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Difference between revisions of "Weapon comparison"

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Revision as of 10:26, 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/Sec Charge Time Min. Dam/Shot Max. Dam/Shot Min. Dam/Sec Max. Dam/Sec
Shield Gun 1.833 2.27 s 40 150 53.2 [1] 73.3
Translocator [2] 2.2 2.27 s
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

Against vehicles, power nodes and power cores

Weapon (Mode) Shots/Sec Charge Time Min. Dam/Shot Max. Dam/Shot Min. Dam/Sec Max. Dam/Sec
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

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.