Weapon Stats

From RenegadeWiki
Jump to: navigation, search

Contents

[edit] Special Notes

hey there and thank you for your info – I've certainly pckied up something new from right here. I did however expertise several technical points using this site, as I experienced to reload the website many times previous to I could get it to load correctly. I had been wondering if your web host is OK? Not that I am complaining, but sluggish loading instances times will often affect your placement in google and can damage your high quality score if advertising and marketing with Adwords. Well I am adding this RSS to my e-mail and could look out for a lot more of your respective fascinating content. Ensure that you update this again very soon.| Note: All weapons affiliations(In use by:___) are for Multiplayer.

Headshots do 5x damage, weapons with Steel warhead types do 2x damage to all infantry units.

[edit] Projectile Types

Instant: Instantly hits. (Snipers, Railgun/PIC...)
Projectile: Does not instantly hit. Has a visible, slower-moving projectile. These are weapons that you need to lead targets with. (Tiberium Auto-Rifle, Chainguns/Automatic Rifles, Rocket Launcher...)
Sticky: These types of projectiles are special in that, instead of bouncing or ricochetting, they stick to a target or surface until triggered. (All C4 types.)

[edit] Bullet Weapons

These weapons use near-instant projectiles that pierce flesh, but usually have little effect on vehicles.(The obvious exception being light-armored vehicles.)

[edit] Automatic Pistol

The automatic pistol is the weapon of choice for stealth missions, boasting a 12 round clip and infinite ammo with a built-in silencer. (The ammo is so lightweight that it's just infinity that you're carrying around there.) All characters spawn with an automatic pistol.
Range: Medium
Rate of Fire: 3 Bullets/1 Second
Projectile Type: Instant
Damage: 10 to body, 50 to head on all characters.
Warhead: Shrapnel
In use by: GDI, Nod

[edit] Automatic Rifle

The automatic rifle is the standard issue for Nod and GDI troops. Its magazine can hold 100 bullets. When full, you have the 100 bullet magazine plus 4 extra magazines for a total of 500 bullets. The automatic rifle is given to you as a regular soldier when you spawn.
Range: Long
Rate of Fire: 10 Bullets/1 Second
Projectile Type: Projectile (it does have a minor travel time on it, I believe the speed is either 250 or 350 where 400 is instant.)
Damage: 7 per shot with GDI rifle, 35 Damage per headshot, 5 per shot with Nod rifle, 25 Damage per headshot. Note: some servers modify it to to 10 damge for both sides.
Warhead: Shrapnel
In use by: GDI, Nod

[edit] Shotgun

Shotgun.jpg

The shotgun is a very deadly gun at close range. Out past about 30-40 feet, the gun is useless. It does very good damage to light-armored vehicular targets like Humvees or Nod Buggies. The shotgun is used by shotgun troopers and can also be picked up at weapon spawn points. If you wont to test tis gun's true power, sneak up behind a guy (especially snipers), aim for his head, and BAM! The shotgun carries a total of 40 shells, 8 per clip.
Range: Short
Rate of Fire: 1 Shells/1 Second
Projectile Type: Instant(Spread-Fire)
Warhead: Shrapnel
In use by: GDI, Nod

Damage vs. vehicles:

Flame TankStealth TankLight TankAPCMobile ArtilleryNod BuggyApache
24242424288288288
Medium TankMammoth TankAPCMRLSGDI HumveeOrcaTransport Chopper
242424288288288288


Vs. Buildings at the MCT (per clip): 2% (10 damage)
Vs. Buildings, non-MCT (per clip): Negligible


Oddly enough, shotguns actually do some amount of damage at the MCT. It's not much, but it could be enough to save a game. Note also that two shotgunners can kill a building by themselves if they both use their C4 and all their shotgun ammo on the MCT. This is amusing, but not entirely practical in a real game.

[edit] Chaingun

The chaingun is a scaled-down version of the much-feared minigun. With rotating barrels, it is capable of discharging a large number of bullets in a short amount of time. It has 100 bullets per magazine, 500 rounds total. The characters that use the chain gun by default are the Nod Officer and the GDI Officer.
Range: Long
Rate of Fire: 10 Bullets/1 Second
Projectile Type: Projectile (it does have a minor travel time on it, I believe the speed is either 250 or 350 where 400 is instant.)
Damage: 10 per shot
Warhead type: Steel
In use by: GDI, Nod

This gun is widely under-rated, and is the best anti infantry gun that isn't a sniper. Constant shots to the head of an enemy will drop them close to instantly. Not quite as fast as the flame thrower, but the flame thrower has to be at point blank range, while the Chaingun doesn't.

[edit] Sniper Rifles

There are 2 sniper rifles in Renegade. Both kill in a headshot, zoom, and have directional microphones, but that's where the similarity ends.

[edit] Sniper Rifle

Sniperifle.jpg

This is the basic sniper rifle. An advantage over the Ramjet is that you can't tell where the sniper is shooting from; the Ramjet leaves a blue trail right back to the person who fired it. True snipers will choose the basic sniper rifle over the Ramjet any day, since it's no trail and fires faster, although it reloads slower. The sniper rifle has a 4 round magazine, with 32 bullets in reserve for a total of 36 bullets.
Range: Beyond Extreme
Rate of Fire: 1 round/second
Reload Time: 3.06 seconds
Projectile Type: Instant
Damage: 100
Warhead: Shrapnel
In use by: GDI, Nod

[edit] Ramjet Rifle

The ramjet rifle is a deadly weapon. Able to kill a basic character in a single shot, it is a very formidable weapon if the enemy's Hand of Nod or Barracks are destroyed. This is usually frowned upon (because of the easy one shot kill, which requires almost no aiming skills) and the ramjet snipers will be called "n00bjets" if they frequently use it. The ramjet rifle can also bring an expensive character down to half health if they are hit anywhere besides the head. However, don't get too cocky; the ramjet rifle's bullets have blue tracers, which make a trail back to your position. It fires jet-propelled bullets.
The ramjet rifle also gives lots of points for hitting vehicles due to an error in Renegade's weapon tables, on servers not running the pointsfix. This tactic is frowned upon by almost everyone in the community, unless they're using it on light armored vehicles (although people might still get mad) The ramjet rifle has a 4 round magazine like the sniper rifle, and also has 32 bullets in reserve. It fires slower but reloads faster than the regular sniper rifle.
Range: Beyond Extreme
Rate of Fire: .75 round/second (1 round every 1.33 seconds)
Reload Time: 2.06 seconds
Projectile Type: Instant
Damage: 200
Warhead: Steel
In use by: GDI, Nod

[edit] Tiberium-Based Weapons

These Tiberium weapons pack more of a punch than regular weapons, continuing to damage you even after you've been shot!

[edit] Chemical[Chem] Sprayer

This tiberium weapon is very similar to the flamethrower, shooting a jet of concentrated tiberium wherever you point it. By default, the Chemsprayer is used by Nod's chemical trooper. It has a 100 round clip with 400 in reserve for 500 rounds total. Like the flamethrower, the Chemsprayer fires 5 actual bursts of chemicals for each round fired. The Chemsprayer does insane damage to light armored vehicles and buildings at the MCT, and murders any infantry that's unfortunate to get caught in its chemical clouds.
Range: Medium-Short
Rate of Fire: 10 Abrasive Clouds/1 Second
Reload Time: 2.52 seconds
Projectile Type: Projectile(Tiberium)
Damage: 2.25x5 shots/burst (plus tiberium poison damage)
In use by: Nod

[edit] Tiberium Auto Rifle

The tiberium auto rifle is one of the worst weapons in the game. Its bullets travel much slower than other weapons which makes it harder to hit moving infantry and vehicles at long distance. It has 50 rounds per clip, 250 rounds total. It does OK damage against vehicles, but you won't be able to kill buildings on your own with just this gun and your C4. Above all else, it is not a very good weapon to use unless the game has just started.
Range: Long
Rate of Fire: 5 rounds/second
Reload Time: 2.27 seconds
Projectile Type: Projectile(Tiberium, small splash cloud)
Damage: 8 (plus tiberium splash/poison damage)
Warhead: TiberiumBullet
In use by: GDI

[edit] Tiberium Flechette Gun

The tiberium flechette gun shoots small pieces of tiberium at its target. It is extremely effective against infantry, and does a decent amount of damage versus light armored vehicles, but against heavy armor you should save your ammo unless you're the only person there. It has 100 rounds per clip, with a total of 500 rounds.
Range: Long
Rate of Fire: 10 rounds/second
Reload Time: 1.60 seconds
Projectile Type: Projectile(Tiberium)
Damage: 10 (plus minor tiberium poisoning of about 10 points)
Warhead: TiberiumShrapnel
In use by: GDI

[edit] Energy Weapons

Energy weapons are some of the more dangerous weapons in the game. Many different types of weapons fit into this category.

[edit] Laser Rifle

Laserifle.jpg

The laser rifle is the standard issue rifle for the Stealth Black Hands. This is an excellent, well rounded weapon overall. It has a low rate of fire but good damage and is incredibly accurate even at long distances, and does great damage against all types of targets, with the exception of heavily armored vehicles. It does more damage per shot than its brother, the Laser Chaingun, but it fires slower. This weapon also has the distinction of possessing the quickest reload rate in the game. One bad thing is it's easy to hear firing sound, which will quickly attract people if you're a SBH.
Range: Long
Ammo: 100/400
Rate of Fire: 5 rounds/second
Reload Time: 1.07 seconds
Projectile type: Instant
Damage: 10 (plus 10 burn damage per shot)
In use by: Nod

[edit] Laser Chaingun

The laser chaingun is one of the best guns in the game. Overall, the only gun that beats it is the Volt Auto Rifle, as it excels in the same areas but does more damage per shot. However, some people prefer the LCG over VARs because of VAR's relatively short range. The LCG fires much faster than the Laser Rifle does, and although it does slightly less damage per shot the cumulative effect makes this an extremely deadly weapon to infantry and vehicles alike. The LCG is capable of laying out a massive amount of pain very quickly, and makes a great weapon to defend against rushes with or to patrol tunnels on maps like Field. This weapon is carried by Nod's Laser Chaingunner by default.
Range: Long
Ammo: 100/400
Rate of Fire: 10 rounds/second
Reload Time: 1.73 seconds
Projectile type: Instant
Damage: 8 (plus 10 burn damage per shot)
In use by: Nod

[edit] Volt Auto Rifle

This is probably the best overall gun in the game. It fires bolts of lightning at targets, has an excellent rate of fire, and does insane damage to every type of armor in the game. The VAR is a great weapon for base defense, as it fries infantry in as little as 4 headshots and melts vehicles into scrap. In short, this is the gun you want if you're not looking to waste time with small talk and want to get straight to the ownage. The only weakness of this weapon is range. Unless you're close to your target, save your ammo. Mobius and Mendoza are the only characters to carry VARs by default. Note that while they both do the same damage, Mobius and Mendoza carry different VARs. The GDI/Mobius VAR shoots a White bolt of electricty, while NOD's/Mendoza's VAR shoots a Blue & Purple bolt of electricity. In any event, if spawn weapons are enabled on a server, it is possible to end up with 2 VARs.
Range: Medium
Ammo: 100/400
Rate of Fire: 10 round/second
Reload Time: 2.27 seconds
Projectile type: Instant
Damage: 10 (plus 10 burn damage per shot)
Warhead type: IonCannon (this is the generic electric warhead)
In use by: GDI, Nod

[edit] Railgun

The railgun is Nod's answer to GDI's Personal Ion Cannon. Its primary use is to bring down armored vehicles although it is also highly effective vs. infantry, capable of killing anything in a headshot. Don't miss, though; the reload time is slow, and you may be dead by the time you get another shot off. Railguns also do great damage against buildings, inside or out. Raveshaw is the only character to come with a Railgun by default.
Range: Extreme
Ammo: 1/30
Rate of Fire: 0.35 round/second (one shot every 2.85 seconds)
Reload Time: 2.85 seconds
Projectile type: Instant
Damage: 200 (+10 Shock Damage)
In use by: Nod

[edit] Personal Ion Cannon

An infantry portable Ion Cannon, its primary use is to bring down armored vehicles, It is also highly effective vs. infantry, capable of killing anything in a headshot. Don't miss, though; the reload time is slow, and you may be dead by the time you get another shot off. The PIC does great damage against buildings, inside or out. The PIC reloads slightly slower than the Railgun does, but it does more damage against buildings at the MCT. PIC Sydney is the only character to come with a PIC by default.
Range: Extreme
Ammo: 1/30
Rate of Fire: .33 rounds/second (1 round every 3 seconds)
Reload Time: 3.00 seconds
Damage: 200 (+10 Shock Damage)
Projectile type: Instant
Warhead type: IonCannon
In use by: GDI

[edit] C4

"I got a present for ya!" C4 is one of the most versatile explosives in the world. Its consistency is much like Play-Doh, and it's perfectly safe... Until you run an electrical current while through it while hitting it! Because of this, it can stand up to a lot of abuse, unlike other common explosives.

In C&C mode, there is a limit to how much C4 can be placed at one time. If your team has 30 remote or proximity C4s placed, and you place one more, the first of those 30 C4s will disappear, and so on. This is called the "mine limit"(timed C4s are not counted towards the limit.) Some servers modify the mine limit, or have different mine limits for each map. To check the minelimit, open a chat window and type !minelimit or !mlimit.

C4 can be disarmed by repair guns, but can also be stuck to any character, vehicle, or structure in the game, making it highly versatile.

[edit] Timed C4

Timed C4 is the most powerful type in the game. It is as powerful as two remote C4s. All characters carry a timed C4 charge, but Hotwires and Technicians carry 2. These have a 30 second timer, and will do 40% damage to a building. They also do 400 damage to all vehicles, and will kill any infantry unit caught on or near the blast. They're very fun and amusing to use, so use em in any situation you want.
Range: Very Short
Rate of Fire: 1 Timed C4/2 Second
Projectile Type: Sticky
In use by: GDI, Nod

[edit] Remote C4

Remote C4 is slightly more versatile than timed C4 in that you can set it off at your leisure. It does half the damage of a timed C4 charge. Remotes do 20% damage to buildings, 200 to vehicles, and a sizable amount to infantry. They won't kill anything but free infantry in one hit though, and that's only if you can stick the explosive right on their head. These are great for setting up anti-infantry traps, unless they actually spot the C4. Hotwires, Technicians, and all Engineers come with 2 remote C4 charges.
Range: Very Short
Rate of Fire: 1 Remote C4/2.25 Seconds
Projectile Type: Sticky
In use by: GDI, Nod

[edit] Proximity C4

This is the base defender's best friend, the proximity mine. They do 45-65 damage to infantry units depending on how close the unit is to the blast, so 5 or 6 mines will kill any infantry unit in the game. These are most commonly seen inside doorways of buildings or in high-traffic areas like tunnel entrances. Proximity C4 also does about 30 damage per mine to vehicles, but you are better off using them to defend against infantry since you can only have a limited number of mines on the field at any given time. Hotwires and Technicians come with 5 Proximity C4 charges, but can carry up to 6 so it is wise to reload instantly.
Range: Very Short
Rate of Fire: 1 Proximity C4/2 Seconds
Projectile Type: Sticky
In use by: GDI, Nod

[edit] Misc. Weaponry

Here-in lies the weaponry that doesn't really fit anywhere else, like the various launchers and the Flamethrower.

[edit] Flamethrower

The flamethrower is a very frightening weapon if you are not the one holding it. Shooting a jet of fire, this weapon is easily able to bring down heavy armor in tanks and other vehicles. The flamethrower is not very effective against infantry except in closed areas. After being hit by the flames, you will continue to recieve damage while you burn. It does not have an extremely long range, so be careful when approaching the enemy! Each clip has enough ammunition for 100 shots. It has the same amount of extra magazines as the automatic rifle, with 4 in reserve, for a total of 500 available shots. Note that it can also make it difficult to see for other players.
Range: Medium-Short
Rate of Fire: 10 Flames/1 Second
Projectile Type: Projectile(Burning)
In use by: Nod

[edit] Grenade Launcher

Grenade launchers are effective explosive weapons at close range. The trajectory, however, is such that the grenade does not travel in a straight line. Instead, it makes an arc before coming down to the ground and exploding. This allows you to fire it over walls or other obstructions. This gun takes some time to get used to, so aim properly. The grenade launcher holds 8 grenades per round magazine, with 32 in reserve for a total of 40 grenades at your disposal.
Range: Extreme(View Range); Medium-Long(Attack Range)
Rate of Fire: 1 Grenade/1.33 Seconds
Projectile Type: Projectile
Damage: 15 (plus explosive warhead)
Warhead: Steel
In use by: GDI

[edit] Rocket Launcher(Normal)

Rocketlauncher.jpg

The rocket launcher is an extremely deadly weapon if used correctly. This version is carried by the GDI/Nod Rocket Officers, and is normally the only rocket launcher available to Nod. This is a good, cheap weapon to stop vehicles with, and also works wonders against buildings. It can be extremely effective against infantry if used properly... the splash damage will kill most units in 4 or 5 shots, or you can aim for the chest and do it in 1 or 2 shots.
Range: Almost Infinite
Ammo: 6/36
Rate of Fire: .75 rounds/second (1 round every 1.33 seconds)
Reload Time: 2.80 seconds
Unattenuated damage per shot: 35 (plus explosive warhead/splash damage)
Projectile Type: Rocket
In use by: GDI, Nod

[edit] Rocket Launcher(Special)

Rocketlauncher.jpg

GDI's Gunner carries with him a rocket launcher much like the ones Rocket Officers own, except the rate of fire is much improved, the speed of the rocket in flight is almost double and it does slightly more damage. The same basic rules for usage apply. This is a great weapon to stop vehicles with, and also works wonders against buildings. It can be extremely effective against infantry if used properly... the splash damage will kill most units in 4 or 5 shots, or you can aim for the chest and do it in 1 or 2 shots. If used properly, this rocket launcher can kill any infantry character in one Headshot. Nod does not get this upgraded rocket launcher, unless you can kill a Gunner and steal one if the server allows weapon drops.
Range: Almost Infinite
Ammo: 6/36
Rate of Fire: 1 round/second
Reload Time: 2.80 seconds
Unattenuated damage per shot: 40 (plus explosive warhead/splash damage)
Projectile Type: Rocket
In use by: GDI

[edit] Repair Gun

The most self-explanatory weapon here. This gun does not cause damage, but instead will increase the health of buildings, tanks and teammates. This is also the only weapon that is able to disarm Ion Cannon beacons, Nuclear Strike beacons and all types of C4. Engineers will start out with this weapon. Hotwire and the Nod Technician repair at twice the rate and have longer range on their repair guns. The repair gun's energy is infinite; you don't even need to reload.(classified in Renegade ingame as "7", energy weapon)
Range: Short
Rate of Fire: 10 Repair Beams/1 Second
Projectile Type: Instant
Warhead: Repair
Damage: Basic:-2 damage per shot, Advanced: -4 damage per shot In use by: GDI, Nod

[edit] Repair Gun (Single Player Version)

This weapon is not one that actually ever sees the light of day in normal Multiplayer mode, but plays a key point in the self-defense of Nod Technicians in Single Player mode. This weapon has an odd rate of fire, shooting five Repair Beams at a time, then idling for half a second, and repeating. The secondary fire damages infantry, vehicles, and structures. When fired from secondary mode (damage), the beam appears to be light gray and extremly weak, compared to a normal Repair gun, which fires a blue beam.
Range: Short
Rate of Fire: 5 Repair Beams/1 Second
"Reload" Time: 0.5 Seconds
Projectile Type: Instant
Warhead: Repair
In use by: Nod

[edit] Beacons

Beacons are an important part of Renegade. They allow for quick destruction of large structures. Once a beacon is placed, you have 48 seconds to either defend it from being disarmed or disarm it. The only way to disarm a beacon is to shoot it with the repair gun.

Additionally, the beacon pedestal is one way to win the game. To win, you simply have to place a beacon on the opposing team's pedestal. When the beacon goes off, you will have won the game, no matter how many enemy structures there are still standing. These beacons are located inside the Hand of Nod and in the GDI Barracks.(To see if the game you're playing allows you to do this, view the Game Information.(The default key for this action is "L".))

[edit] Ion Cannon Beacon

This beacon is in use by GDI. It's able to quickly be laid, allowing for precise targeting from GDI's space-based land-pointed ion cannon technology. When placed it start storming and warning all players and counting down. After 45 seconds, the ion cannon is locked on and the structure that it was targeting is now no more. Like the nuclear strike beacon, the ion cannon beacon only has a limited range. If it's too far away, it will only damage the building. If an ion cannon beacon is in the final 10 seconds before detonation then blue particles will start gathering near the beacon.
Range: Long
Deploy Time: 5 Seconds
Detonation Time: 48 Seconds
In use by: GDI

[edit] Nuclear Strike Beacon

The nuclear strike beacon is a much-feared asset of Nod's army. Able to quickly pinpoint targets to be striked with Nod ICBM's/SLBM's, this beacon is easy to place. This is most commonly done with a Stealth Black Hand, since they're able to sneak into enemy bases with a small chance of being seen.Once placed,everyone is notified that a beacon has been placed, and the sky start turning red, and an air raid siren is heard. This transmits its coordinates via ULF to nod command consoles that commands nuclear missile launches from submarines,TEL's and Nod Temple at a range of 7500 km with a high yield. Don't forget though: the beacon only has a limited range. If you place it too far away from a structure, it will not destroy it, but simply damage it. On many maps, you can do this without being shot at by placing them in tunnels near the structure you want to destroy. This is called a tunnel beacon, and some servers ban for this so be sure you are aware of the rules before you do it.If a nuclear strike beacon is in the final 7 seconds before detonation a nuclear missile will start hurtling down from the sky towards the beacon.
Range: Long
Deploy Time: 5 Seconds
Detonation Time: 48 Seconds
In use by: Nod (Can be picked up in Single Player Mode in the "Obelisk Of Oppression" Mission)

Renegade Gameplay Information Navigation

Commonly-used Abbreviations | Renegade maps | The Game Modes

GDI Character Stats | GDI Vehicle Stats | Nod Character Stats | Nod Vehicle Stats | Weapon Stats

Personal tools