1.1.3 Weapons

Those techs are great, but pretty damn useless without a weapon to use them with. Here we go with a breakdown of each weapon.

q2_blaster.jpg (4258 bytes)

 blaster1.gif (1374 bytes)

Blaster- The weapon you have by default. It is pretty worthless after you get something bigger, but when you are out of ammo it is better than nothing. It is very accurate however, so it is great for shooting buttons, damage wise it is pretty pitiful.

Damage - 15 per shot

q2_shotgun.jpg (4003 bytes)

 shotgun1.gif (1345 bytes)

Shotgun- A step up from the blaster. Deals decent damage at close to medium range, but at long range it sucks. A much faster reload than the Super Shotgun.

Damage - 4 per pellet 12 pellets per shot

q2_supershotgun.jpg (3754 bytes)

 ssgun1.gif (1347 bytes)

Super Shotgun - The best close range weapon in the game. 1 shot can take down a player with no armour from close range. At medium or long range the spread of the pellets is too great to have any effectiveness.

Damage - 6 per pellet 20 pellets per shot

q2_machinegun.jpg (2325 bytes)  

machinegun1.gif (1355 bytes)

Machine Gun - The best weapon to use with a Quad Damage. It is pretty accurate from all ranges with it being most effective as a medium range weapon. It has a good rate of fire so that it does continuous damage but you don't run out of ammo as quickly as you do with the Chaingun.

Damage - 8 per bullet

q2_chaingun.jpg (2703 bytes)

chaingun1.gif (897 bytes)

Chaingun - The weapon of choice for flag running because it makes a clear cut path home. The fastest rate of fire of any weapon in the game, it can fire up to 40 rounds per second. With this huge rate of fire the Chaingun must have a spin up and a spin down time, this is potentially dangerous as it leaves you virtually unarmed for these few seconds.

Damage - 6 per bullet

grenades1.gif (887 bytes)

Hand Grenades - The most difficult weapon to use since they have a very slow reload rate, and because they don't just keep going. The grenades fall to the ground as detonate after 3 seconds. These are a flag runner's best friend as you can bounce them off of the ground, or walls, or boxes, or anything. They are basically timed mines and if someone is unlucky enough to be just the right distance behind you they will be eating shrapnel.

Damage - 125 with the second largest blast radius behind the BFG

q2_grenadelauncher.jpg (2116 bytes)

grenadel1.gif (1332 bytes)

Grenade Launcher - Like Hand Grenades except that with the Launcher they can be fired faster and further. Once again especially useful for retreating, but if you up for a challenge try hunting a flag runner down with grenades. It is hard and you must arch them right, it is very enjoyable when you actually pop him however.

Damage - 120 with a blast radius only slightly smaller than that of Hand Grenades.

q2_rocketlauncher.jpg (3517 bytes)

rocketl1.gif (1387 bytes)

Rocket Launcher - Possibly the most heavily utilized weapon in Quake 2. Deals excellent damage with a nice blast radius. Basically a Grenade with a rocket strapped on its ass. The lovely rocket on the ass means that this grenade won't fall to the ground, it'll just keep going. The reload and speed of the rockets has been slowed down from Quake.

Damage - 100 + a random amount of damage between 1 and 20.

q2_hyperblaster.jpg (3098 bytes)

hyperblaster1.gif (1342 bytes)

Hyperblaster - A rich man's blaster. It fires faster than the blaster, but just as accurately. That is the beauty of this weapon, it is extremely accurate from any distance while being a rapid fire weapon. Excellent for flag running or for flag recovery. It has a spin down time like the Chaingun, so be careful when firing in long bursts.

Damage - 15 per shot

q2_Railgun.jpg (3676 bytes)

railgun1.gif (1390 bytes)

Railgun - One of the best weapons ever though up! It fires depleted uranium slugs at super high velocities. It can only be stopped by a wall of some kind, so have fun trying to get those 2 kill shots. More commonly is the one shot kill, but with all this killing power comes a few negatives. Actually the only negative is that this weapon fires very slowly, so its not prime for melees. For sniping however it is the "full meal deal."

Damage - 100 per slug

q2_bfg10k.jpg (3313 bytes)

bfg1.gif (1350 bytes)

BFG 10K - The most powerful weapon in Quake 2, some think it is cheap, others think it is masterful. It is a legal weapon in Quake 2, so stop bitching! You have to learn when to use it and when not to. You also have to learn how to play against it. The BFG is based upon the idea of Line of Sight damage. If the BFG can see you, you are gonna get hurt. It has a dense ball and emits beams of light which do massive damage themselves. It is possible to survive multiple BFG's, but the easiest way to avoid damage is to make sure that an unobstructed straight line can not be drawn from the explosion point of the BFG to you. If you can hide behind a box, do it. Since the BFG has a terrible reload rate it is possible to kill the launcher in between shots. Just play smart against a BFG Bitch and you will prevail.

Damage - Beams do 5 per second while the explosion will do up to 200 maximum decreasing the further away from the explosion you are.

What gives these weapons their punch? The Ammo arrow_next.gif (881 bytes)

Outline
Basics of Play
General Tips
The Grapple
McKinley Revival (q2ctf1)
Opposition Stronghold (q2ctf2)
The Smelter (q2ctf3)
Outlands (q2ctf4)
Outlands II (q2ctf4a)
Capture Showdown (q2ctf5)
Advanced Mechanics
Working Like a TEAM
Extended Reading
Back to Stikmen Got Game
To Top