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Maverick
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Joined: 28 Oct 2009
Posts: 86
Location: Shenandoah, VA

PostPosted: Mon Nov 02, 2009 3:11 am    Post subject: Weapons Guide Reply with quote

Put this together from a few different websites, helped me out a bit, decided to put it here to help the less-experienced players out. Very Happy


Crowbar
Damage: 10
Sec. Fire: None
Chamber/Max Ammo: N/A
These are the default melee weapons of the game. If you’ve chosen a Rebel model as your avatar, you’ll be equipped with a crowbar. If you chose a Combine model, you’ll receive the stunstick. While the stunstick inflicts more damage on a target than the crowbar, it is slower and has a shorter range. The crowbar offers a tad more range and speed at the expense of power. In a pinch however, either will do as a close range beating tool, typically knocking off at least 10 points of damage per hit on an unarmored target. The drawback however, is that you’ll lack any sort of long range attack and be open to plenty of counter attacks.


USP Match
Damage: 5
Sec. Fire: None
Chamber/Max Ammo: 18/150
This is another weapon you spawn with. Offering a decent clip and a quick rate of fire (should you repeated tap the primary attack button), the pistol provides a decent “last resort” ranged weapon. One of its benefits is that it offers good accuracy from longer rangers than the SMG, but it does so at the cost of power. Despite having a decent clip, you’re bound to run through it quickly as tapping the attack key will rip through your ammo. All in all, don’t bother relying on it for most circumstances. Instead, save it for those times when you’ve just respawned next to your target and know you can finish him off easily.


Magnum
Damage: 40 **
Sec. Fire: None
Chamber/Max Ammo: 6/12
One of the most versatile weapons of the game, the .357 can offer speed, power and accuracy to the discerning killer. Range has little to no effect on the accuracy of the weapon, thereby allowing you to carry it confidently into most situations. Additionally, its semi automatic action gives you just enough leeway to compensate for a missed initial shot. To top it all off, one round from the magnum can deal upwards of 75 points of damage on an unarmored target. The only real drawback is the slow reload time and the fact it has a clip of only six bullets. Nevertheless, the magnum proves invaluable in those situations where you need a solid, well-rounded weapon—be it for exploring new territory or taking out an RPG-toting enemy.


Submachine Gun
Damage: 4/bullet, 13 bullets/second **
Chamber/Max Ammo: 45/255
Sec. Fire: Grenade Launcher
Damage: 40 **
Chamber/Max Ammo: 1/3
The SMG is another spawning weapon. While its primary fire is the weakest attack of the game per-hit, it does offer the largest clip size, coming in at a whopping 45 bullets (and also offers the fastest rate of fire). Unfortunately, its primary attack is wildly inaccurate and proves effective at only the shortest of ranges. Instead, the true power of the weapon lies in its combat grenades. While you initially don’t spawn with any, they tend to be plentiful on most maps. Once you’ve acquired a few, you’ve essentially armed yourself with a grenade launcher and enough bullets to finish off a target. Be warned however, as combat grenades can be shot down by gunfire.


Shotgun
Damage: 56* (8 per pellet, 7 pellets per shot) **
Chamber/Max Ammo: 6/30
Sec. Fire: Double-shot
Damage: 84* (12/pellet, 7 pellets/shot) **** Varies with range
The shotgun is a weapon that needs little to no explanation as far as its strengths and weaknesses go. Its primary purpose is as a close range weapon, built to blow the innards out of anyone foolish enough to stand in your way. With a clip of only 6 shells, the need to pump after each round and the requirement to reload each shell individually, the shotgun isn’t the best choice to keep out in the middle of an intense firefight. Instead, much like the energy ball attacks and the crossbow, it’s a weapon to fire off as your first shot to wear down the opposition before switching to a faster-firing weapon. The primary attack fires a single shell while the slower secondary fire launches two. Keep in mind that the shotgun fires a spread of pellets rather than a single concentrated bullet. Therefore, not all of your pellets will hit the target (meaning the shotgun provides a varying amount of damage). Sometimes it’s a one-hit-killing machine while other times you’ll wonder if you’re better off tossing spitballs at the enemies.


Overwatch Standard Issue Pulse Rifle
Damage: 8/bullet, 10 bullets/second ****
Chamber/Max Ammo: 30/60
Sec. Fire: Fusion core
Damage: 100 (instant death to human-sized enemies) *****
Chamber/Max Ammo: 1/3
This heavy assault rifle features two incredibly powerful firing modes. Its primary attack is a hail of automatic fire. While the small clip size is a hindrance (stuck at 30 bullets with only 2 extra clips), it deals a fair amount of damage and is very accurate at all ranges. The secondary fire mode launches the devastating energy ball attack. Though ammo for this attack is scarce in many levels, the ball has the ability to kill the opposition in a single hit. To make it even more deadly, the projectile is able to bounce off of walls for an extended period of time before it fades out. This weapon is a great choice for situations where you can spring a surprise shot on your enemies (such as when their back is to you, they’re busy healing at a med station, etc.). It’s also especially useful if you’re able to back them into a cramped environment. Be warned however, as a attack takes a second to charge up before it leaves your weapon. Also be aware of your enemy’s movements if you don’t kill him immediately, as he can use his own gravity gun to pick up your ball and fling it back at you!


Crossbow
Damage: 100 *****
Chamber/Max Ammo: 1/10
Sec. Fire: Zoom
Damage: 100 (instant death to human-sized enemies) *****
Chamber/Max Ammo: 1/3
The crossbow is a devastating weapon that fires a powerful orange rod of pain. While it can only hold a single bolt per clip, it’s an excellent weapon for first-strike attacks and sniping situations. Although your position may be betrayed by the bright orange beam you fire, the crossbow makes little to no sound.


Zero Point Energy Field Manipulator (Gravity Gun)
Damage: Varies
Chamber/Max Ammo: N/A
Sec. Fire: Grab
Now here’s a weapon that needs no introduction. The iconic weapon of HL2, the gravity gun offers you numerous possibilities. Not only can this weapon pick up props littered about the map, but it can also launch them toward your enemies at deadly velocities. If you are skilled enough, you can even intercept objects flung at you and return them to their “rightful” owner! Furthermore, the gravity gun can also be used to construct make shift barriers and to blast large, crushing objects like cars at people.


Rocket-Propelled Grenade Launcher (RPG)
Damage: 200 **********
Chamber/Max Ammo: 1/3
Sec. Fire: None
Say hello to your little friend! The RPG is the most powerful weapon in the game, period! Able to deliver an unstoppable rocket payload instantly to a target. To sweeten the deal, the laser sight acts a pinpoint guide for your rocket, allowing you to freely steer it through the level (useful for clearing out areas behind corners or guiding it straight into a firefight or respawn point).


Fragmentation Grenade
Damage: 125 ******
Chamber/Max Ammo: 1/3
Sec. Fire: Roll
The last weapon you’ll spawn with. Grenades are useful for the obvious reasons, such as clearing out campers, taking out chasers, and generally causing a ruckus. The primary attack has you throw the grenade while the slightly slower secondary attack has you roll it to your feet. Unlike the grenades from HL1, you cannot shorten the delay of the grenades explosion time by pulling the pin in advance. Instead, holding down the firing button will simply make you hold it until you finally release the button. The length of time before a grenade detonates can be determined by the beeping noise emitted from it. Rule of thumb is: the higher the pitch, the more you should run. Also keep in mind that grenades emit a red trail of light, giving your opposition a head’s up on your position.
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Last edited by Maverick on Tue Nov 03, 2009 3:10 am; edited 1 time in total
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PostPosted: Tue Nov 03, 2009 1:17 am    Post subject: Reply with quote

Could you imagine DM with the organic gravity gun? Laughing
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PostPosted: Tue Nov 03, 2009 1:25 am    Post subject: Reply with quote

=BWS=The Avatar wrote:
Could you imagine DM with the organic gravity gun? Laughing


LOL...Yes I do all the time Laughing Laughing Laughing
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Maverick
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PostPosted: Tue Nov 03, 2009 3:10 am    Post subject: Reply with quote

I wasnt sure if DM had the organic or not...I know I never saw it, but didnt know if the designers just left it out...what does it do?
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PostPosted: Tue Nov 03, 2009 3:21 am    Post subject: Reply with quote

It's the gravity gun, but it can pick up heavier objects and live organisms (Hence the name organic).

In the single player version of Half Life 2, the organic gravity gun can pick up combine, zombies, or any living enemy in the game. Once you pick up the enemy they are dead. You can toss the dead enemy at other living enemies which will kill them instantly.

The organic gravity gun in HL2 DM would be mayhem as you can imagine.
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PostPosted: Tue Nov 24, 2009 9:29 pm    Post subject: Reply with quote

Here is the best explanation as it relates to us. Done by a true master.

Walking Target wrote:

11-07-2006, 05:42 PM
I put this together for someone who asked and thought it might be useful to others out there...all values tested as of November 1, 2006.

A reformatted and expanded version of this chart can be found here (http://www.hl2dm-university.com/hl2dm_101.php).

HEALTH AND ARMOR

Armor absorbs 80% of any damage taken. You always take a 20% hit to your health regardless of how much armor you have. This means for example that if you have 20 hp and 100 armor, 100 points of damage will still kill you.

MELEE WEAPONS

Crowbar

Body Damage: 25
Head Damage: 25
Self Harming: N/A

Stunstick

Body Damage: 40
Head Damage: 40
Self Harming: N/A
***(Added by Nutz)*** Crowbar has 1.5 rate of swing compared to stunstick.

HITSCAN WEAPONS

Hitscan weapons are ones where there is no delay between when you pull the trigger and the round hitting the target. This means you should always try to line up your target perfectly each time you fire. All hitscan weapons do 3 times the damage when shot to the head.

Pistol

Body Damage: 8
Head Damage: 24
Self Harming: N/A

SMG

Body Damage: 5
Head Damage: 15
Self Harming: N/A

AR2 (AKA Combine Rifle or Overwatch Standard Issue)

Body Damage: 11
Head Damage: 33
Self Harming: N/A

Mag/357

Body Damage: 75
Head Damage: 225
Self Harming: N/A

Shotgun

Single Barrel

Body Damage: 9 - 63 (7 shots x 9 damage)
Head Damage: 27 - 189 (7 shots x 27 damage)
Self Harming: N/A

Primary fire uses one shell to release 7 shots in close formation, each worth 9 points damage. This may therefore cause 9 to 63 points of damage depending on the number of shots from the shell that actually hit. A headshot can in theory do from 27 to 189 points of damage.

Double Barrel

Body Damage: 9 - 108 (12 shots x 9 damage)
Head Damage: 27 - 324 (12 shots x 27 damage)
Self Harming: N/A

Secondary fire uses two shells to release 12 shots in a wider formation than single barrel, each worth 9 points damage. This may therefore cause 9 to 108 points of damage depending on the number of shots from the shells that actually hit. A headshot can in theory do from 27 to 324 points of damage.

PREDICTION WEAPONS

Prediction weapons have a delay from the time fired to hitting the target, therefore requiring you to predict the location of your opponent when making the shot.

Prop Physics/Gravity Gun

Body Damage: Varies *
Head Damage: Same as body *
Self Harming: Generally no, but objects may be caught and flung back at you. It is possible to suicide on a prop you have flung if you somehow end up back in it's path, such as throwing it up in the air and having it land on you.

* Damage done by the gravity gun varies depending on the following attributes of the object being flung:

Mass

This is not always related to size, some objects are small and heavy, such as a radiator.

Velocity

Heavier objects will lose velocity faster, making longer distance kills harder.

Z-Axis Spin

For example, saw blades spin vertically as they fly.

Angle of Hit on Body

A direct blow hurts more than a glancing one.

Explosive Properties of the Object

Explosive objects yield extra damage, such as explosive barrels, melons etc.

Energy Lost when Hitting a Player

Most props slow down and change angle when they hit a player. If you are the second person hit you will take less. Exceptions include the zombie gibbler (big propellor thing), among other things, that will pass through multiple players without losing energy.

Crossbow

Body Damage: 100
Head Damage: 100
Self Harming: N/A

Orb

Body Damage: 1000
Head Damage: 1000
Self Harming: No, but your orb can be caught in the gravity gun and fired back at you.
Additional feature: Orb tracks opponent upon bounce.

EXPLOSIVES

Explosives yield splash damage that gets gradually less depending on splash radius and the number of units distance away you are upon detonation. Explosives will yeild 5 to 10 points damage at the edge of their splash radius. To see your position and how far the splash radius is, enter the following in your console: cl_showpos 1

Hand Grenade

Maximum Damage: 250
Damage held in Gravity Gun: 225
Splash Radius: 256 units
Self Harming: Yes, if you are within the splash radius you also take damage. Note that grenades may be caught in the gravity gun and thrown back.

SMG/Impact Grenade

Maximum Damage: 200 *
Damage held in Gravity Gun: N/A
Splash Radius: 192 units
Self Harming: Yes, if you are within the splash radius you also take damage.

* SMG Nades appear to do more damage to armor than to health. Until an accurate formula can be determined, the rule of thumb is that they will do approximately 95 damage with a 2x multiplier to any armor affected. SMG Nades also have a small amount of mass and may or may not deliver an additional point of physics damage on a direct hit.

RPG

Maximum Damage: 250
Damage held in Gravity Gun: N/A
Splash Radius: 384 units
Self Harming: Yes, if you are within the splash radius you also take damage.

SLAM (Satchel and Trip Mine Functions)

Maximum Damage: 300
Damage held in Gravity Gun: 200
Splash Radius: 192 units
Self Harming: Yes, if you are within the splash radius you also take damage. Note that satchel slams may be caught in the gravity gun and thrown back.

Explosive Prop (Barrel Example)

A barrel is used as an example here because it is so common and is a good example of an explosive prop.

Maximum Damage: 180 splash damage (plus additional physics damage on a direct hit, typically instant kill).
Damage held in Gravity Gun: 160
Splash Radius: 256 units
Self Harming: Yes, if you are within the splash radius you also take damage. Note that explosive props may be caught in the gravity gun and thrown back.

Not all values are guaranteed perfectly accurate. Thanks to Ko-Tao for helping me compile this.

WT

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