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Nexuiz 2.5 Weapons Charts 1/2

By sunburn on Sat, 07/04/2009 - 1:23pm

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Nexuiz 2.5 Weapons Charts

I made this guide with the same mind set as for the Trem-Charts guide.
Mainly it is to introduce few of the game's elements and share a bit of the information about them to give a quick start to the new players of this game.



The guide was based on the default 2.5 values, so it is possible that the content from the charts differs a bit due to patches or server configs. I'll do my best to keep the values up with our community server Nexican.

The guide is divided in two for length and better loading.
<<< Part two is currently underwork and it should be ready by the end of this summer>>>

Also, a big Thank You to sexy Jonata for is collaboration. Smiling






To start, here's a bit of info about the elements in the charts.

+= Hud view

Weapon's artwork are clickable to show the hud view of the gun.
They are displayed with the default FOV. (not working right now, it will be fixed soon)


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Damages are done from a direct hit and the value is for a single shot.

When the projectile of a single shot is made of multiple fragments, the value is displayed with a minimum and a maximum of the damages possible.

Minimum being a single fragment and maximum being all of the fragments hitting the target.

For example, the Crylink's secondary fire deals 18 damages from 1 fragment.If three fragments hits the target, it deal 54 damages and the enemy would get 126 damages if all 7 fragments hit the target, so 18-126.


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Those two are the elements that help to determine the splash damages.

The Radius sets that how wide/far the splash will be and the edge damage sets the value to how much damages there will be at the full extent of the explosion. I made this illustration to give a better idea. (note that the splash is actually spherical)




So as you can see, the Red part is the impact of the projectile or a direct hit. The Yellow part represents the splash area, splash damage decreases in value the further they are from the impact. And the Green part represents the edge damage.


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Knockback value of the weapon's projectile.
Not all weapons with knockback, can be used for weapon jumping.
Some guns simply use the knockback to throw the enemy.


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Value in second of the weapon is to fire another shot.
So basically the lower the value, the faster you refire.


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Pretty much self-explained, this is the value for the speed of the projectile.

Higher the value, faster the projectile. There are a few guns in the weapon.cfg without an assigned value for this. Due to the type of weapon they are, i assume they're hitscan.


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This is the value for the number of ammo used for one shot.







Hagar




The Hagar, is a high fire rate weapon amongst the rocket types.

This makes the Hagar an ideal weapon for quickly peppering an entire zone, enabling you to blast the path of the enemy's flag carrier or to protect your own flag carrier by blasting behind his tracks to take down eventual pursuers.

The secondary fire for this gun, allows it to shoot its projectile with a rebound effect, acting a bit like a rubberish "Superball" by bouncing once on the surface. Giving opportunity to a player to shoot around corners by using a wall or shooting players on higher floor level by using a ceiling.



Another interesting fact about the Hagar, is that with its low splash force and high fire rate, this weapon gives you enough knockback power to plasma-climb.
(moving up on a wall/vertical surface with your weapon)


*weapon jumping is marked positive due to the plasma-climb possibility










Machine gun




The Machinegun; pretty much every FPS games have their own versions of this gun. The interesting thing about this in Nexuiz, is that it has 2 fire modes.

The primary fire has a high fire rate but comes with a recoil, making it less accurate. For the secondary fire, it has a slower fire rate but deals more damages for each shots, also the recoil value is almost nothing in secondary fire, giving it a far better accuracy.

The main thing to keep in mind while playing with this gun, is the enemy's range. Since both fire modes have the same DPS, at long and mid range, the secondary fire with its better accuracy will be alot more deadly. As the idea is not how many bullets you can fire at the ennemy, but how many hits them.

Also with this weapon, unlike certain versions of it, this one doesn't have a "clip/reload" system. So as long as you're holding your "attack" keys and you have bullets, you will keep shooting.

Primary fire is same as other "fully-automatic" weapons. Generally toggling your "+attack" key to "burst", allows you to waste less ammunitions and gain a bit of accuracy by not spraying bullets everywhere while putting your crosshair on the enemy.












Mortar




The Mortar is an improved grenade launcher, you still have your classical grenade launcher on the secondary fire, where you can shoot grenades in a "canister" form and they can bounce off surfaces and explode after a short delay.

But the nice thing is the primary fire, in this mode of fire your projectile/grenades explode on impact with a surface or player. This allows you to greatly benefit from the nice splash damages this weapon can do on surfaces, to take out the players of the other team.

Another great feature of this primary fire is that now this weapon can be used for weapon-jump. Apart from the laser, i gotta say that this one is my favorite gun to move around on the maps with. The knockback is strong, giving you pretty good height and with manageable self-damages.


*Secondary fire also enables you to trick-jump, but it is more often used as a "defrag" style of play and it's rarely used with the actual gameplay of Nexuiz.










Nex




The Nex is the main sniper gun in this game. Like its q3 relative the Railgun, it can deliver a huge amount of damage in one shot but has a slow fire rate.

There are two ways to play with this gun, you can be a true sniper by finding a good spot, being stealthy, using the zoom and taking down the enemies on the field.

Or you can play more aggressively by playing with this gun like if it is a shotgun. Relying on dodging and good aim to take down enemies at close and far range. Players using this style, will usually bunnyhop and be on constant move and will rarely use the zoom feature of the weapon.The secondary fire button is used for the zoom with this sniper rifle.












Rocket launcher




The Rocket launcher: this version is pretty much like its Q3 relative, with its slow projectile you have to predict where the enemy will be in the next moment. Small hint, often when your opponent is near a "pick up" (armor, health or gun) he will try to grab it most of the time

Also, as you can see in the chart, this weapon can deal a pretty big amount of damages. But one of its nice feature is the fact that the projectile also has splash damage. So sometimes in mid-range combat, instead of aiming directly at your enemy and watching him dodge your rockets it would be better if you shoot at his feet and hurt him by splash damage at least instead of going for a direct hit and expecting maximum damage.

Of course there is an another option than shooting at his feet with this gun and it's the secondary fire! In Nexuiz, you have the ability to remotely trigger the explosion of your launched rocket.

So, if your rocket is passing by the enemy, you can make it explode right there with the secondary fire. This is also useful when the enemy is hiding behind a crate, you can just shoot it and trigger the rocket once it is near enemy.


*It is the most powerful weapon for trick-jumping but it comes with a price which is a good amount of self-damages.










Crylink




The Crylink i believe is an original creation of Nexuiz, i've never seen anything like it in any other Q3 mod games. It's an energy weapon that fires a sort of fragmented projectile which spreads a bit with range.

With the primary fire, the projectile is made of 4 fragments, each dealing 18 points of damages. In this primary mode, the fragments can be reflected once by a surface. So watch out for those, you might end up shooting at yourself in close quarters.


In secondary fire, the fragments are not reflected from the surfaces but there is more of them. 7 of them in total, also dealing 18 points of damages each and spreading a bit more, horizontally, over range.

With its fire rate and the good amount of damages this gun can do, it makes it one of the best all-round weapon in the game. It can pack quite a punch.












Electro




The Electro, this is I think is yet another creation of the Nexuiz devs, this gun is also an energy weapon like the Crylink.

If you take a close look at the chart, you can see that this gun with its pretty large radius values, was designed for splash damage. It is more or less like an energy grenade launcher.

The primary fire, allows you to shoot your projectiles as an energy blast. In mid and close range combat, the damages from its direct hits and the splash hits makes it a very useful weapon to take out and bleed opponents.

For the secondary fire, you are shooting the same energy blast, but this time it is enclosed in a sort of glass ball. Just like the grenade launcher's "canisters", those glass sphere of energy can bounce on surfaces and they explode after a moment or so.

Unless of course you decide to use them for a combo attack...
This consist of shooting with the primary fire, at the glass sphere to make them explode. This generates a more powerful attack with more damages and a larger radius for splash damage.

Here's a small gif of it to give an idea:



The Combo isn't the easiest thing to manage and attack with when the game being a fast-paced one. But there are ways to set up a few nice traps with it and to take out a chaser/pursuer.


*Not the greatest weapon to jump with, but it's possible.










Shotgun




The Shotgun, this is a well known gun in fps gaming and the Nexuiz version works pretty much like the others. The projectile is made of several pellets that spread with range, and giving some amount of damage, here it's 12 damages.

With the primary fire your shot have 5 pellets, making the max damages possible to 60.

Secondary fire on this weapon fires 3 consecutive shots. Bringing the max damages to a nice 180 if all the pellets hit the target. Thats really not bad considering that the Shotgun is by default the gun you start with in the game.












Laser




The Laser, this is another gun you get at the start by default, this is a bit like a fail-safe gun, meaning if you're out of ammo and can't pickup another gun, you'll always have this gun..

It will never run out of ammunitions and can deal enough damages to save your ass or let you escape from an enemy.

But the best feature of this weapon, is weapon jumping...
The laser will give you good height or distance, fair self-damages and no waste of ammo for jumping with it. This makes it imo, the best weapon to jump with. It is quite worth it, to launch a local server and practice a bit of jumping with it on different maps.











That's it for Part one, it covered pretty much the "default" guns.

Has stated in the intro, all the numbers in this guide come from 2.5 and were taken from the weapon.cfg. If you want to take a closer look at it, just click the link below for a txt version of it.

Nexuiz’s Weapon Config

For more info on the weapons specs, I suggest you take a look at Morfar’s
excellent "Weapons Datasheet". Where he took the time calculate the "damage per second" and more good stats.



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