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Hunter
Role: Defense
Health: 125
Stamina: 125
Speed: Fast
Notes: All sniper rifles have near perfect accuracy in terms of how little bullets deviate from the crosshair, so the accuracy stat shown for each sniper indicates how fast bullets travel, with Very High being the fastest, and Very Low being the slowest. Sniper rifles cannot equip the scope attachment for obvious reasons and are extremely inaccurate while un-scoped (about the same, random spread a shotgun pellet has). Also, for balancing purposes, all sniper rifles use a laser sight while scoped. This means that enemies can see where you are aiming and avoid your line of fire when possible. The recoil stat determines how much your view will shake after a scoped shot, with low being the least amount of shake, and high being the most.
Contents |
Attachments
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Tier 1: Silencer, SB3, Chernobullets
Tier 2: SGL-7, F6, FGL-3
Tier 3: Bullet Generator, Double Barreled
Primary Weapons (Sniper Rifles)
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- M21
Firing Type: Semi-Automatic (1/4 second between each shot)
Damage: 89
Accuracy: Medium
Capacity: 20 x 2
Reload: Slow
Recoil: Low
- Blaser
Firing Type: Bolt-Action (1.5 seconds between each shot)
Damage: 146
Accuracy: Medium
Capacity: 10 x 3
Reload: Slow
Recoil: High
- R700
Firing Type: Bolt-Action (1/2 second between each shot)
Damage: 101
Accuracy: Very High
Capacity: 6 x 4
Reload: Slow
Recoil: Medium
- M107
Firing Type: Semi-Automatic (1/4 second between each shot)
Damage: 114
Accuracy: Low
Capacity: 10 x 3
Reload: Slow
Recoil: High
- M200
Firing Type: Bolt-Action (3/4 second between each shot)
Damage: 126
Accuracy: High
Capacity: 10
Reload: Slow
Recoil: Low
Secondary Weapons (Shotguns)
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- SPAS-12
Firing Type: Pump-Action (3/4 second between each shot)
Damage: 19 x 6
Accuracy: Medium
Capacity: 9 x 4
Reload: Slow
- Lupara
Firing Type: Semi-Automatic
Damage: 23 x 6
Accuracy: Very Low
Capacity: 2 x 15
Reload: Medium
- Striker
Firing Type: Semi-Automatic (1/4 second between each shot)
Damage: 14 x 6
Accuracy: Low
Capacity: 12 x 4
Reload: Slow
- Uplander
Firing Type: Single-Shot
Damage: 19 x 12
Accuracy: Low
Capacity: 1 x 15
Reload: Slow
- M4
Firing Type: Pump-Action
Damage: 14 x 6
Accuracy: High
Capacity: 9 x 4
Reload: Medium
- Jackhammer
Firing Type: Automatic
Damage: 11 x 6
Rate of Fire: 240 RPM
Accuracy: Medium
Capacity: 10 x 4
Reload: Slow
- K-2 Storm
Firing Type: Semi-Automatic
Damage: 14 x 6
Accuracy: Very High
Capacity: 4 x 6
Reload: Medium
Devices
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- Land Mine
Damage: 50-150
Capacity: 2
Notes: Automatically explodes when an enemy walks over one. Only visible when very close.
- Decoy
Damage: 20 x 24
Capacity: 2
Notes: A dummy that looks like a random class that is AFK. When attacked, it explodes in a blinding light and also throws shrapnel in all directions. Enemies are blinded for 3 seconds.
- Fake Health Pack
Damage: 50-150
Capacity: 2
Notes: Looks to enemies like a friendly health pack, but is actually a fake that explodes on contact.
- Crippler Bomb
Capacity: 2
Notes: When an enemy walks over one, they are stunned and blinded for 3 seconds. Only visible while very close.
- Multi-Use Mine
Damage: 50-100
Capacity: 1
Notes: When placed, this mine can be triggerd 3 times before becoming useless. Can only explode once every 3 seconds. Only visible while very close.
- Steel Maiden
Capacity: 1
Notes: When tripped, a set of spikes appear from the ground on each side of the tripper, and suddenly clamp together 1 second later, killing anyone unfortunate enough to not jump out of the way. The spikes are tall enough to prevent players from moving forward, like a wall. Only visible while very close.
- Bouncing Shotty
Damage: 19 x 6
Capacity: 2
Notes: When tripped, a ball with a barrel is shot upward in front of the tripper. The ball proceeds to shoot a shotgun-like shell at the peak of its height torwards the tripper.
- Stinger Strip
Damage: 7
Capacity: 1
Notes: A long strip of poison-tipped nails that infects enemies if they walk on it. The poison deals 10 damage per second for the next 5 seconds, and is stacked for every second an enemy stands on the strip. Lasts until you die.
- Motion Sensor
Capacity: 1
Notes: When laid down, a red light on your HUD will flash whenever an enemy walks near it, serving as an alarm. Cannot be destroyed or seen by enemies.
Perks
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- Minefield
Effects: Traps (not devices in general) deal 50% more damage and you carry an extra 2.
- Marksman
Effects: Recoil for all sniper rifles is brought down by 1 rank and accuracy for all sniper rifles is brought up to very high.
- Camouflage
Effects: While standing still, enemies must be very close to you to be able to see even a faint image of you and shotguns deal 25% more damage.
- Full Metal Jacket
Effects: Sniper rifle bullets will pierce through up to 3 enemies, but deal 25% less damage after each penetration. Can also pierce through up to 1 tile of collidable surface.
- Blinding Reflex
Effects: Upon getting hurt, a flash grenade is activated on your armor, blinding any nearby enemies, allowing you to get away safely or defend yourself.
Power Weapons
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- Drill Rifle
Firing Type: Single-Shot
Damage: 131
Accuracy: Very High
Capacity: 1 x 2
Reload: Slow
Recoil: High
Notes: Shoots bullets with powerful but small drills on the tips, allowing them to pierce through any number of walls and any number of people.
- BTL-9
Firing Type: Single-Shot
Damage: 206
Accuracy: Medium
Capacity: 1 x 2
Reload: Slow
Notes: The BTL (Bear Trap Launcher) does just as its name implies; launch bear traps.
- Brink Rifle
Firing Type: Single-Shot
Damage: 99%, 50-200
Accuracy: Very High
Capacity: 1 x 2
Reload: Slow
Recoil: High
Notes: Brings down the enemy to 1% of their max HP and SP, and keeps it there for the rest of their life. When the enemy dies, their corpse explodes, dealing damage to any enemies near the corpse.