close proximity to each other.

Holdable Ammunition
Direct Damage
Spash Damage
Splash Radius
Reload Time
Switch Time
Bind Command
200
8 bolt / 160 second
N/A
N/A
50 msecs
450 msecs
bind x "weapon 6"

Machinegun
Very similar to the Quake2 machinegun but with reduced damage per projectile. The amount of damage and ammunition you respawn with varies when in FFA or teamplay mode. Usually your default weapon upon respawning, however this can be changed by a map designer. *The longer the range the more spread therefore less damage.

Holdable Ammunition
Direct Damage*
Spash Damage
Splash Radius
Reload Time
Switch Time
Bind Command
200
5 per pellet (7 FFA)
N/A
N/A
100 msecs
450 msecs
bind x "weapon 2"

Plasma Gun
Firing rate is similar to the Hyperblaster in Quake2 but with damage being higher per cell. A small amount of splash damage when hitting walls and players. *Splash damage is scaled linearly for each game unit away from impact point. The further away from the impact point, the less splash damage.

Holdable Ammunition
Direct Damage
Spash Damage*
Splash Radius
Reload Time
Switch Time
Bind Command
200
20
1-15
15
100 msecs
450 msecs
bind x "weapon 8"

Railgun
Exactly the same as the Quake2 weapon, the only addition to the Quake2 weapon is a small explosion effect that shows where the particle hit. In Team Arena the range of the Railgun appears to be limited.

Holdable Ammunition
Direct Damage
Spash Damage
Splash Radius
Reload Time
Switch Time
Bind Command
200
100
N/A
N/A
1500 msecs
450 msecs
bind x "weapon 7"

Rocket Launcher
A hybrid of the Quake1 and Quake2 Rocket Launchers. *Splash damage is scaled linearly for each game unit away from impact point. The further away from the impact point, the less splash damage.

Holdable Ammunition
Direct Damage
Spash Damage*
Splash Radius
Reload Time
Switch Time
Bind Command
200
100
1-99
120
800 msecs
450 msecs
bind x "weapon 5"

Shotgun
A hybrid of the Quake1 and Quake2 SuperShotgun. The Shotgun pellets spread/fan out over distance similar to a cone rather than the rectangle box of SuperShotgun in Quake2. *The longer the range the more spread therefore less damage.

Holdable Ammunition
Direct Damage*
Spash Damage
Splash Radius
Reload Time
Switch Time
Bind Command
200
110 (10 per pellet)
N/A
N/A
1000 msecs
450 msecs
bind x "weapon 3"

Chaingun [Team Arena]
chaingun_s.jpg (24767 bytes) Very similar to the Quake2 chaingun with a slow spin up and spin down, it goes through ammunition at a much faster rate than other weapons. *The longer the range the more spread therefore less damage.

Holdable Ammunition
Direct Damage*
Spash Damage
Splash Radius
Reload Time
Switch Time
Bind Command
200
7 per pellet
N/A
N/A
30 msecs
450 msecs
bind x "weapon 13"

Nailgun [Team Arena]
nailgun_s.jpg (26822 bytes) Not at all similar to the Quake1 Nailgun. Very slow fire rate that is more like a very powerful shotgun, The nails spread/fan out over distance. *The longer the range the more spread therefore less damage.

Holdable Ammunition
Direct Damage*
Spash Damage
Splash Radius
Reload Time
Switch Time
Bind Command
200
200 (20 per nail)
N/A
N/A
1000 msecs
450 msecs
bind x "weapon 11"

Proximity Launcher [Team Arena]
proximitylauncher_s.jpg (24561 bytes) Very similar to the Quake2 'Ground Zero' expansion pack Proximity launcher. The mines are triggered by an opponent being in range. although they will disappear after a short while. This is the only weapon that will frag a player who is using the invulnerability shield. *Splash damage is scaled linearly for each game unit away from impact point. The further away from the impact point, the less splash damage.

Holdable Ammunition
Direct Damage
Spash Damage*
Splash Radius
Reload Time
Switch Time
Bind Command
200
100
1-150
150
800 msecs
450 msecs
bind x "weapon 12"


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