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Difference between revisions of "Weapon comparison"

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(Unreal Tournament 2004: added damage by vehicles and (controllable) turrets)
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|-
 
|-
 
! Weapon (Mode)
 
! Weapon (Mode)
! Shots/Sec
+
! Shots/s
 
! Charge Time
 
! Charge Time
! Min. Dam/Shot
+
! Min. Dam
! Max. Dam/Shot
+
! Max. Dam
! Min. Dam/Sec
+
! Min. Dam/s
! Max. Dam/Sec
+
! Max. Dam/s
 
|-
 
|-
 
| style="text-align: left" | [[Shield Gun]]
 
| style="text-align: left" | [[Shield Gun]]
Line 22: Line 22:
 
| style="text-align: left" | [[Translocator]] <ref name="xloc">Shots per second combines launching and translocating, so this is the number of people you could theoretically telefrag per second. The charge time is how long it takes to recharge one point of ammo.</ref>
 
| style="text-align: left" | [[Translocator]] <ref name="xloc">Shots per second combines launching and translocating, so this is the number of people you could theoretically telefrag per second. The charge time is how long it takes to recharge one point of ammo.</ref>
 
| 2.2
 
| 2.2
| 2.27 s
+
|
 
|
 
|
 
|
 
|
Line 219: Line 219:
 
|
 
|
 
|
 
|
 +
|-
 +
| style="text-align: left" | [[Manta]]
 +
| 5.5
 +
|
 +
| 30
 +
| 30
 +
| 165.0
 +
| 165.0
 +
|-
 +
| style="text-align: left" | [[Scorpion]] <ref name="scorpion">The Scorpion fires bolas with 3 (min. charge) to 7 (max. charge) segments, each capable of doing 65 damage. The best damage per time is actually achieved by not charging the weapon at all.</ref>
 +
| 1.1
 +
| 1.82 s
 +
| 65
 +
| 455
 +
| 142.9
 +
| 214.3
 +
|-
 +
| style="text-align: left" | [[Hellbender]]/[[SPMA]] Side Turret (projectile)
 +
| 2.75
 +
|
 +
| 25
 +
| 25
 +
| 68.8
 +
| 68.8
 +
|-
 +
| style="text-align: left" | [[Hellbender]]/[[SPMA]] Side Turret (beam)
 +
| 1.47
 +
|
 +
| 25
 +
| 25
 +
| 36.7
 +
| 36.7
 +
|-
 +
| style="text-align: left" | [[Hellbender]]/[[SPMA]] Side Turret (combo) <ref name="hbcombo">Values are for one projectile and the beam. Usually you will fire several projectiles and take advantage of their chain reaction, which can increase the damage against a single target, but of course takes a bit more time to execute.</ref>
 +
| 0.96
 +
|
 +
| 200
 +
| 200
 +
| 191.3
 +
| 191.3
 +
|-
 +
| style="text-align: left" | [[Hellbender]] Rear Turret <ref name="hbrear">Unlike many other chargeable weapons, the Hellbender Read Turret actually has a higher damage per time if fired right after reaching maximum charge.</ref>
 +
| 1.47
 +
|
 +
| 30
 +
| 200
 +
| 44.0
 +
| 67.7
 +
|-
 +
| style="text-align: left" | [[Goliath]]
 +
| 0.44
 +
|
 +
| 300
 +
| 300
 +
| 132.0
 +
| 132.0
 +
|-
 +
| style="text-align: left" | [[Goliath]] Minigun Turret
 +
| 11.0
 +
|
 +
| 17
 +
| 17
 +
| 187.0
 +
| 187.0
 +
|-
 +
| style="text-align: left" | [[Raptor]] (plasma)
 +
| 5.5
 +
|
 +
| 25
 +
| 25
 +
| 137.5
 +
| 137.5
 +
|-
 +
| style="text-align: left" | [[Raptor]] (rocket)
 +
| 0.367
 +
|
 +
| 100
 +
| 100
 +
| 36.7
 +
| 36.7
 +
|-
 +
| style="text-align: left" | [[Leviathan]] (rockets)
 +
| 3.14 <ref name="levrock">Neat, huh? ;-)</ref>
 +
|
 +
| 50
 +
| 50
 +
| 157.1
 +
| 157.1
 +
|-
 +
| style="text-align: left" | [[Leviathan]] (beam)
 +
| 0.183
 +
|
 +
| 6000
 +
| 6000
 +
| 1100.0
 +
| 1100.0
 +
|-
 +
| style="text-align: left" | [[Leviathan]] Turret
 +
| 7.33
 +
|
 +
| 30
 +
| 30
 +
| 220.0
 +
| 220.0
 +
|-
 +
| style="text-align: left" | [[SPMA]]
 +
| 0.275
 +
|
 +
| 250 <ref name="spma">Each individual projectile does 250 damage, including the camera shell and the primary shell before it breaks up.</ref>
 +
| 1250
 +
| 68.8
 +
| 343.8
 +
|-
 +
| style="text-align: left" | [[Paladin]]
 +
| 0.47
 +
|
 +
| 200
 +
| 200
 +
| 93.6
 +
| 93.6
 +
|-
 +
| style="text-align: left" | [[Cicada]] (dual shot)
 +
| 2.2
 +
|
 +
| 50
 +
| 100
 +
| 110.0
 +
| 220.0
 +
|-
 +
| style="text-align: left" | [[Cicada]] (load-up) <ref name="cicada">Loading up rockets doesn't improve the damage per time, but as long as you always release right after loading up, it doesn't hurt either as the damage per second for a full load is about as good as single shot. The only thing you really shouldn't do is firing right before one of the first rockets is being loaded as that wastes most time.</ref>
 +
| 2.56
 +
| 6.25 s
 +
| 50
 +
| 800
 +
| 64.1
 +
| 128.0
 +
|-
 +
| style="text-align: left" | [[Cicada]] Turret
 +
| 5.5
 +
|
 +
| 25
 +
| 25
 +
| 137.5
 +
| 137.5
 +
|-
 +
| style="text-align: left" | [[Ion Plasma Tank]]
 +
| 0.31
 +
|
 +
| 900
 +
| 900
 +
| 282.9
 +
| 282.9
 +
|-
 +
| style="text-align: left" | [[Energy Turret]]
 +
| 3.67
 +
|
 +
| 30
 +
| 30
 +
| 110.0
 +
| 110.0
 +
|-
 +
| style="text-align: left" | [[Minigun Turret]]
 +
| 7.33
 +
|
 +
| 20
 +
| 25
 +
| 146.7
 +
| 183.3
 +
|-
 +
| style="text-align: left" | [[Link Turret]] (projectile)
 +
| 3.14
 +
|
 +
| 75
 +
| 75
 +
| 235.7
 +
| 235.7
 +
|-
 +
| style="text-align: left" | [[Link Turret]] (beam)
 +
| 9.17
 +
|
 +
| 15
 +
| 15
 +
| 137.5
 +
| 137.5
 +
|-
 +
| style="text-align: left" | [[Mothership Turret]]
 +
| 4.4
 +
|
 +
| 45
 +
| 45
 +
| 198.0
 +
| 198.0
 +
|-
 +
| style="text-align: left" | [[Ion Cannon Turret]]
 +
| 0.275
 +
|
 +
| 900
 +
| 900
 +
| 247.5
 +
| 247.5
 +
|-
 
|}
 
|}
  
Line 225: Line 426:
 
|-
 
|-
 
! Weapon (Mode)
 
! Weapon (Mode)
! Shots/Sec
+
! Shots/s
 
! Charge Time
 
! Charge Time
! Min. Dam/Shot
+
! Min. Dam
! Max. Dam/Shot
+
! Max. Dam
! Min. Dam/Sec
+
! Min. Dam/s
! Max. Dam/Sec
+
! Max. Dam/s
 
|-
 
|-
 
| style="text-align: left" | [[Shield Gun]]
 
| style="text-align: left" | [[Shield Gun]]
Line 431: Line 632:
 
|
 
|
 
|
 
|
 +
|-
 +
| style="text-align: left" | [[Manta]]
 +
| 5.5
 +
|
 +
| 30
 +
| 30
 +
| 165.0
 +
| 165.0
 +
|-
 +
| style="text-align: left" | [[Scorpion]] <ref name="scorpion">The Scorpion fires bolas with 3 (min. charge) to 7 (max. charge) segments, each capable of doing 65 damage. The best damage per time is actually achieved by not charging the weapon at all.</ref>
 +
| 1.1
 +
| 1.82 s
 +
| 65
 +
| 455
 +
| 142.9
 +
| 214.3
 +
|-
 +
| style="text-align: left" | [[Hellbender]]/[[SPMA]] Side Turret (projectile)
 +
| 2.75
 +
|
 +
| 25
 +
| 25
 +
| 68.8
 +
| 68.8
 +
|-
 +
| style="text-align: left" | [[Hellbender]]/[[SPMA]] Side Turret (beam)
 +
| 1.47
 +
|
 +
| 25
 +
| 25
 +
| 36.7
 +
| 36.7
 +
|-
 +
| style="text-align: left" | [[Hellbender]]/[[SPMA]] Side Turret (combo) <ref name="hbcombo">Values are for one projectile and the beam. Usually you will fire several projectiles and take advantage of their chain reaction, which can increase the damage against a single target, but of course takes a bit more time to execute.</ref>
 +
| 0.96
 +
|
 +
| 150
 +
| 150
 +
| 144.0
 +
| 144.0
 +
|-
 +
| style="text-align: left" | [[Hellbender]] Rear Turret <ref name="hbrear">Unlike many other chargeable weapons, the Hellbender Read Turret actually has a higher damage per time if fired right after reaching maximum charge.</ref>
 +
| 1.47
 +
|
 +
| 30
 +
| 200
 +
| 44.0
 +
| 67.7
 +
|-
 +
| style="text-align: left" | [[Goliath]]
 +
| 0.44
 +
|
 +
| 300
 +
| 300
 +
| 132.0
 +
| 132.0
 +
|-
 +
| style="text-align: left" | [[Goliath]] Minigun Turret
 +
| 11.0
 +
|
 +
| 6
 +
| 6
 +
| 66.0
 +
| 66.0
 +
|-
 +
| style="text-align: left" | [[Raptor]] (plasma)
 +
| 5.5
 +
|
 +
| 25
 +
| 25
 +
| 137.5
 +
| 137.5
 +
|-
 +
| style="text-align: left" | [[Raptor]] (rocket)
 +
| 0.367
 +
|
 +
| 150
 +
| 150
 +
| 55.0
 +
| 55.0
 +
|-
 +
| style="text-align: left" | [[Leviathan]] (rockets)
 +
| 3.14 <ref name="levrock">Neat, huh? ;-)</ref>
 +
|
 +
| 50
 +
| 50
 +
| 157.1
 +
| 157.1
 +
|-
 +
| style="text-align: left" | [[Leviathan]] (beam)
 +
| 0.183
 +
|
 +
| 6000
 +
| 6000
 +
| 1100.0
 +
| 1100.0
 +
|-
 +
| style="text-align: left" | [[Leviathan]] Turret
 +
| 7.33
 +
|
 +
| 30
 +
| 30
 +
| 220.0
 +
| 220.0
 +
|-
 +
| style="text-align: left" | [[SPMA]]
 +
| 0.275
 +
|
 +
| 250 <ref name="spma">Each individual projectile does 250 damage, including the camera shell and the primary shell before it breaks up.</ref>
 +
| 1250
 +
| 68.8
 +
| 343.8
 +
|-
 +
| style="text-align: left" | [[Paladin]]
 +
| 0.47
 +
|
 +
| 200
 +
| 200
 +
| 93.6
 +
| 93.6
 +
|-
 +
| style="text-align: left" | [[Cicada]] (dual shot)
 +
| 2.2
 +
|
 +
| 50
 +
| 100
 +
| 110.0
 +
| 220.0
 +
|-
 +
| style="text-align: left" | [[Cicada]] (load-up) <ref name="cicada">Loading up rockets doesn't improve the damage per time, but as long as you always release right after loading up, it doesn't hurt either as the damage per second for a full load is about as good as single shot. The only thing you really shouldn't do is firing right before one of the first rockets is being loaded as that wastes most time.</ref>
 +
| 2.56
 +
| 6.25 s
 +
| 50
 +
| 800
 +
| 64.1
 +
| 128.0
 +
|-
 +
| style="text-align: left" | [[Cicada]] Turret
 +
| 5.5
 +
|
 +
| 25
 +
| 25
 +
| 137.5
 +
| 137.5
 +
|-
 +
| style="text-align: left" | [[Ion Plasma Tank]]
 +
| 0.31
 +
|
 +
| 1800
 +
| 1800
 +
| 565.2
 +
| 565.2
 +
|-
 +
| style="text-align: left" | Energy Turret
 +
| 3.67
 +
|
 +
| 30
 +
| 30
 +
| 110.0
 +
| 110.0
 +
|-
 +
| style="text-align: left" | [[Minigun Turret]]
 +
| 7.33
 +
|
 +
| 15
 +
| 18
 +
| 110.0
 +
| 132.0
 +
|-
 +
| style="text-align: left" | [[Link Turret]] (projectile)
 +
| 3.14
 +
|
 +
| 75
 +
| 75
 +
| 235.7
 +
| 235.7
 +
|-
 +
| style="text-align: left" | [[Link Turret]] (beam)
 +
| 9.17
 +
|
 +
| 22
 +
| 22
 +
| 201.7
 +
| 201.7
 +
|-
 +
| style="text-align: left" | [[Mothership Turret]]
 +
| 4.4
 +
|
 +
| 45
 +
| 45
 +
| 198.0
 +
| 198.0
 +
|-
 +
| style="text-align: left" | [[Ion Cannon Turret]]
 +
| 0.275
 +
|
 +
| 1800
 +
| 1800
 +
| 495.0
 +
| 495.0
 +
|-
 
|}
 
|}
  
 
==Notes==
 
==Notes==
 
<references/>
 
<references/>

Revision as of 12:59, 1 January 2011

Unreal Tournament 2004

A second here means a real-time second at 100% game speed, which corresponds to 1.1 game-time seconds. In case of radius damage, only the damage amount at the center of the explosion is considered.

Against players on foot

Weapon (Mode) Shots/s Charge Time Min. Dam Max. Dam Min. Dam/s Max. Dam/s
Shield Gun 1.833 2.27 s 40 150 53.2 [1] 73.3
Translocator [2] 2.2
Assault Rifle 6.875 7 7 48.1 48.1
Assault Rifle (Dual) 12.5 7 7 87.5 87.5
Assault Rifle (Grenade) 1.1 0.91 s 70 70 38.5 [3] 77.0
Bio Rifle 3.333 39 39 130.0 130.0
Bio Rifle (charged) [4] 3.333 2.05 s 39 210 89.5 [1] 130.0
Mine Layer 1.0 95 95 95.0 95.0
Shock Rifle (beam) 1.57 45 45 70.7 70.7
Shock Rifle (projectile) 1.83 45 45 82.5 82.5
Shock Rifle (combo) [5] 0.85 200 200 170.0 170.0
Link Gun (projectile) [6] 5.5 30 30 165.0 165.0
Link Gun (beam) [7] 9.17 9 9 82.5 82.5
Minigun (primary) 16.5 7 8 115.5 132.0
Minigun (secondary) 5.5 14 16 77.0 88.0
Flak Cannon (primary) [8] 1.23 13 117 16.0 143.9
Flak Cannon (secondary) [9] 0.99 90 168 89.2 166.5
Grenade Launcher [10] 0.67 4.14 100 800 66.7 141.9
Rocket Launcher (single) 1.22 90 90 110.0 110.0
Rocket Launcher (multi) 1.16 1.72 s [11] 90 270 52.2 [12] 104.2 [13]
AVRiL 0.275 125 125 34.4 34.4
Lightning Gun [14] 0.6875 70 140 [15] 48.1 96.3
Sniper Rifle 0.83 60 120 [15] 49.6 99.2
Redeemer 1.1 [16] 250 1500
Ion Painter [17] 0.61 900 900 549.0 549.0
Target Painter [18] 0.61 1200 1500
Manta 5.5 30 30 165.0 165.0
Scorpion [19] 1.1 1.82 s 65 455 142.9 214.3
Hellbender/SPMA Side Turret (projectile) 2.75 25 25 68.8 68.8
Hellbender/SPMA Side Turret (beam) 1.47 25 25 36.7 36.7
Hellbender/SPMA Side Turret (combo) [20] 0.96 200 200 191.3 191.3
Hellbender Rear Turret [21] 1.47 30 200 44.0 67.7
Goliath 0.44 300 300 132.0 132.0
Goliath Minigun Turret 11.0 17 17 187.0 187.0
Raptor (plasma) 5.5 25 25 137.5 137.5
Raptor (rocket) 0.367 100 100 36.7 36.7
Leviathan (rockets) 3.14 [22] 50 50 157.1 157.1
Leviathan (beam) 0.183 6000 6000 1100.0 1100.0
Leviathan Turret 7.33 30 30 220.0 220.0
SPMA 0.275 250 [23] 1250 68.8 343.8
Paladin 0.47 200 200 93.6 93.6
Cicada (dual shot) 2.2 50 100 110.0 220.0
Cicada (load-up) [24] 2.56 6.25 s 50 800 64.1 128.0
Cicada Turret 5.5 25 25 137.5 137.5
Ion Plasma Tank 0.31 900 900 282.9 282.9
Energy Turret 3.67 30 30 110.0 110.0
Minigun Turret 7.33 20 25 146.7 183.3
Link Turret (projectile) 3.14 75 75 235.7 235.7
Link Turret (beam) 9.17 15 15 137.5 137.5
Mothership Turret 4.4 45 45 198.0 198.0
Ion Cannon Turret 0.275 900 900 247.5 247.5

Against vehicles, power nodes and power cores

Weapon (Mode) Shots/s Charge Time Min. Dam Max. Dam Min. Dam/s Max. Dam/s
Shield Gun 1.833 2.27 s 40 150 53.2 [1] 73.3
Assault Rifle 6.875 4 4 27.5 27.5
Assault Rifle (Dual) 12.5 4 4 50.0 50.0
Assault Rifle (Grenade) 1.1 0.91 s 70 70 38.5 [3] 77.0
Bio Rifle 3.333 39 39 130.0 130.0
Bio Rifle (charged) [4] 3.333 2.05 s 39 210 89.5 [1] 130.0
Mine Layer 1.0 142 142 142.0 142.0
Shock Rifle (beam) 1.57 38 38 59.7 59.7
Shock Rifle (projectile) 1.83 45 45 82.5 82.5
Shock Rifle (combo) [5] 0.85 200 200 170.0 170.0
Link Gun (projectile) [6] 5.5 20 20 110.0 110.0
Link Gun (beam) [7] 9.17 9 9 82.5 82.5
Minigun (primary) 16.5 4 5 66.0 82.5
Minigun (secondary) 5.5 9 10 49.5 55.0
Flak Cannon (primary) [8] 1.23 13 117 16.0 143.9
Flak Cannon (secondary) [9] 0.99 90 168 89.2 166.5
Grenade Launcher [10] 0.67 4.14 100 800 66.7 141.9
Rocket Launcher (single) 1.22 90 90 110.0 110.0
Rocket Launcher (multi) 1.16 1.72 s [11] 90 270 52.1 [12] 104.2 [13]
AVRiL 0.275 200 200 55.0 55.0
Lightning Gun [14] 0.6875 59 59 [15] 40.6 40.6
Sniper Rifle 0.83 39 39 [15] 32.3 32.3
Redeemer 1.1 [16] 250 1500
Ion Painter [17] 0.61 900 900 549.0 549.0
Target Painter [18] 0.61 1200 1500
Manta 5.5 30 30 165.0 165.0
Scorpion [19] 1.1 1.82 s 65 455 142.9 214.3
Hellbender/SPMA Side Turret (projectile) 2.75 25 25 68.8 68.8
Hellbender/SPMA Side Turret (beam) 1.47 25 25 36.7 36.7
Hellbender/SPMA Side Turret (combo) [20] 0.96 150 150 144.0 144.0
Hellbender Rear Turret [21] 1.47 30 200 44.0 67.7
Goliath 0.44 300 300 132.0 132.0
Goliath Minigun Turret 11.0 6 6 66.0 66.0
Raptor (plasma) 5.5 25 25 137.5 137.5
Raptor (rocket) 0.367 150 150 55.0 55.0
Leviathan (rockets) 3.14 [22] 50 50 157.1 157.1
Leviathan (beam) 0.183 6000 6000 1100.0 1100.0
Leviathan Turret 7.33 30 30 220.0 220.0
SPMA 0.275 250 [23] 1250 68.8 343.8
Paladin 0.47 200 200 93.6 93.6
Cicada (dual shot) 2.2 50 100 110.0 220.0
Cicada (load-up) [24] 2.56 6.25 s 50 800 64.1 128.0
Cicada Turret 5.5 25 25 137.5 137.5
Ion Plasma Tank 0.31 1800 1800 565.2 565.2
Energy Turret 3.67 30 30 110.0 110.0
Minigun Turret 7.33 15 18 110.0 132.0
Link Turret (projectile) 3.14 75 75 235.7 235.7
Link Turret (beam) 9.17 22 22 201.7 201.7
Mothership Turret 4.4 45 45 198.0 198.0
Ion Cannon Turret 0.275 1800 1800 495.0 495.0

Notes

  1. 1.0 1.1 1.2 1.3 Not charging actually results in the higher damage output per second than fully charging.
  2. Shots per second combines launching and translocating, so this is the number of people you could theoretically telefrag per second. The charge time is how long it takes to recharge one point of ammo.
  3. 3.0 3.1 Charging only increases range. Maximum charge basically reduces fire rate and damage/sec by 50%.
  4. 4.0 4.1 For every ammo point consumed, damage increases by 19 points, assuming a base damage of 20 for no ammo.
  5. 5.0 5.1 Shoot a shock projectile with a shock beam. A combo requires 5 ammo in total.
  6. 6.0 6.1 Consumes 2 ammo per shot. Damage per shot and per second is multiplied by 1 plus the number of linking players, essentially concentrating all players' fire power in a single player's shots.
  7. 7.0 7.1 Each linking player adds 1.5 times the base damage and increases the beam range.
  8. 8.0 8.1 Flak primary fires 9 projectiles. Each chunk does 13 damage during its first second of life, then damage linearly decays by 5 per second, with the minimum of 5 points reached after 0.1 seconds before the chunk ceases to exist. Then again, you should probably question your choice of weapons if the chunks need to travel over a second to their target, so only short-range hits are considered here.
  9. 9.0 9.1 The Flak shell releases 6 chunks in relatively random directions, but in the general direction of its movement at impact time.
  10. 10.0 10.1 Grenades don't usually explode on their own, so shots per second here includes the time to fire and detonate a grenade, while the charge time is the time required to fire the other 7 grenades before detonating. Because it takes more time to detonate than to fire a grenade, the best damage per second is achieved by firing the maximum possible number of grenades before detonating.
  11. 11.0 11.1 This is the time until the third rocket is loaded. If you don't release the fire button, the rockets are only automatically fired after 2.09 seconds.
  12. 12.0 12.1 If releasing right before the second rocket is loaded.
  13. 13.0 13.1 If you keep the fire button pressed and just wait for automatic firing, the average damage output is only about 91.38 per second.
  14. 14.0 14.1 The Lightning Gun actually emits 3 short lightning bolts in random directions from where the main lightning hits. These do 35 damage each and can't hit the same target as the main lightning. These additional hits are almost impossible to use intentionally, so they are not considered here.
  15. 15.0 15.1 15.2 15.3 Headshot damage only applies to players on foot or possibly inside a vehicle, but not to the vehicle itself.
  16. 16.0 16.1 The Redeemer only has ammo for a single shot. Even if you were to pick up another Redeemer right after firing a shot, you could not fire it at the same target immediately because the first shot's blast would take out the second shot before it reaches the target.
  17. 17.0 17.1 The Ion Painter switches away after marking a target, so all timings and damages per second are theoretical values. In practice you will first have to switch back to the painter before marking a new target. The shots per second include the time you need to point at the target.
  18. 18.0 18.1 The Target Painter switches away after marking a target, so shots per second is a theoretical value. Additionally, the time it takes for the bomber to arrive and bombing precision may vary. The shots per second include the time you need to point at the target. Bombs do up to 1200 damage each, if the bomber is shot down, it can explode for up to 1500 damage.
  19. 19.0 19.1 The Scorpion fires bolas with 3 (min. charge) to 7 (max. charge) segments, each capable of doing 65 damage. The best damage per time is actually achieved by not charging the weapon at all.
  20. 20.0 20.1 Values are for one projectile and the beam. Usually you will fire several projectiles and take advantage of their chain reaction, which can increase the damage against a single target, but of course takes a bit more time to execute.
  21. 21.0 21.1 Unlike many other chargeable weapons, the Hellbender Read Turret actually has a higher damage per time if fired right after reaching maximum charge.
  22. 22.0 22.1 Neat, huh? ;-)
  23. 23.0 23.1 Each individual projectile does 250 damage, including the camera shell and the primary shell before it breaks up.
  24. 24.0 24.1 Loading up rockets doesn't improve the damage per time, but as long as you always release right after loading up, it doesn't hurt either as the damage per second for a full load is about as good as single shot. The only thing you really shouldn't do is firing right before one of the first rockets is being loaded as that wastes most time.