Weapons: Difference between revisions
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| [[Tiberium Automatic Rifle]] || [[Mendoza]] | | [[Tiberium Automatic Rifle]] || [[Mendoza]] |
Revision as of 02:31, 21 July 2016
Renegade X features a vast selection of weapons for players to fight with, from mass-produced Automatic Rifles to highly advanced Railgun prototypes. Players will be able to see each infantry class' loadout from the Purchase Terminal selection screen (including a small statistic chart showing damage, range, rate of fire, and magazine capacity) and pick the infantry class they are most comfortable fighting with, whenever that is going guns blazing with Chainguns, Tactical Rifles, or Laser Chainguns, or steadily aiming at the opponent's heads with Sniper Rilfes or Ramjet Rifles from afar.
Each faction has different unique weapons: the Global Defense Initiative fight with explosive weaponry, such as Flak Cannons or a special Rocket Launcher able to fire six rockets before needing to reload; with its R&D manufacturing sophisticated weaponry such as Personal Ion Cannons and Volt Automatic Rifles. The Brotherhood of Nod fight with laser technology, arming their special ops Black Hand squadrons with Laser Rifles and Laser Chainguns, and employs liquid Tiberium for weapons such as Chemical Throwers and Tiberium Automatic Rifles.
Every weapon has a generic efficiency role, from killing other infantry, destroying light or heavy armored vehicles, damaging Buildings, or even being effective versus everything.
For players who desire to tackle on a more supportive role, they can help their teams by arming themselves with the Engineers' Repair Guns and provide repairs to vehicles, heals to other infantry, or even subtly sabotage the opponent buildings.
Every infantry has at least one side-weapon used in case the primary weapon is out of ammunition or it needs to be reloaded. In some custom maps, weapon pickups might appear and the players can acquire a copy of that weapon by going on top of it. The weapon will reappear after a certain period of time has passed, and it will be ready to be picked up again. Note that if the player gets killed, they will lose the weapon that they picked up.
Every weapon has an amount of ammunition that it can hold in one clip before needing to reload and a magazine holding the total ammunition available for the weapon. After the magazine is depleted, the player must head back towards a Purchase Terminal to obtain a refill for the magazine. An exception to such are laser weapons (Laser Rifle and Laser Chaingun), which possess automated recharging in-built batteries, constantly generating more ammunition into the magazine. Side weapons, on the other hand, possess infinite ammunition in their magazine.
Vehicles have their unique armaments and they cannot be changed, but they possess infinite magazines for them thus they will never run out of ammunition.
List of weapons
Primary Weapons
The main weapon of choice carried by each infantry class.
Bullet-based weapons
Weapons pertaining in this category are subject to Kelvar armor damage reduction, and will do bonus damage against flak armored infantry.
Weapon | Carried by |
---|---|
Automatic Rifle | Soldier |
Shotgun | Shotgunner |
Marksman Rifle | Marksman |
Chaingun | Officer |
Explosive-based weapons
Weapons pertaining in this category are subject to flak armor damage reduction.
Weapon | Carried by |
---|---|
Grenade Launcher | Grenadier |
Flamethrower | Flame Trooper |
Flak Cannon | McFarland |
Missile Launcher | Rocket Soldier |
Rocket Launcher | Gunner |
Tactical Rifle | Patch |
Sniper weapons
Sniper weaponry employ armor piercing bullets able to bypass any kind of damage reduction that armors may grant.
Weapon | Carried by |
---|---|
Sniper Rifle | Deadeye/Black Hand Sniper |
Ramjet Rifle | Havoc/Sakura |
Energy and Tiberium-based weapons
Weapons pertaining in this category are able to bypass any kind of damage reduction that armors may grant, and inflict status effects upon hitting other infantry.
Repair Guns
Repair Guns are special weapons that will restore health and armor of the target when fired on allied infantry, vehicles, and buildings; capture Tech Buildings when fired upon their Master Control Terminals; and defuse enemy Proximity C4 and Superweapon Beacons.
Weapon | Carried by |
---|---|
Repair Gun | Engineer |
Advanced Repair Gun | Hotwire/Technician |
Side Weapons
An alternate weapon carried by each infantry, usually weaker than their primary weapon. Note that Laser Chaingunners do not possess any type of side weapon.
Bullet-based weapons
Weapons pertaining in this category are subject to Kelvar armor damage reduction, and will do bonus damage against flak armored infantry.
Explosives
Explosives deal large damage with one impact; they are usually employed to demolish buildings or vehicles (with the exception of landmines designed against infantry), albeit it can prove to be quite effective against infantries at the right moment. All explosives are subject to flak armor damage reduction.
Weapon | Carried by |
---|---|
Timed C4 | Everyone |
Remote C4 | Engineer/Hotwire/Technician |
Proximity C4 | Hotwire/Technician |
Anti Tank Mine | Rocket Soldier/Gunner/Laser Chaingunner/Sydney/Raveshaw |
Utility Grenades
Those grenades have other effects such as forming a cloud of smoke or an EMP field rather than damaging opponent. If they are employed properly, they can prove resourceful for gaining an edge over the opponent team. They will resupply slowly by themselves after use; a refill order at Purchase Terminals will not resupply them.
Weapon | Carried by |
---|---|
Smoke Grenade | Officer/Deadeye/Black Hand Sniper/Havoc/Sakura |
EMP Grenade | Gunner/Laser Chaingunner/Sydney/Raveshaw |
Trivia
- Prior the beta 5.16 patch, which introduced armor types and allocated weaponry to infantry, players could purchase more side weapons for their infantry.
- Optional equipment now allocated to certain infantry classes such as Heavy Pistols, Carbines, Smoke Grenades, EMP Grenades, Anti Tank Mines were used to be purchasable from the Purchase Terminal menu under the "Weapons" tab.
- Controlling the Tiberium Silo allowed players to purchase two more side weapons, the Tiberium Flechette and the old Tiberium Automatic Rifle.
- This aspect of the game was removed in the aforementioned patch mostly because the Tiberium side weapons proved to be stronger than most infantries' primary weapons, while also granting Hotwires/Technicians a relatively strong weapon while infiltrating the enemy base or supporting a tank force, neglecting the necessity to purchase other infantry classes.