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Weapon Guide

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Weapons

Knife

120 RPM
80 to 0 damage (75 cm to 1 m)
One-hit to the head. However, they will bleed if you melee them. Throwing the knife will make it exempt from damage multipliers and the bleeding effect.

M67 Fragmentation Grenade

650 milliseconds to pull the pin, explodes after 2.5 seconds (twice as fast as the real-life M67 counterpart), may hold 3 nades
350-20 damage (8 meters) but you don't get hit through walls like traditional AssaultCube
Realistic damage and ranges, realistic hide behind walls

USP .45 Pistol

666 2/3 RPM firecap, 12 bullets per mag, 1.4 seconds reload time
40 to 20 damage (10 m to 30 m)
Close: 140, 44, 40 (one hit, 3 hits, 3 hits) (2 hits, 4 hits, 4 hits)
Far: 70, 25, 23 (2 hits, 4 hits, 5 hits) (3 hits, 6 hits, 7 hits)
A side-arm with decent power at close range. Not effective at long ranges.

M1014 Shotgun

300 RPM firecap, 7 bullets max, .75s per round to reload
10-6 damage (x24) (240 to 144) (1-4m)
Extreme power at close range. Weak after a little range due to spread and damage decrease.

M16A3 Assault Rifle

821 67/73 RPM, 30 bullets per mag, 2.1 reload time
32-20 damage (10 m to 25 m)
Close: 112, 35, 32 (one hit, 3 hits, 4 hits) (2 hits, 5 hits, 5 hits)
Far: 70, 22, 20 (2 hits, 5 hits, 5 hits) (3 hits, 7 hits, 8 hits) BEATS THE SMG
Do not be fooled by the minimum damages. This beats the sub-machine gun at longer ranges somewhere around 15 meters. It even has less recoil to help with longer range kills.

MP5K Sub-machine Gun

895 35/67 RPM, 32 bullets per mag, 2.4 seconds reload time
40-18 damage (8 m to 20 m)
Close: 140, 44, 40 (one hit, 3 hits, 3 hits) (2 hits, 4 hits, 4 hits) BEATS THE ASSAULT RIFLE
Far: 63, 20, 18 (3 hits, 5 hits, 6 hits) (3 hits, 8 hits, 9 hits)
Beats the assault rifle at close range, but is weaker at longer ranges

M21 Sniper

600 RPM firecap, 10 bullets per mag, 2 seconds reload time
120-70 damage (25 cm to 50 cm)
Half-melee range: 600, 168, 120 (1 hit) (1 hit, 1 hit, 2 hits)
Normal range: 350, 98, 70 (1 hit, 2 hits, 2 hits) (1 hit, 2 hits, 3 hits)
More ammo and faster shots means that as long as you can get a headshot or hit them twice, you'll get more kills than the bolt sniper with all your ammo

Intervention Bolt Sniper

40 RPM firecap, 8 bullets per mag, 2 seconds reload time
120-100 damage (15 m to 45m)
Close range: 600, 168, 120 (1 hit) (1 hit, 1 hit, 2 hits)
Very far range: 500, 140, 100 (1 hit) (1 hit, 2 hits, 2 hits)
Having the longest range and most damage, achieving one-hit kills is easy as long as you can wait out the delays
If combined with stopping power, it will be a one-hit before 15 meters, even if you hit the legs of a fully armored player.

Healing Gun

600 RPM, 10 syringes per mag, 1.2 seconds reload time
20-10 damage (1 m to 2 m) exempt from multipliers (but headshots can still occur)
5 to 10 hits to "overdose" or 6 to 20 hits to overdose a maxed health/armor player
Deals immediate damage, but causes 15 health to be healed over the next 1 to 2.5 seconds
Slowly damaging if used before 1.5 meters, otherwise healing.
This weapon can be used to heal yourself/teammates, while you use your sidearm for kills

Microwave Gun

1500 RPM, 50 "shots" per mag, 2.5 second reload time
10-4 damage (2 m to 3 m)
Close range: 35, 11, 10 (3 hits, 10 hits, 10 hits) (5 hits, 14 hits, 15 hits)
Far range: 14, 5, 4 (8 hits, 20 hits, 25 hits) (11 hits, 30 hits, 38 hits)
While dealing minimal damage, it is a good stealth weapon

Crossbow Explosive Tip

500 RPM (120 ms reload delay), 2 reload time
50 direct impact damage
300-10 explosive damage (6 m)
Low ammo, high explosive

Last edited Aug 27 at 2:09 AM by victorz, version 18

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