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Weapon comparison

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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. Damage against vehicles generally also applies to damage against destroyable objectives including Onslaught power nodes and cores. Note, however, that a larger explosion radius can hit the base and top part of power nodes separately, thus causing more damage than mentioned here. Common candidates are the Redeemer, the Ion/Target painter and Shock/Skymine combos. The Redeemer only destroys power nodes (2000 hit points) with a single hit because it applies damage to both parts of the node. Similarly shock combos will do more damage to a node if detonated in the middle between the node parts.

Weapon (Mode) Shots/s Charge Time Min. Dam (Player) Max. Dam (Player) Avg. Dam (Player) Min. Dam/s (Player) Max. Dam/s (Player) Avg. Dam/s (Player) Min. Dam (Vehicle) Max. Dam (Vehicle) Avg. Dam (Vehicle) Min. Dam/s (Vehicle) Max. Dam/s (Vehicle) Avg. Dam/s (Vehicle)
Shield Gun [1] 1.83 0.90 s 40 150 95 73.33 103.12 88.22 40 150 95 73.33 103.12 88.22
Assault Rifle 6.87 7 7 7 48.12 48.12 48.12 4 4 4 27.5 27.5 27.5
Assault Rifle (dual) 12.5 7 7 7 87.5 87.5 87.5 4 4 4 50 50 50
Assault Rifle (grenade) [2] 1.1 0.90 s 70 70 70 38.5 77 57.75 70 70 70 38.5 77 57.75
Bio Rifle 3.33 39 39 39 130 130 130 39 39 39 130 130 130
Bio Rifle (charged) [3] 3.33 2.04 s 39 210 124.5 89.53 130 109.76 39 210 124.5 89.53 130 109.76
Mine Layer 1 95 95 95 95 95 95 142 142 142 142 142 142
Shock Rifle (beam) 1.57 45 45 45 70.71 70.71 70.71 38 38 38 59.71 59.71 59.71
Shock Rifle (projectile) 1.83 45 45 45 82.49 82.49 82.49 45 45 45 82.49 82.49 82.49
Shock Rifle (combo) [4] 0.84 200 200 200 169.23 169.23 169.23 200 200 200 169.23 169.23 169.23
Link Gun (projectile) [5] 5.5 30 30 30 165 165 165 20 20 20 110 110 110
Link Gun (beam) [6] 9.16 9 9 9 82.5 82.5 82.5 9 9 9 82.5 82.5 82.5
Minigun (primary) 16.49 7 8 7.5 115.49 131.99 123.74 4 5 4.5 65.99 82.49 74.24
Minigun (secondary) 5.5 14 16 15 77 88 82.5 9 10 9.5 49.5 55 52.25
Flak Cannon (primary) [7] 1.22 13 117 65 15.98 143.84 79.91 13 117 65 15.98 143.84 79.91
Flak Cannon (secondary) [8] 1 90 168 129 90 168 129 90 168 129 90 168 129
Grenade Launcher [9] 0.66 4.13 s 100 800 450 66.66 141.93 104.30 100 800 450 66.66 141.93 104.30
Rocket Launcher (single) 1.22 90 90 90 110 110 110 90 90 90 110 110 110
Rocket Launcher (multi) [10] 1.15 1.72 s 90 90 90 34.73 104.21 69.47 90 90 90 34.73 104.21 69.47
AVRiL [11] 0.27 125 125 125 34.37 34.37 34.37 200 200 200 55 55 55
Lightning Gun [12] 0.68 70 140 105 48.12 96.25 72.18 59 59 59 40.56 40.56 40.56
Sniper Rifle 0.82 60 120 90 49.62 99.24 74.43 39 39 39 32.25 32.25 32.25
Redeemer [13] 1.1 250 1500 875 275 1650 962.5 250 1500 875 275 1650 962.5
Ion Painter [14] 0.61 900 900 900 550 550 550 900 900 900 550 550 550
Target Painter [15] 0.61 1200 1500 1350 733.33 916.66 825 1200 1500 1350 733.33 916.66 825
Manta 5.5 30 30 30 165 165 165 30 30 30 165 165 165
Scorpion [16] 1.1 1.81 s 65 455 325 166.83 214.5 190.66 65 455 325 166.83 214.5 190.66
Hellbender/SPMA Side Turret (projectile) 2.75 25 25 25 68.75 68.75 68.75 25 25 25 68.75 68.75 68.75
Hellbender/SPMA Side Turret (beam) 1.46 25 25 25 36.66 36.66 36.66 25 25 25 36.66 36.66 36.66
Hellbender/SPMA Side Turret (combo) [17] 0.95 200 200 200 191.30 191.30 191.30 150 150 150 143.47 143.47 143.47
Hellbender Rear Turret [18] 1.46 2.27 s 30 200 115 44.00 67.69 55.84 30 200 115 44.00 67.69 55.84
Goliath 0.44 300 300 300 132 132 132 300 300 300 132 132 132
Goliath Minigun Turret 11 17 17 17 187 187 187 6 6 6 66 66 66
Raptor (plasma) 5.5 25 25 25 137.5 137.5 137.5 25 25 25 137.5 137.5 137.5
Raptor (rocket) 0.36 100 100 100 36.66 36.66 36.66 150 150 150 55.00 55.00 55.00
Leviathan (rockets) 3.14 50 50 50 157.14 157.14 157.14 50 50 50 157.14 157.14 157.14
Leviathan (beam) 0.18 6000 6000 6000 1100 1100 1100 6000 6000 6000 1100 1100 1100
Leviathan Turret 7.33 30 30 30 220 220 220 30 30 30 220 220 220
SPMA [19] 0.27 250 1250 750 68.75 343.75 206.25 250 1250 750 68.75 343.75 206.25
Paladin 0.46 200 200 200 93.61 93.61 93.61 200 200 200 93.61 93.61 93.61
Cicada (dual shot) 2.2 50 100 75 110 220 165 50 100 75 110 220 165
Cicada (load-up) [20] 2.55 5.86 s 50 800 425 127.90 127.90 127.90 50 800 425 127.90 127.90 127.90
Cicada Turret 5.5 25 25 25 137.5 137.5 137.5 25 25 25 137.5 137.5 137.5
Ion Plasma Tank 0.31 900 900 900 282.85 282.85 282.85 1800 1800 1800 565.71 565.71 565.71
Energy Turret 3.66 30 30 30 110 110 110 30 30 30 110 110 110
Minigun Turret 7.33 20 25 22.5 146.66 183.33 165 15 18 16.5 110 132 121
Link Turret (projectile) 3.14 75 75 75 235.71 235.71 235.71 75 75 75 235.71 235.71 235.71
Link Turret (beam) 9.16 15 15 15 137.5 137.5 137.5 37 37 37 339.16 339.16 339.16
Mothership Turret 4.4 45 45 45 198 198 198 45 45 45 198 198 198
Ion Cannon Turret 0.13 900 900 900 123.75 123.75 123.75 1800 1800 1800 247.5 247.5 247.5

Unreal Tournament 3

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.

  • P = player on foot or Hoverboard
  • V = vehicle or turret
  • O = objective, e.g. power cores, power node or barricades (only special weapons can actually damage barricades)
Weapon (Mode) Shots/s Charge Time Min. Dam
P
Max. Dam
P
Avg. Dam
P
Min. Dam/s
P
Max. Dam/s
P
Avg. Dam/s
P
Min. Dam
V
Max. Dam
V
Avg. Dam
V
Min. Dam/s
V
Max. Dam/s
V
Avg. Dam/s
V
Min. Dam
O
Max. Dam
O
Avg. Dam
O
Min. Dam/s
O
Max. Dam/s
O
Avg. Dam/s
O
Impact Hammer primary 1 2.27 s 20 140 80 20 42.77 31.38 0 0 0 0 0 0 0 0 0 0 0 0


Notes

  1. Not charging actually results in the higher damage output per second than fully charging. Destroyable objectives cannot be damaged with the Shield Gun because they count as walls, causing damage to the attacker instead.
  2. Charging only increases range. Maximum charge basically reduces fire rate and damage/sec by 50%.
  3. For every ammo point consumed, damage increases by 19 points, assuming a base damage of 20 for no ammo. Not charging actually results in the higher damage output per second than fully charging.
  4. Shoot a shock projectile with a shock beam. A combo requires 5 ammo in total.
  5. 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.
  6. Each linking player adds 1.5 times the base damage and increases the beam range.
  7. 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.
  8. The Flak shell releases 6 chunks in relatively random directions, but in the general direction of its movement at impact time.
  9. 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.
  10. Charge time refers to the time required for loading rockets 2 and 3. If you don't release the fire button, the rockets are only automatically fired after 2.09 seconds. The multi rocket mode is only useful for delivering maximum damage in a single shot. The better damage per time ratio is achieved by the single rocket mode.
  11. Yes, the AVRiL's damage per second figures are correct - it's only good at dealing out large amounts of damage with a single blow, while its reload delay significantly limits the long-term damage output. Use it as finisher if the vehicle already is below 200 hit points. Use smoke and fire on a vehicle as indicator as they signal 50% and 25% hit points respectively: A burning Goliath won't survive a hit, while a smoking Goliath still needs two hits.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Unlike many other chargeable weapons, the Hellbender Read Turret actually has a higher damage per time if fired right after reaching maximum charge.
  19. Each individual projectile does 250 damage, including the camera shell and the primary shell before it breaks up.
  20. 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.