Game Overview, Tips & Analysis
Weapons

Key: ^ Single player / ^ Multiplayer



Blaster
The Blaster is always available in singleplayer and needs no ammunition. It fires a slow single energy bolt, with persistence you can do quite some damage when it is fully charged.
Holdable Ammunition
Direct Damage
Splash Damage
Splash Radius
Switch Time
Firing Rate
Bind Command
N/A
50^
40^  
50^  
450 msecs?
~6 every second
bind x "_impulse0"

Dark Matter Gun
Some similarities to the Quake2 BFG, its firing rate is very slow with direct damage per projectile being great enough to instantly frag any unarmoured opponent in its damage radius. Its projectiles can go through teleporters in multiplayer. *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
Splash Damage*
Splash Radius
Switch Time
Firing Rate
Bind Command
^25 ^20
200
1-50^ 1-100^
150^ 768^
450 msecs?
1 every 2 seconds
bind x "impulse9"

Grenade Launcher
Unchanged from the Quake3 grenade launcher in multiplayer expect that grenades can be bounced off jumppads. Very similar to the Quake2 grenade launcher in singleplayer but bounce length is longer. The firing rate has been increased by around 25-30% over the Quake2 version. Its projectiles can go through teleporters in multiplayer. *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
Splash Damage*
Splash Radius
Switch Time
Firing Rate
Bind Command
^8/42 ^50
125^ 100^
1-200^ 1-100^
250^ 150^
450 msecs?
1.25 every second
bind x "_impulse4"

Gauntlet (Picture ToDo)
The Gauntlet is always available in multiplayer and requires no ammunition. It takes the form of a metal glove with a revolving cutter that you can use at very close range with other players in a melee. With Quad the Gauntlet can kill an un-armoured opponent with one direct hit. 
Holdable Ammunition
Direct Damage
Splash Damage
Splash Radius
Switch Time
Firing Rate
Bind Command
N/A
50
N/A
N/A
450 msecs?
N/A
bind x "_impulse0"

Hyperblaster
Firing rate is similar to the Hyperblaster in Quake2 but with damage being higher per cell. Useful at short to medium range. A small amount of splash damage when hitting walls and players. Its projectiles can go through teleporters in multiplayer. This weapon gets upgraded by a tech marine in singleplayer that enables its projectiles to bounce off walls. *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
Splash Damage*
Splash Radius
Switch Time
Firing Rate
Bind Command
^60/340 ^400
^^14 per bolt/175 per second
1-14^^
35^^
450 msecs?
12.5 every second
bind x "_impulse3"

Lightning Gun
Minor changes from the Quake3 lightning gun in multiplayer with less range. Direct hit damage is less than the Quake1 shaft but due to damage distribution is far more useful when opponents are grouped in close proximity to each other. This weapon gets upgraded by a tech marine in singleplayer that enables it to automatically target/damage other enemies in a close radius.
Holdable Ammunition
Direct Damage
Splash Damage
Splash Radius
Switch Time
Firing Rate
Bind Command 
^400 ^400
11^ 8^ per bolt (120 bolts/s)
N/A
N/A
450 msecs?
20 every second
bind x "_impulse8"

Machinegun
Unchanged from the Quake3 machinegun in multiplayer. Very similar to the Quake2 machinegun in singleplayer but with reduced damage per projectile. Damage inflicted varies depending on whether targeting exposed flesh or armour. The amount of damage inflicted varies when in FFA or teamplay mode. *The longer the range the more spread therefore less damage. This weapon gets upgraded by a tech marine in singleplayer.
Holdable Ammunition
Direct Damage*
Direct Damage Flesh*
Direct Damage Zoomed
Direct Damage Flesh Zoomed
Splash Damage
Splash Radius
Switch Time
Firing Rate
Bind Command
^40/260  ^300
15^ 7(FFA)^ 5(TDM)^
18^ 7(FFA)^ 5(TDM)^
20^ 10(FFA)^ 7(TDM)^  
24^ 10(FFA)^ 7(TDM)^  
N/A
N/A
450 msecs?
10 every second
bind x "_impulse1"

Nailgun
Not at all similar to the Quake1 Nailgun, slow fire rate that is more like a fast loading shotgun. The nails spread/fan out over distance making it useful only at short to medium range. Its projectiles can go through teleporters in multiplayer. This weapon gets upgraded by a tech marine in singleplayer that enables nails to lock onto and home in on targets. *The longer the range the more spread therefore less damage. The further away from the impact point, the less splash damage. 
Holdable Ammunition
Direct Damage*
Splash Damage
Splash Radius
Switch Time
Firing Rate
Bind Command
^50/250 ^300
25^ 30^ per nail
1-25^ 1-30^  
50^ 75^  
450 msecs?
6.25 every second
bind x "_impulse5"

Napalm Launcher
Added in patch 1.3 the Napalm Launcher fires burning napalm projectiles that can be fired directly at your opponent or at the floor. The napalm remains for a short while and can damage opponents when they come into contact with it. *The longer the range the more spread therefore less damage. The further away from the impact point, the less splash damage. 
Holdable Ammunition
Direct Damage*
Splash Damage
Splash Radius
Switch Time
Firing Rate
Bind Command

?
?


450 msecs?
?
bind x "_impulse?"


Railgun
Exactly the same as the Quake2 railgun in singleplayer and Quake3 railgun in multiplayer, the only addition to the Quake2 railgun is a small explosion effect that shows where the slug hit. There appears to be ~10ms of delay on firing (unconfirmed). This weapon gets upgraded by a tech marine in singleplayer that makes it more powerful, slugs will go through multiple enemies.
Holdable Ammunition
Direct Damage
Splash Damage
Splash Radius
Switch Time
Firing Rate
Bind Command 
^3/40 ^50
125^ 100^
N/A
N/A
450 msecs?
1 every 1.6^ 1.5^ seconds
bind x "_impulse7"

Rocket Launcher
Unchanged from the Quake3 rocket launcher in multiplayer except for the initial delay when firing and the fact that rockets can go through teleports. This weapon gets upgraded by a tech marine in singleplayer with a three rocket autoloader and the ability to fire them all at once. Damage can go through thin floors in multiplayer. *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
Splash Damage*
Splash Radius
Switch Time
Firing Rate
Bind Command
^40 ^40
150^ 100^
1-150^ 1-100^
180^ 120^
450 msecs
1.25 every second
bind x "_impulse6"

Shotgun
Minor changes to the Quake3 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. This weapon gets upgraded by a tech marine in singleplayer to be clip based making reloading much faster. *The longer the range the more spread therefore less damage. 
Holdable Ammunition
Direct Damage*
Splash Damage
Splash Radius
Switch Time
Firing Rate
Bind Command
^8/42 ^50
140^ ^110
N/A
N/A
450 msecs
1.25 every second
bind x "_impulse2"

Contact Us | SavageUK | UpsetChaps
All Rights Reserved. Copyright © 2005-2007 Requ!em