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ProPsyh 27.05.20 10:14 pm

The discussion of weapons from the game (Quake Champions)

Video with all the posted trunks.


Heavy machine gun(Heavy Machinegun)

Spoiler

Compared to the starting variant, the heavy machine gun has a high rate of fire and increased damage, but otherwise, their properties converge. Heavy machine gun, compared to makemetop, has a large spread of bullets and the shooter does not require particular accuracy, but also damage the weapon inflicts less; however, it is more effective against Champions, armed with railgun.
Ammunition - bullets
Damage per hit - 9
The firing speed is 75 MS
Damage per second - 120 u
The initial ammunition - 100
Maximum ammunition - 150
Range - medium to high

Superguide(Super Nailgun)
Spoiler

One of the oldest weapons in the arena. A nail gun shoots a relatively slow piercing with nails, but compensates for this with the highest damage among all weapons in a second. Firing from the nail gun remember to shoot for preemption.
Ammunition - nails
Damage per shot - 12
Rate of fire - 80 MS
Damage per second - 150 units.
Multiple damage - 6
The initial ammunition - 100
Maximum ammunition - 150
Range - average

Supergroovy(Super Shotgun)
Spoiler

If you think that the enemy is nearly defeated, it might make sense to switch to supergroovy and finish it. Sometimes to do a lot of damage by shooting at close range, it is easier and safer than to risk trying to hit a fleeing enemy with a rocket or shot from a railgun. To use supergroovy with maximum efficiency, always follow the amount of health and armor.
Ammunition - ammunition
Damage for hitting pellet - 6
The number of shot per shot - 20
Rate of fire - 1000 MS
Damage per second - 120 units.
Scatter - 800
Initial ammo - 10
Maximum ammunition - 25
Range - low

Rocket Launcher(Rocket Launcher)
Spoiler

Your success in the arena depends on how well you can handle a pistol. As a rule, weapons are used in direct confrontation, but by learning to anticipate the actions of the enemy, you can significantly increase your advantage and blast will allow you to control the position of the enemy. And, of course, don't forget about rocket jumping, which allow to exchange on a specific part of health and armor to take a more advantageous position or to make a sudden attack.
Ammo - rockets
Damage per shot - 100
Rate of fire - 800 MS
Damage per second - 125 units
Multiple damage from 1 to 100
The radius of dispersion - 120 u.*
Initial ammo to 15
Maximum ammunition - 25
Range - average

Malamet(Lightning Gun)
Spoiler

Fighters who have mastered malamet and able to keep accurate fire on a moving target, can in to take the enemy's entire inventory of armor and health. Be careful with platforms to jump up in the air, you'll be practically defenseless, which can lead to the loss of large amounts of health and even death. To the adversary in you aim, try to avoid to use the blast from its own weapon.
Ammo - cell
Damage per shot - 7
Firing speed - 50 MS
Damage per second - 140 units.
The initial ammunition - 50
Maximum ammunition - 150
Range - average

Railgun(Railgun)
Spoiler

Railgun(rail or just Reil) rewards accuracy high damage and punishes carelessness long reload. Do not use a railgun in close combat, if you for hundred percent are not sure of success, as in the case of a miss you will be completely vulnerable: the railgun recharges very long time. Do not let the enemies to collect the armor and amplifiers, monitor critical points in the arena and attack from a distance, leaving the opponent a chance to strike back.
Ammunition - metal shells
Damage per shot - 80
The rate of fire is 1500 MS
Damage per second - 53 units.
Initial ammo - 5
Maximum ammunition - 25
Range - high

* u - units in-game distance units

From myself I will add: rocket, Shotgun and Shaft to form a unique and almost not changed characteristics when compared with Q3. For the Rail and it's a shame the design does not cake and cut damage, and reload sucked.

Discuss the appearance, characteristics and effect on the balance.
Waiting for Gauntlet, Grenade Launcher, Plasma Gun and BFG.
7 Comments
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J
Jihad-Division 27.05.20

In theory, the shotgun should be vanstrum as the rocket launcher with perfect hit.
Hefty powerful, IMHO.

P
ProPsyh 27.05.20

Jihad-Division
So. From rocket 100 damage, and supersatan 120. But personally I do not understand why cut the rail??? WHY 80???

M
Mewel 27.05.20

The website often lies. Looks like a lot of people visited.

P
ProPsyh 27.05.20

Added a description of the weapons with images and characteristics of the trunks.

L
LaFeT666 27.05.20

a railgun would run

P
ProPsyh 27.05.20

k
kan3000 27.05.20

Did not like the model of certain types of weapons (except pistol and shotgun). Look almost identical, with the habit not distinguish the rail from the shaft or nail gun. Took the incomprehensible a gun and start jamcat on the keys in search of this weapon, because XS what you just picked up. (Well at least from sabinder Orozco all on a convenient key). Also noticed a reduced damage radius of the rocket launcher, but still nice to shoot, like old times. And, of course, REYL 80 damage minus.