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Weapon: Gauntlet

Gauntlet: The gauntlet combines a whirling saw blade with a powerful electrical charge to create a deadly close-combat weapon. Unlike the other weapons, the gauntlet needs no ammunition, so it's always ready to go.

Gauntlet

You'll need to be up close and personal for the Gauntlet to hit, and when it does, you'll do 50 points of damage per smash. This weapon should only be used as an absolute last resort, since it's especially hard to use on those   "hoppy-jumpy players" who insist that they were Kangaroos in another life...
   
Max Ammo: N/A
Rate of Fire: N/A
Speed of Projectile: N/A
Range: In your face!
Direct Damage (one-shot): 50 points
Splash Damage: N/A
    

HUD Icon: Not Applicable
    

Weapon: Machine Gun

Machine Gun : Although not particularly powerful, this weapon has a high rate of fire and can be used to blanket an area with a suppressing hail of bullets.

Machine Gun

Our starting weapon should ditched almost immediately in favor of a Shotgun or Rocket Launcher. The only time I find the Machine Gun useful (aside from respawns where you absolutely HAVE to use it), is when playing on
the Bounce Pad levels, and players insist on jumping from pad to pad without ever touching the ground. It's also useful to "pick up the scraps." Try to get the final hit on a group of weakened opponents who have been duelling with one another in the center of the arena (easy frags).
     
Max Ammo:
200
Rate of Fire: Very High
Speed of Projectile: Instant Hit
Range: Infinite (although pattern disperses with range)
Direct Damage (one-shot): 7 points
Splash Damage: N/A
    

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Weapon: Shotgun

Shot Gun : One of the most common weapons scattered throughout the arenas, the shotgun delivers an instantly impacting shower of heavy pellets. Reloading causes a short delay between shots.

Shotgun

This weapon is usually a one-shot kill at close range, and gives the term "streetsweeper" a whole new meaning when used in heavy crowds. The farther away your target, the less likely you are to hit them with one of the
10 pellets in each shot. Some players swear by it, while others despise it. I happen to be right in the middle of the two, using it only as the opportunity arises.
    
Max Ammo: 200
Rate of Fire: Slow
Speed of Projectile: Instant Hit
Range: Infinite (but not very accurate at more than 50 ft.)
Point Blank Range: 110 points
10 ft. away: 100 points
20 ft. away: 50 points
30 ft. away: 5-30 points
Splash Damage: N/A
   

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Weapon: Grenade Launcher

Grenade Launcher : The time-fused grenades fired by this weapon are incredibly powerful and have a wide blast radius.

Grenade Launcher

Not so great for offense, but great for defense. The GL lobs projectiles that are just as powerful as a rocket, yet you can have five or six of them around the corner of a small hallway in seconds flat. Try using it when being pressed by an extremely aggressive opponent. They'll think twice about rushing after you make 'em eat one or two of these puppies...
   
Max Ammo: 200
Rate of Fire: Moderate
Speed of Projectile: Very Slow
Range: 75-90 ft. maximum
Direct Damage (one-shot): 100 points
Splash Damage: 1-99 points (depending on range)
    

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Weapon: Rocket Launcher

Rocket Launcher : The rockets fired by this heavy weapon have a large blast radius, enabling them to harm several targets at once. Be careful when using this weapon, since it's easy to include yourself in the explosion!

Rocket Launcher

If you're going to practice with a specific weapon, then make sure to invest some time with the RL (my personal fave, along with about 10 million other deathmatchers around the world). Not only will you need to learn to effectively use it, but you'll also need to learn to take countermeasures against it. Since it's not an instant hit weapon (it's actually rather slow), a good player will learn to dodge and avoid rockets on a regular basis. Considered to be the best and most effective weapon for Deathmatch, the RL can be a menace when used by an expert. Try shooting a rocket at your opponents feet, bouncing them up in the air, then hitting them on their way down with a follow up rocket for the frag. Now sit back and watch your frags rack up faster than an overclocked Celeron 300A.
   
Max Ammo: 200
Rate of Fire: Moderate
Speed of Projectile: Slow
Range: Infinite
Direct Damage (one-shot): 100 points
Splash Damage: 1-99 points (depending on range)
    

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Weapon: Lightning Gun

Lightning Gun : The most unusual weapon in the arena, the lightning gun unleashes a powerful stroke of electricity at its target. Despite its short range, nothing looks cooler than the lightning gun!

Lightning Gun

The LG can cut down grouped enemies like no other. If you have a good aim, and are able to "track on" to players with ease, the LG is for you. One pull of the trigger will do 8 points of damage, although the longer you keep it focused on the enemy, the more damage it will inflict. Be aware that it DOES have a limited range, which we measured out to be around 75 ft. in-game.
   
Max Ammo: 200
Rate of Fire: Constant
Speed of Projectile: Instant Hit
Range: 75 ft.
Direct Damage (one-shot): 8 points
Splash Damage: N/A
   

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Weapon: Railgun

Rail Gun : This highly accurate weapon uses a linear accelerator to throw a depleted uranium slug at an incredible rate of speed. The gun's accelerator must recharge between shots, causing a delay before it can be fired again.

Rail Gun

The Quake I crowd will tell you that the RL is king, just as the Quake II crowd will tell you that the Rail Gun is king (excluding the BFG, of course). So in other words, get good with both of 'em if you want to be a dominant player. Several of the tourney maps have Rail Guns on them, so expect to face a lot of players who know how to handle rails if you plan to compete. The Rail isn't just a sniper weapon though; it can be almost as useful in a heated duel if your aim is good enough. The Rail Gun takes the most practice of all weapons to master, but once you do, server domination against even expert level players will be that much easier...
    
Max Ammo: 200
Rate of Fire: Slow
Speed of Projectile: Instant Hit
Range: Infinite
Direct Damage (one-shot): 100 points
Splash Damage: N/A
    

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Weapon: Plasma Gun

Plasma Gun : This powerful energy weapon unleashes a deadly stream of plasma pulses that rapidly consume its energy supply.

Plasma Gun

This weapon has an extremely high rate of fire, and does 20 points of damage with each ball (on direct hits), making it great as a room clearer. Its only drawback is the fact that the projectiles themselves are easy to dodge at medium to long ranges. The Plasma Gun is good for players who have a bad aim, since the shots give off splash damage when they are placed near opponent's feet.
    
Max Ammo: 200
Rate of Fire: Very High
Speed of Projectile: Moderate
Range: Infinite
Direct Damage (one-shot): 20 points
Splash Damage: 1-19 points (depending on range)
    

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Weapon: BFG

BFG-10k : An evolution of the plasma gun, the BFG-10K is the dream weapon of every gladiator in the arena. It hurls devastatingly powerful bursts of fusing plasma to mow down enemies.

Much better than any of the BFG's from previous Quake (and Doom) games, the new and improved 10K is basically a cross between a Rocket Launcher and a Plasma Rifle. Combined with the Quad Damage, it feels reminiscent of the Quad/RL from the original Quake where you could frag anything that moved in less than a second. The projectiles move as fast as a plasma shot, but have the direct and splash damage of a rocket! Obviously, you can see that this is THE weapon of choice when dueling in the arenas, so make it a point to find them when they're available.

Max Ammo: 200
Rate of Fire: Fast
Speed of Projectile: Very Fast
Range: Infinite
Direct Damage (one-shot): 100 points
Splash Damage: 1-99 points (depending on range)
    

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