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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 |
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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 |
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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 |

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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 |


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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 |

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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 |


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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. |


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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. |


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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 |


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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 |


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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. |