Template:Weapons Table

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Default Weapons
Owner Weapon Description Shared Attributes Additional Information

Marine.gif

Marine

Rifle.gif

Assault Rifle
Long-range, rapid-fire weapon with high accuracy.
  • Can be dropped or picked up.
  • Dropped weapons are vulnerable to Bile Bomb.
  • Weapons 1/2/3 upgrades increase damage.
  • 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

Pistol.gif

Pistol
Long-range, rapid-fire weapon with pinpoint accuracy.
  • Weapon slot 2.
  • Fires a bullet on each button press.
  • Perfect accuracy.

Switch axe.gif

Switch-Axe
Anti-structure melee weapon.
  • Weapon slot 3.
  • Cannot be dropped.
  • Bonus damage against structures.


Purchased Weapons
Buy From Weapon Description Shared Attributes Additional Information

Armory.gif

Armory

Mine.gif

Mine
Proximity explosive that detonates when Kharaa lifeforms are nearby.
  • Can be dropped or picked up.
  • Dropped weapons are vulnerable to Bile Bomb.
  • 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.

Shotgun.gif

Shotgun
Close-range weapon that excels at dealing burst damage.
  • 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.

Welder.gif

Welder
Advanced Repair and construction utility.
  • 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.

Cluster grenade.gif

Cluster Grenade
Hand grenade that fragments into smaller explosives.
  • Cannot be dropped.
  • Weapon slot 5.
  • Provides 1 hand grenades per purchase.
  • Maximum 1 grenades total
  • Maximum 1 type of hand grenade per player.
  • First explosion deals moderate damage.
  • Fragments deal lower damage.
  • Explosion deals damage to owner as well.
  • Bonus damage against Kharaa structures.

Gas grenade.gif

Nerve Gas Grenade
Hand grenade that emits an Armor-melting gas cloud.
  • 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

Pulse grenade.gif

Pulse Grenade
Hand grenade that reduces lifeform attack speed.
  • 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.

Advanced armory.gif

Advanced Armory

Grenade launcher.gif

Grenade Launcher
Long-range, anti-structure weapon that launches explosive grenades.
  • 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.
  • 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.

Flamethrower.gif

Flamethrower
Medium-range, multipurpose support weapon that sets Kharaa units, structures, and surfaces alight.
  • 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.

Hmg marines.png

Machine Gun
Long-range, big magazine, rapid-fire weapon that deal extra damadge to players.
  • 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.


Purchased Equipment
Buy From Equipment Description Shared Attributes Additional Information

Prototype lab.gif

Prototype Lab

Jetpack.gif

Jetpack
Equipment that grants short sustainable flight.
  • 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.

Dual minigun exosuit.gif

Exosuit
Mechanical suit equipped with an anti-armor Minigun and anti-structure Power Claw.
  • 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.
  • Minigun fires continuous rounds of bullets.
  • Miniguns can individually overheat and requires a short cooldown to reuse.
  • Infinite ammo.

Railgun exosuit.gif

Railgun Exosuit
Mechanical suit equipped with an anti-structure Railgun and Power Claw.
  • 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.