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*Secondary ammo cost: 10
 
*Secondary ammo cost: 10
 
*Magazine size: 80
 
*Magazine size: 80
The Rifle is a more versatile sniper rifle in that it can be used both as a rifle and as a long-range shotgun. The primary fire fires a single shot long distances that can deal significant damage. This shot repeats roughly once every two seconds. The secondary shot fire several bullets in a very narrow spread and repeats about once per second.
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The Rifle is a more versatile sniper rifle in that it can be used both as a rifle and as a long-range shotgun. The primary fire fires a single shot long distances that can deal significant damage. The primary fire is unusual in that it can pierce through some walls (for example, the walls in the 8-bit arena map). This shot repeats roughly once every two seconds. The secondary shot fire several bullets in a very narrow spread and repeats about once per second. These shots do not pierce through walls.
   
 
==Hagar==
 
==Hagar==

Revision as of 20:42, 1 June 2013

Xonitic has a wide variety of weapons covering many different tactical situations. Almost every weapon has both a primary and a secondary fire which are usually related to each other.

Generally, a player starts with two weapons: a laser and a shotgun. Some maps or scenarios may start the player off with different weapons. Weapons are gained by collecting them either from killed enemies or at designated locations throughout the map, and are lost upon death.

Weapons in the current version of Xonotic take one of four kinds of ammunition. The possibilities are:

  • Bullets
  • Shells
  • Cells
  • Rockets

The exception is the laser, which does not take any ammunition. Some weapons and pickups also consume fuel, which is displayed as a bar near the health and armor display. Picking up a weapon will also give the player some of its associated ammunition as if the player had picked up a corresponding ammunition pickup.

Laser

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    Number: 1
  • Core Weapon: Yes
  • Ammo: Infinite
  • Primary: Laser shot
  • Secondary: Switch to last used weapon before the laser.

The first weapon with which a player typically starts. The laser shot itself does not do that much damage, but it has a considerable knockback and its burst has a small area of effect. As such, it can be quite useful for jumping maneuvers or for pushing players off the map or into dangerous areas. Contrary to the name, the laser is not a hitscan weapon. Laser's "bolt" does take some time to reach distant targets and it can be bounced off of launchpads.

Shotgun

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  • Number: 2
  • Core Weapon: Yes
  • Ammo: Shells
  • Primary: Scatter shot
  • Secondary: Melee
  • Primary ammo cost: 1
  • Secondary ammo cost: 0

The second weapon with which a player typically starts. It's better suited as a close-range weapon owing to the fact that each individual shot as very low damage. Its melee attack is not to be underestimated, as it can do very heavy damage.

Machine Gun

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  • Number: 3
  • Core Weapon: Yes
  • Ammo: Bullets
  • Primary: Continuous fire
  • Secondary: Burst shot
  • Primary ammo cost: 1
  • Secondary ammo cost: 3
  • Magazine size: 60

This weapon's primary shot is a rapid fire but relatively inaccurate spray of bullets. The burst shot is three shots in rapid succesion. It is more substantially more accurate, but requires a slight delay in between pulses.

Mortar

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  • Number: 4
  • Core Weapon: Yes
  • Ammo: Bullets
  • Primary: Mortar shot
  • Secondary: Genade shot
  • Primary ammo cost: 2
  • Secondary ammo cost: 2

A long-range explosive weapon with a slow firing rate. The mortar shot detonates on impact and does considerable damage. The grenade shot detonates half a second after the grenade hits a surface.

Mine Layer

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    Number: 4
  • Core Weapon: No
  • Ammo: Rockets
  • Primary: Mine Dispensal
  • Secondary: Remote detonation
  • Primary ammo cost: 4
  • Secondary ammo cost: 0

A weapon that launches mines a short distance, which detonate when an enemy is nearby. The secondary fire remote-detonates the mines. A mine layer allows the player to place up to three mines.

Electro

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  • Number: 5
  • Core Weapon: Yes
  • Ammo: Cells
  • Primary: Plasma shot
  • Secondary: Elecro plasma shot
  • Primary ammo cost: 4
  • Secondary ammo cost: 2

This weapon is at its core an area denial weapon. The plasma shot is much like a non-homing rocket shot from any other game, albeit with a rather small blast radius. The electro plasma shots are fired in bursts of up to three and act much like grenades that deal damage on impact with an enemy. Neither attack does very high damage, however the electro plasma spheres can be detonated with a plasma shot, dealing staggering damage over a large area. The electro consumes ammunition quite quickly though; a full burst of three electro plasmas and a plasma shot to detonate them will consume a total of 10 cells.

Crylink

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  • Number: 6
  • Core Weapon: Yes
  • Ammo: Cells
  • Primary: Converging shot
  • Secondary: Triple shot
  • Primary ammo cost: 3
  • Secondary ammo cost: 2

This is an unorthodox weapon in that it can serve as both a shotgun and a machine gun, and is simultaneously like neither. The converging shot fires six evenly-spread plasma bursts that travel forward for as long as the primary fire key/button is held down. When the primary fire key/button is released, the shots converge on each other and spread outward. The shots deal significant damgae and are very effective at slowing players down, meaning that with the right timing or in tight spaces, they can be very devastating. Once one shot hits a target, the rest "detonate" as well, dealing splash damage in a small radius. The triple shot is much simpler, being an automatic fire of three side-by-side plasma bolts that deal considerably lower damage. All crylink shots bounce off walls.

Heavy Laser Assault Cannon (HLAC)

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    Number: 6
  • Core Weapon: No
  • Ammo: Cells
  • Primary: Rapid laser fire
  • Secondary: Scatter laser fire
  • Primary ammo cost: 1
  • Secondary ammo cost: 10

This weapon is essentially a weapon meant for pushing enemies around. The rapid fire consists of laser bursts (which are just like those from a laser) fired roughly five times a second. The secondary fire shoots a very broad scatter shot of laser bursts (usually 4-6).

Nex

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  • Number: 7
  • Core Weapon: Yes
  • Ammo: Cells
  • Primary: Beam shot
  • Secondary: Zoom
  • Primary ammo cost: 6
  • Secondary ammo cost: 0

Nex is, in a nutshell, a sniper rifle that can be used like a pistol. It's very accurate, deals high damage (90 damage when fully charged), and can pierce through multiple targets. It has a fair recharge time, and while it can be fired while it's recharging, its shots do less damage. The Nex does not have a secondary fire; holding down the right mouse button will zoom the weapon in.

Rifle

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    Number: 7
  • Core Weapon: Yes
  • Ammo: Bullets
  • Primary: Sniper shot
  • Secondary: Scatter shot
  • Primary ammo cost: 10
  • Secondary ammo cost: 10
  • Magazine size: 80

The Rifle is a more versatile sniper rifle in that it can be used both as a rifle and as a long-range shotgun. The primary fire fires a single shot long distances that can deal significant damage. The primary fire is unusual in that it can pierce through some walls (for example, the walls in the 8-bit arena map). This shot repeats roughly once every two seconds. The secondary shot fire several bullets in a very narrow spread and repeats about once per second. These shots do not pierce through walls.

Hagar

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  • Number: 8
  • Core Weapon: Yes
  • Ammo: Rockets
  • Primary: Rapid shot
  • Secondary: Multi shot
  • Primary ammo cost: 1
  • Secondary ammo cost: 1 per rocket loaded, up to 4

The mortar's high-speed little brother, Hagar fires rapid mid-to-long-range arcing mini rockets that detonate on impact, though they do less damage and have a smaller blast radius than the mortar's. The multi-shot loads up to four mini rockets as the secondary fire key/button is held down. A beep will sound when all four rockets are loaded. Releasing said key/button will unleash the loaded rockets in a shotgun-like burst, and the weapon does not need to load all four rockets to fire. The rockets cannot be kept loaded indefinitely, however, and shortly after the weapon beeps a second time, the rockets will be released automatically. The secondary fire of this weapon is one of the highest-damage attacks in the game.

Rocket Launcher

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  • Number: 9
  • Core Weapon: Yes
  • Ammo: Rockets
  • Primary: Rocket
  • Secondary: In-Flight Detonation
  • Primary ammo cost: 4
  • Secondary ammo cost: 0

This rocket launcher fires rockets much like a rocket launcher in any other game would. It has a veritable blast radius and can usually kill its targets in two shots. The secondary fire button can be pressed to detonate a rocket in-flight.

Grappling Hook

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    Number: 0
  • Core Weapon: No
  • Ammo: Infinite
  • Primary: Hook
  • Secondary: Suction field

Although not technically a weapon, the grappling hook still has a place in the weapons panel. The primary fire launches a hook at the place the player aims it. Once the hook attaches, the player is swiftly pulled toward  the point where the hook is attached. The secondary fire drops a canister directly underneath the player which sucks nearby enemies toward the point of impact, making it easier to hit several of them with a splash damage weapon. Be warned, though, that using the secondary fire will render the primary unable to fire for a few seconds. The secondary fire also requires the player to have cells, but does not consume any. This may be a bug and may be changed in a future version.

Port-O-Launch

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    Number: 0
  • Core Weapon: No
  • Ammo: Infinite
  • Primary (Normal): In/Orange Portal
  • Secondary (Normal) Out/Blue Portal
  • Primary (Nexball): Launch
  • Secondary (Nexball): Woosh

Although not technically a weapon, the Port-O-Launch still has a place in the weapons panel. Unlike most weapons, this weapon's abilities change depending the game mode.

In most game modes, it acts a lot like a portal gun from Portal, albeit with a few quicks. When either the primary or a secondard shots are fired, a slow-moving projectile is sent. If it lands on a flat and large enough surface, a portal is created. These portals act like teleporters, NOT like warp zones or portals from Portal!

In Nexball, its behavior is different. If the ball is being held, then left clicking witht the Port-O-Launch will launch the ball.

It is currently unknown wat the secondary fire actually does in the Nexball game mode.

MinstaNex

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  • Number: 7
  • Core Weapon: No
  • Ammo: Cells
  • Primary: Beam shot
  • Secondary: Laser shot
  • Primary ammo cost: 1
  • Secondary ammo cost: 0

A weapon that is usually not normally available on maps, the MinstaNex is just like Nex except that it fires once per second and will instantly kill players under normal conditions, even with boosted health and full armor. The only way to survive a MinstaNex shot is with the help of powerups (namely, the Extra Life powerup).

The weapon's secondary fire is a laser shot that works just as the laser shot from the laser weapon, with the exception that it does no damage.