
Game Overview, Tips & Analysis
Weapons
Key: ^ Single player / ^
Multiplayer
| Blaster | ||
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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 | ||
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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 | ||
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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) | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 |
? |
|
| Railgun | ||
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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 | ||
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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 | ||
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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" |
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