The maximum trainable level is 100 for all Weapons. |
Damage Type | Bullet |
Ammo |
Spawn Ammo: 5
Max Ammo: 10
Pickup: 6
|
Base | Damage: 125
|
Per Level | Damage: +5 |
Damage Type | Club |
Ammo |
n/a
|
Base | Damage: 70
Range: 50
Delay: 0.8s
|
Per Level |
Damage: +3.9
Range: +.25
Delay: -.003s
|
The Crowbar experiences refire exhaustion.
For every attack, the refire delay increases by .05s, and for
every second that goes by without attacking, the refire delay
recovers by .025s. (Note, the refire exhaustion of the Crowbar
does not affect the Stun Baton.) |
Damage Type | Crush |
Ammo |
n/a
|
Base |
Range: 250
Max Mass: 100
Max Force: 1000
|
Per Level |
Range: +5
Max Mass: +8
Force: +30
|
To put these numbers in perspective, by level 10 you should be able to pick up all small to mid-sized objects. By level 30 small objects will be launched at about their max speed. By level 40 mid-sized objects (tables, sinks) will be launched at about their max speed. By level 51 most cars should be launchable, and by level 100 the cars will be launched at about their max speed. The Gravity Gun is not affected by Tactics. |
Damage Type | Blast |
Ammo |
Spawn Ammo: 10
Max Ammo: 20
Pickup: 2
|
Base |
Damage: 100
Blast Radius: 250
|
Per Level |
Damage: +4
Blast Radius: +1
|
Damage Type |
Bullet
Blast (Secondary Fire) |
Ammo |
Spawn Ammo: 50 Bullets
Max Ammo: 100 Bullets - 3 Grenades
Bullet Pickup: 45
Large Bullet Pickup: 225
Grenade Pickup: 1
|
Base | Bullet Damage: 8
Grenade Damage: 80
Grenade Blast Radius: 250
|
Per Level |
Bullet Damage: +.15
Grenade Damage: +3
Grenade Blast Radius: +1
|
Damage Type | Bullet |
Ammo |
Spawn Ammo: 10
Max Ammo: 12
Bullet Pickup: 6
Large Bullet Pickup: 20
|
Base | Damage: 50 |
Per Level | Damage: +2.2 |
Damage Type | Bullet |
Ammo |
Spawn Ammo: 25
Max Ammo: 50
Bullet Pickup: 20
Large Bullet Pickup: 100
|
Base | Damage: 15 |
Per Level | Damage: +.7 |
The Pistol has a refire rate of .15 seconds. If the trigger
is pulled twice in less than .15 seconds, the next round will not load into the
firing chamber, causing the Pistol to jam. The trigger must then be released
for .5 seconds in order for the next round to load. Attempting to fire while
jammed will cause the firing chamber to re-jam for another .5 seconds.
|
Damage Type | Plasma
Dissolve (Secondary Fire) |
Ammo |
Spawn Ammo: 30 Plasma Bullets
Max Ammo: 60 Plasma Bullets - 3 Balls
Bullet Pickup: 20
Large Bullet Pickup: 100
Ball Pickup: 1
|
Base |
Plasma Bullet Damage: 25
Ball Damage: 80
Ball Duration: 2s
|
Per Level |
Plasma Bullet Damage: +1
Ball Damage: +3
Ball Duration: +.04s
|
Damage Type | Blast |
Ammo |
Spawn Ammo: 10
Max Ammo: 20
Pickup: 5
|
Base | Damage: 100 |
Per Level | Damage: +3.8 |
The alternate fire button causes any rocket currently in the air to
immediately detonate. |
Damage Type | Bullet |
Ammo |
Spawn Ammo: 20
Max Ammo: 40
Pickup: 20
|
Base |
Damage: 5
Bullets Primary: 7
Bullets Secondary: 18 |
Per Level | Damage: +.2 |
Damage Type | Blast |
Ammo |
Spawn Ammo: 5
Max Ammo: 10
Pickup: 1
|
Base | Damage: 100 |
Per Level | Damage: +5.5 |
Level 30 | Instant Fuse - Normally
there is a .25s delay between the laser being tripped and the detonation
occuring. Now your SLAMs are so advanced that the delay is eliminated. |
Damage Type | Club |
Ammo |
n/a
|
Base | Damage: 70
Range: 50
Delay: 0.8s
|
Per Level |
Damage: +2.3
Range: +.75
Delay: -.001s
|
The Stun Baton experiences refire exhaustion.
For every attack, the refire delay increases by .05s, and for
every second that goes by without attacking, the refire delay
recovers by .025s. (Note, the refire exhaustion of the Stun Baton
does not affect the Crowbar.) |
Blast |
- Blast damage is characteristic of explosive weapons. It usually generates large accelerations on nearby objects, tossing them around.
- 60% of Blast damage is absorbed by AP.
|
|
Bullet |
- Bullet damage is characteristic of small projectile firearms.
- 85% of Bullet damage is absorbed by AP.
|
|
Club/Slash |
- Club/Slash damage is characteristic of blunt or sharp weapons being swung at an enemy.
- 60% of Club/Slash damage is absorbed by AP.
|
|
Crush |
- Crush damage is characteristic of relatively large objects colliding with each other. This includes moving doors and platforms,
objects falling onto a player, or objects launched into a player by the Gravity Gun.
- 60% of Crush damage is absorbed by AP.
- Crush damage is affected by Power.
|
|
Dissolve |
- Dissolve damage is unique to Combine technology. It rips apart the enemy atom by atom.
- 60% of Dissolve damage is absorbed by AP.
|
|
Plasma |
- Plasma damage is caused by super-heated material impacting the enemy.
- 50% of Plasma damage is absorbed by AP.
|