
Quake3 & Team Arena Overview
Weapons
| BFG10K | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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" |
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| Rocket Launcher | ||
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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 | ||
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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] | ||
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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] | ||
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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] | ||
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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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