Difference between revisions of "Hunter Weapons"
Riverbrady (talk | contribs) m |
(Added Arclight RDX) |
||
Line 225: | Line 225: | ||
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range | ::Fire Direct + Fire Splash damage, 120 shots/min, 20m range | ||
− | :: | + | ::4? (FFFT) |
:'''XM313 Raptor''' | :'''XM313 Raptor''' | ||
::Physical Direct, 600 shots/min, 18m range | ::Physical Direct, 600 shots/min, 18m range | ||
− | ::2 mods ( | + | ::2 mods (BF) |
:'''XM314 Falcon''' | :'''XM314 Falcon''' | ||
::Physical Direct, 600 shots/min, 18m range | ::Physical Direct, 600 shots/min, 18m range | ||
− | ::4 mods ( | + | ::4 mods (BFReRe) |
+ | |||
+ | :'''Arclight RDX Grenade Launcher''' | ||
+ | |||
+ | ::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range | ||
+ | ::1? mod (Ro) | ||
== Close Range Weapons == | == Close Range Weapons == |
Revision as of 01:03, 14 November 2007
The various weapons the Hunter (Hellgate) class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under Weapons and Damage.
Automatic Rifles
Automatic Rifles typically deal Direct damage with a very high rate if fire.
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.
- XM55 20mm Rifle
- Physical Direct damage, 300 shots/min, 20m range
- 4 mods
- XM55-B 20mm Shrapnel Rifle
- Physical Direct and Splash damage, 300 shots/min, 25m range
- 3? mods (ABT)
- Slightly less inherent accuracy than the XM57.
- XM57 25mm Rifle
- Physical Direct damage, 300 shots/min, 25m range
- 4 mods (Ammo, Battery, Battery, Tech)
- XM63 25mm Rifle
- Physical Direct damage, 300 shots/min, 25m range
- 5? mods (Ammo, Battery, Battery, Battery, Tech)
- F-S Volt Rifle
- Electric Direct damage, 300 shots/min, 3 mods
- F-S Shock Rifle
- Electric Direct damage, 400 shots/min, 25m range
- 8 mods (FABBBReTT)
- Slightly less inherent accuracy than a XM55-B, noticeably less than a XM57.
- F-S Electropulse Rifle
- Electric Direct damage, 400 shots/min, 25m range
- 5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)
- Arclight Thermite Rifle
- Fire Direct damage, 400 shots/min, 25m range
- 4 mods (FFReRe)
- Arclight Exothermic Rifle
- Fire Direct damage, 600 shots/min, 25m range
- 6 mods (Fuel, Fuel, Fuel, Relic, Relic, Relic)
Heavy Rifles
Todo: Fill in details
- Arclight Cluster Rifle
- The Cluster Rifle fires a primary shell that explodes, sending 4? other shells in various directions, which also explode when they hit. Excellent for small rooms and tightly packed mobs.
- Physical Direct + Physical Splash damage, 66 shots/min, 20m range
- 6mods (RoRoRoBFReT)
Laser Rifles
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.
The Laser Rifle doesn't suffer from accuracy loss due to constant fire or moving. Instead, you will get a little "effectiveness" indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.
The "constant" stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a "chance on hit" very easy to proc.
- XM803 Zeus Rifle
- Electric Beam damage
- 5 mods (BBTT)
- XM923 Zeus Rifle
- Electric Beam damage
- 5? mods (BBTT)
- Nanodyne Venom Lance
- Toxic Beam damage, 20m range
- 4 mods (BFFF)
Laser Pistols
- Nanodyne Firestarter
- Fire Beam damage, 20m range
- 2 mod (FRe)
Shotguns
Shotguns (and shotgun pistols) usually deal physical damage. They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.
- Nanodyne Shockstorm
- Fires a horizontal pattern of 5 shells.
- Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)
- 6? mods (BARe)
- XMS5 Jackhammer
- Fires a circular pattern of 5? shells.
- Physical Direct, 14m range, 37 shots per minute
- 2? mods (BT)
Sniper Rifles
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.
Due to the very low rate of fire, accuracy doesn't suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill "Use right weapon" (not "Use left weapon") somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.
- F-S 'Poseidon' SNPR
- Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance
- 8 mods (FF)
- F-S 'Triton' SNPR
- Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance
- 8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)
- F-S 'Loki' SNPR
- Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance
- 8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)
Sniper Pistols
A pistol version of the sniper rifle.
- F-S Rail Pistol
- Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus
- 2? mod slots (BA)
Rocket Launchers
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.
Due to the very low rate of fire, accuracy doesn't suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.
In spite of the long range, the rockets automatically detonate once reaching the weapon's range, which limits Tactical and Sniper stance attacks to the listed ranges. It is unknown of bonus range due to mods affects this. Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill "Use right weapon" (not "Use left weapon") somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.
- F-S 'Talon' Launcher
- Physical Splash damage, 200 shots/min, 40m range
- 4 mods (RoBFFRe)
- XM108 Trident Launcher
- Physical Direct + Fire Splash damage, 40 shots/min
- 5 mods (BFFRoRo)
- XM107 Firefox Launcher
- Fire Splash + Fire Field damage, 30 shots/min
- 5 mods (BFFRoRoT)
- Arclight Combustion Gun
- Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range
- 5 mods (AFFFT)
- Nanodyne Hellcat MIRV
- The MIRV fires a single shell that does light damage. After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact. Hitting an enemy with the primary shell does negligible damage.
- Spectral Splash damage, 75 shots per minute, 40m range
- 4? mods (RoBBRe)
- Sandman MIRV
- Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range
- 2 mods
Machine Pistols
Highly inaccurate.
- SRAC
- Physical Direct Damage, 240 shots per minute, 25m range
- 1 mod (A)
- M3 Perforator
- Physical Direct Damage, 300 shots/min, 20m range
- 3 mods (AFT)
- XM3 Eviscerator
- Physical Direct Damage, 300 shots/min, 25m range
- 3 mods (AFT)
Rocket Pistols
- Grenade Launcher
- Physical Splash + Fire Splash, 30 shots per minute, 20m range
- 2? mods (FRo)
- XM31 Thermal Bolter
- Fire Direct + Fire Splash, 85 shots/min, 20m range
- 3? mods (FFF) (not sure if I've ever seen more than 2 here)
- XM42 Convection Bolter
- Fire Direct + Fire Splash damage, 100 shots/min, 20m range
- 3 mods (FFF)
- XM?? Chrome Bolter
- Fire Direct + Fire Splash damage, 120 shots/min, 20m range
- 4? (FFFT)
- XM313 Raptor
- Physical Direct, 600 shots/min, 18m range
- 2 mods (BF)
- XM314 Falcon
- Physical Direct, 600 shots/min, 18m range
- 4 mods (BFReRe)
- Arclight RDX Grenade Launcher
- Physical Splash + Fire Splash, 30 shots per minute, 20 meter range
- 1? mod (Ro)
Close Range Weapons
- XM666 Bladesaw
- Physical Beam damage, 2m range
- 1 mod (Battery)
- XM666 Bladefrenzy
- Physical Beam damage, 2m range
- mod slots unknown
Oddball
- F-S Tactical Spiker Mine Layer
- The Spiker fires a cluster of mines that stick to surfaces they hit. Eventually they go off, hopefully hurting things nearby. Proximity? Time?
- Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute
- 2? slots (RoB)