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| If you don't hold a weapon, pressing the fire button will make you start throwing punches, and if you go prone while using jet boots (a.k.a. superman), headbutting an enemy at high speeds can deal significant damage. You're never truly unarmed! | | If you don't hold a weapon, pressing the fire button will make you start throwing punches, and if you go prone while using jet boots (a.k.a. superman), headbutting an enemy at high speeds can deal significant damage. You're never truly unarmed! |
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| The equipped weapon can be changed using the swap weapon key ''(default key '''Q''')'' or thrown away using the throw key ''(what is the default?)''. The radial menu can be hidden for the duration of the current round (default key: '''B'''). | | The equipped weapon can be changed using the swap weapon key ''(default key '''Q''')'' or thrown away using the throw key (default key '''F or C'''). The radial menu can be hidden for the duration of the current round (default key: '''B'''). |
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| | '''Note''': Different servers may use different weapon modifiers (also known as weapon balance or WM). |
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| == Primary weapons == | | == Primary weapons == |
To eliminate other players, your gostek can use a variety of weapons. When respawning, the player can choose one primary and one secondary weapon from a radial menu. As of version 0.8.46.A there are 11 primary weapons, 4 secondary weapons, and explosive grenades.
If you don't hold a weapon, pressing the fire button will make you start throwing punches, and if you go prone while using jet boots (a.k.a. superman), headbutting an enemy at high speeds can deal significant damage. You're never truly unarmed!
The equipped weapon can be changed using the swap weapon key (default key Q) or thrown away using the throw key (default key F or C). The radial menu can be hidden for the duration of the current round (default key: B).
Note: Different servers may use different weapon modifiers (also known as weapon balance or WM).
Primary weapons
The primary weapons are the main damage dealers in the game. Each requires a different playstyle and can work better or worse in specific conditions, e.g. Rheinmetall works better at a distance than in close quarters combat. They may also differ in reload style – entire magazine vs. reloading each bullet separately – or in other less obvious stats, like flag push force.
Deagles
Introducing the Desert Eagles, a renowned semi-automatic armament. The Deagles pack a substantial punch while boasting a deliberate rate of fire, making them an excellent choice for intense close-quarters engagements and encounters at moderate distances. Their impressive agility places them in direct competition with the MP5 and the Spas 12, granting you a slight edge if your precision and reflexes are honed to perfection.
MP5
The MP5 is a weapon designed for close-quarters combat, boasting an exceptionally high rate of fire. It excels in swiftly eliminating enemies in close combat scenarios. However, its effectiveness diminishes significantly at longer ranges due to limited range and reduced accuracy, which makes it challenging to effectively engage fleeing enemies. Additionally, the weapon experiences a substantial damage drop-off, further emphasizing the difficulty of spraying down opponents at extended distances.
Steyr AUG
The Steyr AUG is an automatic rifle that excels in both close quarters and medium-range engagements, and performs decently at longer distances. While it may not always surpass the Kalash or Rheinmetall in long-range encounters, or the MP5 in close-quarter combat, the Steyr AUG finds its sweet spot right in between these weapons. It offers a dependable and versatile skill set suitable for various scenarios.
Kalashnikov
The Kalashnikov is an excellent choice for a supportive or defensive role in combat. While the AK-47 boasts high damage per bullet, it has a slower rate of fire compared to other automatic rifles. In contrast to its competitor, the Steyr AUG, the Kalashnikov shines in long-distance engagements, but it may not be as effective for quick rushes or close-quarters combat.
Spas-12
The Spas-12 is a semi-automatic shotgun. It is very effective for close quarters combat and is also popular due to its boosting abilities to accelerate speed on your movement, boost flags or boost your teammates. To get the most speed bost you need to fire the Spas backwards immediately after jumping but before entering cannonball. It's a narrow time window but it can be practiced to be executed consistently. In air one can fire the spas backwards to also gain a bit more speed. However, one must have proper ammo management as running into an enemy with an empty Spas (because you've used all bullets for boosting) could be fatal.
M79
The M79 is a grenade launcher, which is good for close-mid combat. It kills in one shot and is also good for boosting yourself, teammates or pushing opponents away. The M79 does also deal splash damage if you hit the ground nearby your enemy!
Getting hit by enemy bullets will bink you.
Dragunov
The Dragunov is a sniper rifle, which is good for range combat and as a supportive weapon. It kills either with two body shots, a head shot and a leg shot, or two body shots and a leg shot. This means that if one shot hits the legs to then be able to kill the enemy in two shots the next shot needs to be a head shot as otherwise the enemy will survive (but with very low HP). This implies that a dragunov player should position himself/herself preferably above the enemy because below the enemy a headshot is impossible as the bullet will inevitably hit the legs or body first. This also means that when directly under an enemy the dragunov is a very ineffective weapon. Your accuracy decreases while moving. To make more accurate shots let go of all keys (including jet) before taking the shot.
Barrett
Introducing the Barrett, a lethal sniper rifle built for long-range precision. With a single shot, it swiftly eliminates enemies, granting you the power to capitalize on strategic moments. Aligning multiple foes can result in devastating outcomes. However, be cautious of its slow rate of fire, as missed shots pose risks. Keep your distance or equip a Makarov as a secondary weapon for close-quarters protection. The barrett only shoots after a very short delay - thus the fire button has to be pressed for a short time: simply pressing fire (without holding it down) will not shoot the barret!
Your crosshair scale indicates your accuracy. Your movement speed decreases your accuracy. Getting hit by enemy bullets will also bink you.
Rheinmetall
Introducing the Rheinmetall gun, a powerhouse with abundant ammo but a slow reload time. It boasts reliable accuracy, although moving while shooting can slightly affect precision. When it comes to long-range battles, this weapon shines, dealing higher damage as the distance increases. However, exercise caution in close combat due to its slow firing speed, which puts you at a disadvantage. To maximize your advantage, maintain a safe distance from your foes.
Rocket Launcher
The Rocket Launcher, as the name slightly suggests, launches rockets. Their explosions push enemies/flags/pickups away, with splash damage that's big enough to kill through thin walls.
You spawn with all 3 rockets ready to shoot, and each click fires one. Your gostek reloads every rocket individually, so it's possible to interrupt the reloading animation and fire again. Note that, annoyingly, the first click will interrupt reloading without shooting anything – you need to click again to actually shoot.
Its rockets expire after 2 seconds, exploding (and dealing damage) in mid-air; since the projectiles are rather slow, you can see explosions of your own RL if you're fast enough.
While the explosions push flags, the rockets themselves pass through them without moving the flag even one pixel, so don't rely on rockets to make power throws.
Due to its pushback, the Rocket Launcher works good for self-propelling by shooting in the opposite direction.
Minigun
Introducing the Minigun, a formidable heavy machinegun armed with a staggering 100 rounds. Its precision falters when firing on the move, but attains remarkable accuracy when stationary or adopting a prone/crouch stance. This adaptable weapon excels in a multitude of roles, whether it's enhancing your own mobility (surfing), bolstering allies, or forcefully slowing down enemies. Beware, though, as the Minigun will overheat after a mere 2.0 seconds of continuous fire, necessitating a brief cooldown period. So aim true and make every shot count to avoid being caught in the wait.
Continuously firing the Minigun will cause overheat. Releasing the Fire button will start the cooldown.
Secondary weapons
Makarov
Introducing the Makarov, a semi-automatic pistol specialized in delivering the final blow to wounded adversaries. Its efficiency shines when used as a secondary weapon alongside heavy hitters like the Barrett or M79.
Knife
Introducing the legendary Combat Knife, a weapon of unparalleled versatility. Not only can it be thrown, but its throw speed can be charged, allowing for precise control over its trajectory. Engage enemies with lethal stabs, swiftly dispatching them with the swift strike of your blade, or unleash a devastating single-hit kill by impaling your foes with an expertly thrown knife, landing it squarely in their guts.
Chainsaw
Introducing the Chainsaw, a fearsome weapon that effortlessly carves through enemies. This devastating tool unleashes relentless carnage. Watch out for overheating during prolonged use, but its rapid cooling system ensures a swift return to action. Engage with brutal efficiency, as no obstacle can withstand the raw power of the Chainsaw.
RPG
The Rocket-Propelled Grenade launcher has the unique feature of its guided projectile. Hold the fire button (default key: left mouse button) and move the crosshair around to make the projectile follow it.
It has 1 grenade that takes six seconds to reload. The reloading starts the moment you shoot, so it's possible to guide the fired projectile while readying the next one.
Since it can curve around corners, it's a great weapon to get rid of campers or flaggers hidden behind a wall. If the wall is thin enough, the RPG can deal significant damage to unfortunate beings on the other side.
The RPG is a great weapon for rocket jumping, i.e. shooting right next to yourself for a massive push. You're sacrificing a bit of your health (and one bullet that's slow to reload) for a large boost to your own speed, which can aid in escaping with a flag.
Like Rocket Launcher's rockets, the RPG's projectile doesn't push the flag at all. You need to cause an explosion nearby to get it pushed.
Other weapons
Headbutt
Colliding head-first with the enemy