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! nowrap="nowrap" |NAME |
! nowrap="nowrap" |NAME |
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− | ! nowrap="nowrap" |[[Stealth Pistol]] |
+ | ! nowrap="nowrap" |[[Stealth Pistol|Stealth<br />Pistol]] |
! nowrap="nowrap" |[[Pistol (DX)|Pistol]] |
! nowrap="nowrap" |[[Pistol (DX)|Pistol]] |
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! nowrap="nowrap" |[[Mini-Crossbow]] |
! nowrap="nowrap" |[[Mini-Crossbow]] |
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! nowrap="nowrap" |[[Assault shotgun|Assault<br />Shotgun]] |
! nowrap="nowrap" |[[Assault shotgun|Assault<br />Shotgun]] |
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! nowrap="nowrap" |[[Sawed-off shotgun|Sawed-off<br />Shotgun]] |
! nowrap="nowrap" |[[Sawed-off shotgun|Sawed-off<br />Shotgun]] |
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− | ! nowrap="nowrap" |[[Sniper Rifle (DX)|Sniper Rifle]] |
+ | ! nowrap="nowrap" |[[Sniper Rifle (DX)|Sniper<br />Rifle]] |
! nowrap="nowrap" |[[Flamethrower]] |
! nowrap="nowrap" |[[Flamethrower]] |
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! nowrap="nowrap" |[[Plasma rifle (DX)|Plasma<br />Rifle]] |
! nowrap="nowrap" |[[Plasma rifle (DX)|Plasma<br />Rifle]] |
Revision as of 01:57, 27 July 2020
Weapon Skills Mechanics
- The accuracy bonus for all weapons is, from Untrained to Master: 0, 5%, 12% and 25%.
- The recoil reduction bonus for all weapons is, from Untrained to Master: 0, -0.2, -0.5 and -1
- The damage bonus for all weapons is, from Untrained to Master: 0, 20%, 50% and 100%.
- The inventory will show 0, 10%, 25% and 50% instead - this is wrong.
- All weapons and melee weapons receive a damage, reload, and lock-on bonus from using the Targeting augmentation of 10% per augmentation level. This bonus is added to the skill bonus.
- All melee weapons receive a damage bonus from using the Combat Strength augmentation of 25% per augmentation level. This bonus is added to the skill bonus.
Explanation
- ROF: This stands for rate of fire.
- DMG: This stands for damage cause by a single shot.
Weapons: Demolition
Weapons: Demolition The use of thrown, explosive devices.
| ||
Level | Skill Points | Description |
---|---|---|
Untrained | N/A | An agent can throw grenades, attach them to a surface as a proximity device, or attempt to disarm and remove a previously armed proximity device. |
Trained | 900 | Grenade accuracy and damage increases slightly, as does the safety margin for disarming proximity devices. |
Advanced | 1800 | Grenade accuracy and damage increases moderately, as does the safety margin for disarming proximity devices. |
Master | 3000 | An agent is an expert in all forms of demolition. |
NAME | Ammo | Base DMG |
Clip size |
ROF | Reload time |
Recoil | Base Accuracy (%) |
Acc. range (ft) |
Max. range (ft) |
Mass (lbs) |
---|---|---|---|---|---|---|---|---|---|---|
EMP grenade | N/A | 0 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 5 |
Gas grenade | N/A | 0 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 5 |
Scramble grenade | N/A | 0 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 5 |
LAM | N/A | 500 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 5 |
NAME | Rarity |
EMP grenade | Uncommon, more common in endgame. |
Gas grenade | Common throughout. |
Scramble grenade | Very rare, the rarest grenade in the game. Can only be found in a few, obscure places (or for extortionate prices (i.e. Shannon when escaping the UNATCO HQ)). |
LAM | Common, some areas are booby-trapped with these and some troops are armed with them. |
Weapons: Heavy
Weapons: Heavy The use of heavy weaponry.
| ||
Level | Skill Points | Description |
---|---|---|
Untrained | N/A | An agent can use heavy weaponry, but their accuracy is low and movement is difficult. |
Trained | 1350 | Accuracy and damage increases slightly, while reloading and movement is somewhat faster. |
Advanced | 2700 | Accuracy and damage increases moderately, while reloading and movement is even more rapid. |
Master | 4500 | An agent is a walking tank when equipped with heavy weaponry. |
NAME | Ammo | Base DMG | Clip size |
ROF | Reload time |
Recoil | Base Accuracy (%) |
Acc. range (ft) |
Max. range (ft) |
Mass (lbs) |
---|---|---|---|---|---|---|---|---|---|---|
Flamethrower | Napalm Canister | 5 | 100 | 10.0 | 5.5 | 0.0 | 55 | 20 | 20 | 40 |
LAW | N/A | 1000 | N/A | N/A | N/A | 1.0 | 70 | 900 | 1500 | 50 |
Plasma Rifle | Plasma Clip | 120 / 24 | 12 | 2.0 | 2.0 | 0.30 | 70 | 900 | 1500 | 50 |
GEP Gun | Rockets | 300 | 1 | 0.5 | 2.0 | 1.0 | 75 | 900 | 1500 | 50 |
NAME | Rarity |
Flamethrower | Rare, very few enemies have the flamethrower. |
LAW | Rare. |
Plasma Rifle | Uncommon, more common later in the game. First found in Armory at MJ12 Liberty Island Facility. |
GEP Gun | Uncommon in endgame. Very rare in early game but can be obtained from Paul. A MJ12 Trooper will be wielding this above the helipad when you first touch down in Hong Kong. And in Versalife the MJ12 troops carry them. There is a chance to find one at the off-shore sub base as well. |
Weapons: Low-Tech
Weapons: Low-Tech The use of melee weapons.
| ||
Level | Skill Points | Description |
---|---|---|
Untrained | N/A | An agent can use melee weaponry. |
Trained | 1350 | Accuracy, damage and rate of attack all increase slightly. |
Advanced | 2700 | Accuracy, damage and rate of attack all increase moderately. |
Master | 4500 | An agent can render most opponents unconscious or dead with a single blow. |
NAME | Ammo | Base DMG | Clip size |
ROF | Reload time |
Recoil | Base Accuracy (%) |
Acc. range (ft) |
Max. range (ft) |
Mass (lbs) |
---|---|---|---|---|---|---|---|---|---|---|
Pepper Gun | Pepper Cartridge | 0 | 100 | 13.3 | 4 | 0.0 | 65 | 6 | 6 | 7 |
Combat Knife | N/A | 5 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 10 |
Crowbar | N/A | 6 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 15 |
Baton | N/A | 7 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 10 |
Sword | N/A | 10 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 20 |
Riot Prod | Prod Charger | 15 | 4 | 1.0 | 3.0 | 0.0 | 75 | 5 | 5 | 10 |
Throwing Knives | N/A | 15 | N/A | N/A | N/A | 0.0 | 55 | N/A | N/A | 10 |
Dragon's Tooth Sword | N/A | 100 | N/A | N/A | N/A | 0.0 | 50 | N/A | N/A | 20 |
NAME | Rarity |
Pepper Gun | Common, becomes rare later in the game. |
Combat Knife | Common. |
Crowbar | Common. |
Baton | Common, becomes rare later in the game. |
Sword | Uncommon (most common in Hong Kong, however). |
Riot Prod | Always fairly uncommon; you start with one and some civilians may carry them, as well as Riot Police. |
Throwing Knives | Very, very, very rare, obtainable only a few times for the inquisitive player. |
Dragon's Tooth Sword | Extremely rare, only one - part of plotline. If you lose it, however, pick another off the WIB enemies or some of the bosses. There are a few of them around that are wielded by special enemies, for instance, in the MJ12 Facility. |
Weapons: Pistol
Weapons: Pistol The use of hand-held weapons.
| ||
Level | Skill Points | Description |
---|---|---|
Untrained | N/A | An agent can use pistols. |
Trained | 1575 | Accuracy and damage increases slightly, while reloading is faster. |
Advanced | 3150 | Accuracy and damage increases moderately, while reloading is even more rapid. |
Master | 5250 | An agent is lethally precise with pistols. |
NAME | Ammo | Base DMG | Clip size |
ROF | Reload time |
Recoil | Base Accuracy (%) |
Acc. range (ft) |
Max. range (ft) |
Mass (lbs) |
---|---|---|---|---|---|---|---|---|---|---|
Stealth Pistol | 10mm | 8 | 10 | 6.6 | 1.5 | 0.1 | 60 | 150 | 300 | 10 |
Pistol | 10mm | 14 | 6 | 1.6 | 2.0 | 0.3 | 65 | 150 | 300 | 10 |
Mini-Crossbow | Darts, Flare darts, Tranquilizer darts | 5 / 15 / 5 | 4 | 1.2 | 2.0 | 0.0 | 60 | 50 | 100 | 15 |
PS20 | N/A | 40 / 8 | N/A | N/A | N/A | 0.0 | 100 | 900 | 1500 | 5 |
NAME | Rarity |
Stealth Pistol | Fairly uncommon throughout. |
Pistol | Common, early in the game; but becomes uncommon near the endgame. |
Mini-Crossbow | Common; flare darts uncommon if not rare. |
PS20 | Rare throughout. |
Weapons: Rifle
Weapons: Rifle The use of rifles.
| ||
Level | Skill Points | Description |
---|---|---|
Untrained | N/A | An agent can use rifles. |
Trained | 1575 | Accuracy and damage increases slightly, while reloading is faster. |
Advanced | 3150 | Accuracy and damage increases moderately, while reloading is even more rapid. |
Master | 5250 | An agent can take down a target a mile away with one shot. |
NAME | Ammo | Base DMG | Clip size |
ROF | Reload time |
Recoil | Base Accuracy (%) |
Acc. range (ft) |
Max. range (ft) |
Mass (lbs) |
---|---|---|---|---|---|---|---|---|---|---|
Assault Rifle | 7.62x51mm | 3 / 150 | 30 | 10.0 | 3.0 | 0.50 | 65 | 300 | 600 | 30 |
Assault Shotgun | 12 Gauge buckshot shells | 20 | 12 | 1.4 | 4.5 | 0.70 | 60 | 75 | 150 | 30 |
Sawed-off Shotgun | 12 Gauge buckshot shells | 25 | 4 | 3.3 | 3.0 | 0.50 | 70 | 75 | 150 | 15 |
Sniper Rifle | 30.06 | 25 | 6 | 0.6 | 2.0 | 0.40 | 75 | 1800 | 3000 | 30 |
NAME | Rarity |
Assault Rifle | Common after Liberty Island; but can be obtained at Liberty Island by killing the UNATCO trooper that is dispatched to the makeshift NSF command in Liberty Island. |
Assault Shotgun | Uncommon at first, becomes more common during & after the MJ12 Raid on Paul's apartment at Hell's Kitchen. |
Sawed-off Shotgun | Uncommon, can be obtained in the sunken barge near where Harley Filben is in Liberty Island (common in Battery Park at the subway and in Hell's Kitchen). |
Sniper Rifle | Common, most troops dispatched on rooftops and high places have the sniper rifle. The Warehouse District is where a lot of snipers are situated. |
Weapon Modifications Chart
NAME | Stealth Pistol |
Pistol | Mini-Crossbow | Assault Rifle |
Assault Shotgun |
Sawed-off Shotgun |
Sniper Rifle |
Flamethrower | Plasma Rifle |
GEP Gun |
---|---|---|---|---|---|---|---|---|---|---|
Accuracy | ||||||||||
Clip | ||||||||||
Reload | ||||||||||
Range | ||||||||||
Recoil | [1] | |||||||||
Laser | ||||||||||
Scope | ||||||||||
Silencer |
- See also Weapon modifications.
- ↑ Stealth pistol only accepts recoil modification on v1.000f.
Notes
- Some weapons may be common earlier in the game, but may become less common later on in the game. This is likely to be because the simpler weapons tend to become outdated with more advanced weapons later on in the game (e.g. a player would be far more likely to use a Dragon's Tooth Sword to kill advanced enemies (such as an MJ12 Commando) than a Combat Knife.
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