From Clogopedia, the Natural Selection 2 Wiki
Default Weapons
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Owner
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Weapon
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Description
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Shared Attributes
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Additional Information
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Marine
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Assault Rifle
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Long-range, rapid-fire weapon with high accuracy.
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- Can be dropped or picked up.
- Dropped weapons are vulnerable to Bile Bomb.
- Weapons 1/2/3 upgrades increase damage.
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- Weapon slot 1.
- Drops reserve ammo as an Ammo Pack.
- Fires a continuous stream of bullets.
- Slight bullet spread cone.
- Secondary melee attack: Rifle Bash
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Pistol
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Long-range, rapid-fire weapon with pinpoint accuracy.
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- Weapon slot 2.
- Fires a bullet on each button press.
- Perfect accuracy.
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Switch-Axe
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Anti-structure melee weapon.
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- Weapon slot 3.
- Cannot be dropped.
- Bonus damage against structures.
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Purchased Weapons
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Buy From
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Weapon
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Description
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Shared Attributes
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Additional Information
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Armory
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Mine
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Proximity explosive that detonates when Kharaa lifeforms are nearby.
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- Can be dropped or picked up.
- Dropped weapons are vulnerable to Bile Bomb.
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- Provides 2 Mines per purchase.
- Weapon slot 4.
- Maximum 2 Mines per player.
- Short arming time before activation.
- Explosion deals damage to owner as well.
- Detonates other Mines in close proximity.
- Detonates prematurely when touched by Infestation or disrupted by Stomp or Parasite.
- Weapons 1/2/3 does not affect damage.
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Shotgun
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Close-range weapon that excels at dealing burst damage.
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- Replaces current primary weapon on purchase or pick up.
- Weapon slot 1.
- Drops reserve ammo as an Ammo Pack.
- Fires 15 pellets per shot in cone-shaped pattern.
- Each pellet does 11.34 damage.
- Reloads magazine tube one shell at a time.
- Weapons 1/2/3 upgrades increase damage.
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Welder
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Advanced Repair and construction utility.
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- Weapon slot 3.
- Replaces Switch-Axe and Build Tool on purchase or pick up.
- Constructs and repairs unbuilt structures simultaneously.
- Repairs Marine and Exosuit Armor only.
- Repairs Frontiersmen robots and structures completely.
- Repairs broken Power Nodes quickly.
- Slowly repairs owner's armor when welding friendly players and structures.
- Bonus damage against Flammable Kharaa structures.
- Weapons 1/2/3 does not affect damage.
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Cluster Grenade
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Hand grenade that fragments into smaller explosives.
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- Cannot be dropped.
- Weapon slot 5.
- Provides 1 hand grenades per purchase.
- Maximum 1 grenades total
- Maximum 1 type of hand grenade per player.
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- First explosion deals moderate damage.
- Fragments deal lower damage.
- Explosion deals damage to owner as well.
- Bonus damage against Kharaa structures.
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Nerve Gas Grenade
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Hand grenade that emits an Armor-melting gas cloud.
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- Short activation delay after throwing.
- Damage applies to Armor only.
- Gas cloud dissipates after a short time.
- Used mainly in preemptive damage to Marine pushes.
- Reveals invisible Cysts
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Pulse Grenade
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Hand grenade that reduces lifeform attack speed.
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- Explodes on impact with lifeforms and structures.
- Deals high burst damage.
- Explosion deals damage to owner as well.
- Reduces attack speed for all Kharaa lifeforms in range.
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Advanced Armory
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Grenade Launcher
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Long-range, anti-structure weapon that launches explosive grenades.
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- Weapon slot 1.
- Replaces current primary weapon on purchase or pick up.
- Drops reserve ammo as an Ammo Pack.
- Can be dropped or picked up.
- Dropped weapons are vulnerable to Bile Bomb.
- Weapons 1/2/3 does not effect damage.
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- Fires 1 grenade per shot in an arc.
- Reloads clip one grenade at a time to max of 4.
- Grenades detonate on impact with Kharaa units and structures.
- Detonates after a short fuse time.
- Explosion deals damage to owner as well.
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Flamethrower
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Medium-range, multipurpose support weapon that sets Kharaa units, structures, and surfaces alight.
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- Fires a continuous stream of flames (no critical's).
- Slowly drains burning lifeforms' energy.
- Leaves residual fires on surfaces.
- Burns Kharaa units and structures for a short time.
- Bonus damage against all Kharaa structures.
- Disables passive abilities of most Kharaa structures (Cloak, heal etc).
- Disables active abilities of Kharaa static defense structures (Hydra, Whip).
- Destroys Whip bombard and Bile Bomb projectiles mid-flight.
- Evaporates Umbra, Spore, and Drifter-made clouds instantly.
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Machine Gun
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Long-range, big magazine, rapid-fire weapon that deal extra damadge to players.
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- One clip holds 125 rounds.
- Can carry 4 extra magazines, totaling to 625 rounds.
- Deals Puncture damadge
- Fires a continuous stream of bullets.
- Slight bullet spread cone.
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Purchased Equipment
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Buy From
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Equipment
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Description
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Shared Attributes
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Additional Information
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Prototype Lab
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Jetpack
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Equipment that grants short sustainable flight.
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- Permanently equipped on purchase until death.
- Maximum 1 per player.
- Cannot be unequipped or dropped, but can be picked up.
- Commander dropped equipment is vulnerable to Bile Bomb.
- Enables flight by double jumping.
- Drains fuel meter while in use.
- Equipped load out increases or lowers this speed.
- Refills fuel meter while not in use.
- Refills armor when equipping the Jetpack.
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Exosuit
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Mechanical suit equipped with an anti-armor Minigun and anti-structure Power Claw.
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- Uses Armor only (no Health).
- Immune to Biological and Gas Damage Type attacks.
- Can be repaired by Welder and MACs.
- Cannot receive Med Packs or replenish health from an Armory.
- Armor 1/2/3 upgrades increase total health.
- Weapons 1/2/3 upgrades increases weapon damage.
- Targeting system locks onto moving Kharaa lifeforms on screen.
- Use thrusters to dash forward or lift up.
- Pilot can eject from Exosuit to resume Marine duties.
- Cannot teleport through Phase Gates.
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- Minigun fires continuous rounds of bullets.
- Miniguns can individually overheat and requires a short cooldown to reuse.
- Infinite ammo.
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Railgun Exosuit
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Mechanical suit equipped with an anti-structure Railgun and Power Claw.
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- Railgun fires a unit and structure penetrating projectile.
- Must charge shot completely.
- Player crosshair highlights targets in blue.
- Brief cooldown after each shot or when charging one Railgun.
- Perfect accuracy.
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