Weapons Guide
The maximum trainable level is 100 for all Weapons.
Damage TypeBullet
Ammo Spawn Ammo: 5
Max Ammo: 10
Pickup: 6
BaseDamage: 125
Per LevelDamage: +5
Damage TypeClub
Ammo n/a
BaseDamage: 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 TypeCrush
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 TypeBlast
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
BaseBullet Damage: 8
Grenade Damage: 80
Grenade Blast Radius: 250
Per Level Bullet Damage: +.15
Grenade Damage: +3
Grenade Blast Radius: +1
Damage TypeBullet
Ammo Spawn Ammo: 10
Max Ammo: 12
Bullet Pickup: 6
Large Bullet Pickup: 20
BaseDamage: 50
Per LevelDamage: +2.2
Damage TypeBullet
Ammo Spawn Ammo: 25
Max Ammo: 50
Bullet Pickup: 20
Large Bullet Pickup: 100
BaseDamage: 15
Per LevelDamage: +.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 TypePlasma
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 TypeBlast
Ammo Spawn Ammo: 10
Max Ammo: 20
Pickup: 5
BaseDamage: 100
Per LevelDamage: +3.8
The alternate fire button causes any rocket currently in the air to immediately detonate.
Damage TypeBullet
Ammo Spawn Ammo: 20
Max Ammo: 40
Pickup: 20
Base Damage: 5
Bullets Primary: 7
Bullets Secondary: 18
Per LevelDamage: +.2
Damage TypeBlast
Ammo Spawn Ammo: 5
Max Ammo: 10
Pickup: 1
BaseDamage: 100
Per LevelDamage: +5.5
Level 30Instant 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 TypeClub
Ammo n/a
BaseDamage: 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.



                                                                                                        

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