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Weapons

2023-12-07 06:55| 来源: 网络整理| 查看: 265

Here's a list of weapons currently available in the game, sorted by types of ammo they use. Melee is a separate type, even if some of the melee weapons use ammo.

Contents 1 Weapon tables explanation 2 Bullet Weapons 2.1 Regular 2.2 Pop 2.3 Flame Pop 2.4 Bouncer 3 Shell Weapons 3.1 Pellets 3.2 Flame Pellets 3.3 Slugs 4 Bolt Weapons 4.1 Bolts 4.2 Splinters 4.3 Seekers 4.4 Discs 5 Explosive Weapons 5.1 Grenades 5.2 Mini Grenades 5.3 Missiles 5.4 Blood Explosions 5.5 Fire 6 Energy Weapons 6.1 Laser 6.2 Plasma 6.3 Plasma Explosions 6.4 Lightning 7 Melee Weapons 7.1 Regular 7.2 Explosive 7.3 Energy 8 Ultra Weapons 9 Golden Weapons 10 Cursed Weapons 11 Secret Weapons 12 Weapon Chest drops table 12.1 Version 1.22 (for Update #97 - #98) Weapon tables explanation[]

Weapon Chest drop - Weapons are obtainable from Weapon Chests in the area listed and all areas after. Weapon drops are calculated by the difficulty number. Difficulty is the number of portals you have entered; it determines the amount of enemies spawning in the area. Entering a Crown Vault or the Sewers Secret Area counts as entering a portal and increases the difficulty by one each time you exit them, so you get better weapons sooner, but there are more enemies.

If a weapon is meant to drop on difficulty 11, that would mean the weapon drops in area 5-3 from enemies, 5-2 from Weapon Chests, and 4-1 from Cursed Chests. Robot's passive reduces the number by one (5-2, 5-1, and 3-3).

The tables below feature regular Weapon Chest and Large Weapon Chest drops only (the middle number) without entering Crown Vaults and the Sewers Secret Area, no enemy drops, no Cursed Chest drops, and without using Robot's passive.

Also check the Weapon Chest drops table at the bottom of this page.

Damage per shot/swing - This is calculated under the assumption that you are clicking once. Automatic weapons are also judged by this, meaning their damage value is just for a single shot, not sustained fire. Same rules apply to Ammo per shot/swing.

If the damage value has a colored minimum-maximum value, it can do damage over time. In most cases, the target can take the minimum value of damage multiple times per its hit animation. For example, a Big Explosion can deal 5 damage per hit and can cause the target to have two hit animations, which means it can do a max of 10 damage, which is listed as 5-10.

Big and small explosions, blood explosions, fire, discs, lasers, lightning, plasma projectiles, and plasma explosions deal damage over time, but the mechanic for each is different and is explained below. Melee swing projectiles can't damage enemies that are in their hit animations, meaning they can hit the target only once. Melee Energy Weapons affected by the Laser Brain mutation can hit the target twice with one swing.

Damage per shot

Projectile Damage 脳 Projectile Number

Firing Method

Firing methods:

single shot - one click = weapon fires once. burst - one click = weapon fires multiple times, then stops. automatic - you can hold down the button and the weapon will continue to fire. burst/automatic - one click = weapon fires multiple times, but you can also hold down the button and the weapon will continue to fire out in bursts.

Reload time/swing delay - The delay a weapon has between each click listed in seconds. During this period of time, the weapon is unable to fire/swing. Burst weapons have a delay between each burst. Automatic weapons reload automatically but still have a delay between shots. Melee weapons have delay between each swing. Reload time can be reduced by mutations like Stress or Trigger Fingers. Y.V. has passively reduced reload time for all weapons. Lower reload time means higher rate of fire.

Spread angle - The randomized directional offset that a weapon fires projectiles with. Some weapons have a "Fixed" spread offset in addition to the randomized one, such as Triple Machinegun's 15掳. For the spread angle with the Eagle Eyes mutation, multiply by 0.3 (Triple Machinegun would have an offset of 0.9掳 and a fixed offset of 4.5掳).

Bullet Weapons[] Bullet1

Most bullet weapons fire the same standard yellow rounded projectiles, but at different fire rates and accuracy (i.e. the Minigun will kill an enemy in the same number of bullets as the revolver).

Bullet weapons are general purpose weapons, with more abundant ammo than other weapon types and a much higher max ammo capacity of 255 without any mutations, which increases to 555 with Back Muscle.

The Recycle Gland mutation has a 60% chance to give you +1 ammo whenever you hit an enemy or a prop with a bullet or +2 ammo with a heavy bullet.

Regular[] Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Pistol3

Revolver

Fires a single bullet projectile per shot.

Starting weapon for all characters except Yung Venuz, Chicken, and Rogue.

Each character that starts with this weapon also starts with 96 Bullet type ammo. Fish and Steroids start with more ammo.

N/A (starting weapon)

3

single shot

0.20 sec Ammo: 1 4掳 Rustyrevolver2

Rusty Revolver

Found in the Proto Chest inside the Crown Vault. Has better accuracy than the regular revolver, but a slightly longer reload time.

Crown Vault

3

single shot

0.23 sec Ammo: 1 0掳 MachineGun3

Machinegun

Accurate, but has the lowest rate of fire of all automatic bullet weapons. Has slightly less accuracy than the revolver.

Area 1-1

3

automatic

0.17 sec Ammo: 1 6掳 Tri machinegun

Triple Machinegun

Shoots a spread of three bullets slightly faster than the normal machinegun; ammo consumption is also tripled.

Spread is not random; the middle bullet travels directly to the cursor, with the other two firing streams at equal angles apart from the cursor.

Area 1-3

3 脳 3

automatic

0.13 sec Ammo: 3

3掳

Fixed: 15掳

QuadrupleMachinegun2

Quadruple Machinegun

Shoots similarly to the Triple Machinegun, but fires a spread of four bullets per shot instead. Area 5-3

3 脳 4

automatic

0.13 sec Ammo: 4

3掳

Fixed: 12掳

Smart gun

Smart Gun

A machinegun that automatically targets the enemy closest to the cursor. Shoots as fast as an SMG.

The Smart Gun works well with the Recycle Gland mutation due to its auto-aiming.

Area 5-1

3

automatic

0.10 sec Ammo: 1 5掳 SMG

SMG

Shoots faster than the Machinegun, but is considerably less accurate.

Area 1-2

3

automatic

0.10 sec Ammo: 1 16掳 Minigun

Minigun

An automatic bullet weapon with a very high rate of fire, consuming ammo like crazy. The spread of bullets it fires covers a wide area. It's still capable of firing small numbers of bullets. Has recoil and shakes the screen, which makes it inaccurate. Moving while firing this weapon will push your character back, but this won't happen if you stand still. Area 3-1

3

automatic

0.03 sec Ammo: 1 13掳 Double Minigun

Double Minigun

Has wider bullet spread than the Minigun and fires double the number of bullets, consuming ammo even faster. Has recoil and pushes your character back even when you stand still. Area 7-1

3 脳 2

automatic

0.03 sec Ammo: 2 9.5掳

Fixed: 9.5掳

Assault Rifle

Assault Rifle

Fires a three-round burst each click. Area 1-1

3 脳 3

burst

0.37 sec Ammo: 3 2掳 Rogue Rifle

Rogue Rifle

Rogue's starting weapon. Fires a two-round burst each click, but it has a smaller cooldown than the Assault Rifle. The bullet projectiles are blue like all I.D.P.D. troops' projectiles. N/A (Rogue's starting weapon)

3 脳 2

burst

0.20 sec Ammo: 2 5掳 Hyper rifle

Hyper Rifle

Similar to the Assault Rifle, but fires a burst of five bullets instead of three and has lower reload time. The weapon will fire a continuous stream of bullets if you click fast enough. Area 3-3

3 脳 5

burst

0.10 sec Ammo: 5 2掳 Heavy Revolver

Heavy Revolver

Stronger version of the Revolver. Uses 2 ammo per shot and fires a heavy bullet that does more damage than regular bullet projectiles. It also has slightly less reload time than the regular revolver. Area 4-1

7

single shot

0.17 sec Ammo: 2 1掳 Heavy Machinegun

Heavy Machinegun

Stronger version of the Machinegun. Same fire rate, but uses more ammo per shot, is more accurate, and fires heavy bullets that do more damage than regular bullet projectiles.

Area 5-1

7

automatic

0.17 sec Ammo: 2 3掳 Heavy Assault Rifle

Heavy Assault Rifle

Stronger version of the Assault Rifle. Same accuracy, but uses more ammo per shot and fires heavy bullets that do more damage than regular bullet projectiles. Has less reload time than the regular Assault Rifle.

Area 6-1

7 脳 3

burst

0.30 sec Ammo: 6 1掳 Pop[]

Pop bullet weapons use bullet ammo, but fire shotgun-like Pellets that bounce off walls and do less damage from a distance, but the same damage as bullets from up close (for two frames after leaving the weapon; that damage value will be in brackets).

The Recycle Gland mutation doesn't work with these weapons, but Shotgun Shoulders does affect the bouncing projectiles, increasing the range they travel after bouncing off walls. They will also deal the increased damage right after bouncing.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Popgun

Pop Gun

A Machinegun that shoots shotgun pellets instead of bullets. It has a very high rate of fire, but does less damage per shot. Area 1-2

2[3]

automatic

0.07 sec Ammo: 1 4掳 Poprifle

Pop Rifle

Similar to the Assault Rifle, but shoots shotgun pellets instead of bullets. It's automatic, has a higher fire rate than the Assault Rifle, and uses less ammo to fire a single burst. Area 1-3

2[3] 脳 3

burst/automatic

0.30 sec Ammo: 2 8掳 Flame Pop[]

Flame Pop bullet weapons use bullet ammo, but fire Flame Pellets. Flame Pellets turn into fire particles on contact with the target, dealing impact damage and then fire damage. Hitting a target with multiple Flame Pellets will deal all impact damage first and then deal fire damage. They do slightly more impact damage from up close (for two frames after leaving the weapon; that damage value will be in brackets). Flame Pellets turn into fire on contact with a wall and don't bounce off. They will also change into fire after traveling for some distance without hitting anything.

A single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. The burning enemy can be damaged by fire again only after the hit animation stops, but there's a small chance for another burn to trigger and ignore the animation. That chance is 1/(25 + amount of flames), which means that it gets smaller with each fire particle that hits the enemy at the same time. Fire doesn't damage the player and can't destroy enemy projectiles.

The Recycle Gland mutation doesn't work with these weapons, but Shotgun Shoulders does. It gives Flame Pellets the ability to bounce off walls, but the bounce distance isn't as long as with regular pellets and they can bounce off only once. They will also deal the increased impact damage right after bouncing.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Incinerator

Incinerator

Shoots a fixed spread of three Flame Pellets. The middle projectile travels directly to the cursor, with the other two firing streams at equal angles apart from the cursor. Similar to the Triple Machinegun, but the streams are less accurate. Has the same fire rate as the Pop Gun. Area 7-3

2[3] 脳 3

Fire: 2-6

automatic

0.07 sec Ammo: 3 5掳

Fixed: 18掳

Bouncer[]

Bouncer bullet weapons fire rotating bullets that bounce off walls. Bouncing bullets have the same range as regular bullets, but don't move as fast. Unlike shotgun pellets, these projectiles can travel all the way across the level after bouncing. They can bounce only once and will disappear after hitting a second wall.

The Recycle Gland mutation works with these weapons, but Shotgun Shoulders doesn't.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Bouncer Shotgun

Bouncer Shotgun

Fires 7 bouncing bullets in a slightly inaccurate spread. Area 3-1

4 脳 7

automatic

0.60 sec Ammo: 6 3掳

Fixed: 10掳

Bouncer Smg

Bouncer SMG

As fast and inaccurate as the SMG, but fires bouncing bullets. Area 3-1

4

automatic

0.10 sec

Ammo: 1 20掳 Shell Weapons[] Shell

All shell projectiles bounce off walls and do more damage from up close (for two frames after leaving the weapon; that damage value will be in brackets). Shell weapons are divided into three projectile categories: pellets, flame pellets, and slugs.

The Shotgun Shoulders mutation increases the range projectiles travel after bouncing off walls. They also deal increased damage right after bouncing.

Pellets[]

Shotgun type weapons that fire a spread of pellets over a small range and flak cannons that fire round projectiles which split into pellets.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Shotgun3

Shotgun

Fires a random spread of pellet projectiles using one shell per shot. Area 1-1

2[3] 脳 7

single shot

0.57 sec Ammo: 1 20掳 Double Shotgun

Double Shotgun

Same as the Shotgun, but fires double the amount of pellets (using two shells per shot) and has longer reload time. Area 2-1

2[3] 脳 14

single shot

0.93 sec Ammo: 2 30掳 Sawedoffshotgun

Sawed-off Shotgun

Similar to the Double Shotgun, but it has lower range and fires even more pellet projectiles, with a wider spread. Area 3-1

2[3] 脳 18

single shot

0.93 sec Ammo: 2 45掳 Wave Gun

Wave Gun

Fires a burst of 16 pellet projectiles that spread in a V-shaped pattern. Area 5-1

2[3] 脳 16

burst

0.57 sec Ammo: 2 2掳

Fixed: 0 to 16掳

Eraser

Eraser

Fires 17 pellets, each with different speeds, that form a straight line of projectiles. Has more range than the Wave Gun. Area 3-3

2[3] 脳 17

single shot

0.67 sec Ammo: 2 1掳 Auto Shotgun

Auto Shotgun

Similar to the Shotgun, but faster and automatic. Fires fewer pellets with a smaller spread.

Area 3-1

2[3] 脳 6

automatic

0.13 sec Ammo: 1 15掳 Flak Cannon

Flak Cannon

Fires a flak ball that, after traveling a short distance or hitting a wall or an enemy, splits into 16 pellets which spray outward in a circular radius.

As all shell weapon projectiles, the flak ball will do more impact damage from up close. The pellets deal more damage to targets directly hit with the ball or targets that are close when it splits, no matter how far the ball traveled.

Area 3-1

On impact: 8[10]

2[3] 脳 16

single shot

0.87 sec Ammo: 2 5掳 Superflakcannon

Super Flak Cannon

Fires a huge flak ball that splits into five smaller ones in a star shape around it. Each of the smaller ones split into 16 pellets in a circular radius covering a massive area. Uses a lot of ammo.

The main projectile behaves the same as with the Flak Cannon, dealing more damage up close. The smaller flak projectiles and pellets deal more damage right after splitting.

Area 5-3

Main projectile: On impact: 45[50]

Small projectiles: On impact: 8[10] 脳 5

2[3] 脳 16 脳 5

single shot

2.13 sec Ammo: 8 4掳 Flame Pellets[]

Flame Pellets turn into fire particles on contact with the target, dealing impact damage and then fire damage. Hitting a target with multiple Flame Pellets will deal all impact damage first and then deal fire damage. Flame Pellets turn into fire on contact with a wall and don't bounce off. They will also change into fire after traveling some distance without hitting anything.

A single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. The burning enemy can be damaged by fire again only after the hit animation stops, but there's a small chance for another burn to trigger and ignore the animation. That chance is 1/(25 + amount of flames), which means that it gets smaller with each fire particle that hits the enemy at the same time. Fire doesn't damage the player and can't destroy enemy projectiles.

The Shotgun Shoulders mutation gives Flame Pellets the ability to bounce off walls, but the bounce distance isn't as long as with regular pellets and they can bounce off only once. They will also deal the increased impact damage right after bouncing.

Weapon Description Weapon Chest drop Damage per shot Reload Time Ammo per shot Spread angle Flame Shotgun1Flame Shotgun Random spread of Flame Pellets using one shell per shot.

Area 2-1

2[3] 脳 6

Fire: 2-6

single shot

0.67 sec Ammo: 1 15掳 Double Flame Shotgun1Double Flame Shotgun Same as the Flame Shotgun, but it fires more than double the amount of projectiles.

Area 3-2

2[3] 脳 14

Fire: 2-6

single shot

0.93 sec Ammo: 2 25掳 Auto Flame Shotgun3Auto Flame Shotgun Same as the Flame Shotgun, but faster and automatic, with fewer projectiles per shot. Has a smaller spread than the Flame Shotgun.

Area 5-1

2[3] 脳 5

Fire: 2-6

automatic

0.17 sec Ammo: 1 10掳 Slugs[]

Slug weapons fire a large, accurate projectile at longer range than shotguns. Slug weapons also have the added effect of causing enemy corpses to be thrown & bounce off walls, causing impact damage to any living enemies that they collide with.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Slugger1

Slugger

Fires one large slug using one ammo per shot. Area 1-1

22[24]

single shot

0.73 sec Ammo: 1 5掳 Assault Slugger

Assault Slugger

Fires a burst of three slugs per shot. Area 2-1

22[24] 脳 3

burst

1.17 sec Ammo: 3 4掳 Gattling Slugger

Gatling Slugger

A faster and automatic Slugger. Area 4-1

22[24]

automatic

0.23 sec Ammo: 1 6掳 Super Slugger

Super Slugger

Fires a spread of five slugs per shot. Area 5-1

22[24] 脳 5

single shot

1.07 sec Ammo: 5 4掳

Fixed: 10掳

Hyper Slugger

Hyper Slugger

Fires a very fast, invisible projectile that deals more damage than regular slugs. Technically, it appears on the target, but it can be reflected.

The projectile will deal 28 damage every time it hits an enemy or a prop. Damage is instantly decreased if it hits a wall. It behaves like a regular slug on impact with walls and will bounce off at a regular speed and distance.

Area 7-2

26[28]

single shot

0.33 sec Ammo: 1 2掳 Heavy Slugger

Heavy Slugger

Stronger version of the Slugger. Fires one heavy slug using two ammo per shot. It has half the range of a Slugger, but does more than twice the damage and has less reload time. Area 5-1

60[70]

single shot

0.43 sec Ammo: 2 4掳 Bolt Weapons[] Bolt2

Bolt weapons give the players an increased field of vision when equipped (camera tracks cursor further); they also have a laser pointer, which makes them the most accurate weapons in the game.

The Bolt Marrow mutation grants bolt weapons a degree of homing towards enemies.

Bolts[]

Bolts are fast-moving thin, black projectiles that deal high damage. Bolts can penetrate enemies on a killing blow; otherwise, they remain lodged in the enemy. A bolt doing 20 damage pierces anything under 10 HP.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle

Crossbow3

Crossbow

Shoots a bolt that deals massive damage to a single target. Penetrates targets under 10 HP (



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