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1 - Blaster 2 - Shotgun 3
- Super Shotgun
4 - Machine Gun 5 - Chaingun G -
Hand Grenade 6 - Grenade Launcher
7 - Rocket Launcher 8 - Hyper Blaster
9 - Rail Gun 0 - BFG 10K
Blaster
Ammo: None
Damage: Very Low
Default Binding: "1" key
Basically, you rarely want to see this weapon in your hand. It's the pea-shooter
of your arsenal, without much punch and it's definitely not the tool to be using
to take down a Tank Commander unless you've got some sort of death wish. It is,
however, guaranteed never to run out of ammo, as it automatically recharges
itself with each use. The only time it's useful is either when you've got
nothing else to use or you need to break something without wasting ammo. It's a
good idea, for example to use the Blaster to shoot explosive crates from a
distance so that you don't waste any of your more valuable ammo. In multiplayer
games, you should only use it to take pot shots while you're running like mad
for something better.
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Shotgun
Ammo: Shotgun Shells
Damage: Low
Default Binding: "2" key
The Shotgun is a staple weapon in any Space Marine's arsenal, and for good
reason. It just feels good to unload a few shells of buckshot into some
unfriendly Strong's gullet. While not as powerful as the Super Shotgun or some
of the other weapons, the Shotgun makes for a good low-end weapon to use on
weaker enemies like Guards, Barracuda Sharks, and even Enforcers. It's also
available early on in the single player game, though the ammo will be a little
scarce.
It is also important to note that the Shotgun's effectiveness diminishes as the
distance between you and your target increases. Don't take shots at opponents
all the way across the map with this weapon --you won't do much damage. Up close
and personal, however, is a different story.
The Shotgun is also useful in multiplayer games because it fits into the
category of weapons known as "instant damage" or "hitscan". The buckshot
immediately hits any target between your cross hairs when you pull the trigger,
with no delay and no chance for dodging. As such, it's more useful win wide open
spaces than some other weapons. Skilled players with the Shotgun can beat lesser
opponents armed with Grenades or the Rocket Launcher by virtue of this
characteristic, simply by keeping their cross hairs on the target while evading
the return fire.
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Super Shotgun
Ammo: Shotgun Shells (2 at a time)
Damage: Medium
Default Binding: "3" key
Ah, now HERE's a weapon that feels good to just let go with. Good lines, fits
right into your hands, and gives you a nice big satisfying BOOOM!!! when you
pull the trigger. The Super Shotgun operates exactly like the Shotgun, but with
twice the punch and a longer delay between shots. Unfortunately, this means
you'll also go through your ammo twice as fast, so don't get too carried away.
Use of the Super Shotgun in the single player game is very important. Try to
make sure that you have a few rounds handy at all times to deal with
Berzerkers.One great trick is to run up to a Berzerker, then quickly back pedal
when they rear back and get ready to swing at you. When they miss, get back in
their face and unload a couple of rounds into their face. One or two treatments
like this and they'll go down. This trick also works well with Enforcers.
In multiplayer games, the Super Shotgun is also very effective. Like the
Shotgun, it features instant damage that can't be evaded if your aim is good.
Use it in open areas where the effectiveness of projectile weapons is
diminished. Also, because it has such a wide spread (much wider than the
Shotgun) the Super Shotgun can also be devastating in tight corridors. There's
little that's more satisfying than greeting someone as they round a sharp corner
with a gut full of buckshot. The Super Shotgun also makes an excellent "clean
up" weapon to finish off weakened foes after a good rocket dogfight.
Another important tip to remember is not to simply hold down the fire button
when using the Super Shotgun, especially in multiplayer. Skillful opponents
wiggle and weave constantly, making it hard to keep them in your cross hairs for
too long. The substantial delay between shots with the Super Shotgun can really
mess up your aim and send most of your ammo tearing through thin air. To do the
most damage, learn to curb your instincts to lean on the fire button and only
use it when you've got a good shot.
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Machine Gun
Ammo: Bullets
Damage: Low
Default Binding: "4" key
The Machine gun is pretty much what it sounds like. It spits out bullets at a
medium speed, tearing bits and pieces out of whatever you've got it trained on.
As far as weapons go, it's not bad, plus it's kind of fun. Like the shotguns,
the damage is instant, meaning that it can't be dodged and there's no delay
between your clicking the fire button and the ensuing carnage.
This weapon is available fairly early in the single player game and will likely
serve as your default weapon until the later levels. Ammo is usually plentiful,
and the Machine Gun doesn't go through it too quickly, so it's good for taking
down Guards, Enforcers, Flyers, and even Gunners. The only drawback in the
single player game is that the kickback from this weapon will drive your aim
upwards, forcing you to either compensate or stop firing. Once you get used to
it, however, it's not much of a problem. Note that this characteristic of the
weapon is not present in multiplayer games.
In multiplayer games, the instant damage of the Machine Gun makes it attractive
for open areas or long corridors where opponents could otherwise dodge your
attacks. It's also effective for its continual stream of fire, so you can simply
hold down the button and do your best to evade your opponents' attacks until one
of you is out of ammo or fragged.
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Chaingun
Ammo: Bullets (and lots of them)
Damage: Medium
Default Binding: "5" key
It's basically the big brother to the Machine Gun, operating in the same manner
but chewing up enemies MUCH more quickly. That means, of course, that it goes
through the ammo much more quickly, and can drain your reserves to nothing in
just a few seconds. Make sure your aim is good or you'll end up with no ammo
left. The other disadvantage to the Chaingun is that it requires a brief "spin
up" cycle when you first activate it. During this period (which thankfully only
lasts about a second), the Chaingun fires more slowly. But once this baby gets
going, anything you can keep it trained on is going to be reduced to itty-bitty
bite-sized bits.
In the single player game, use the Chaingun on stronger enemies like Tanks,
Brains, Mutants, and Gladiators if you have the ammo and don't want to waste
your rockets or power cells. It works pretty well against Gladiators because you
can strafe back and forth while keeping it well aimed, which throws the
Gladiator's rail gun attack off.
The Chaingun can be downright devastating in multiplayer games. Use it to add
significantly to the air's lead content in crowded rooms to rack up lots of
kills. Also, besides the BFG 10K, the Chaingun is THE weapon to whip out
whenever you manage to get ahold of a Quad Damage. The combination is nothing
short of absolutely deadly for anyone you don't like too much, plus you're not
placing yourself in danger of your own splash damage from quad rockets or
grenades.
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Hand Grenade
Ammo: Grenades (duh...)
Damage: High
Default Binding: "G" key
Grenades can be used by hand if you're desperate and you haven't picked up the
Grenade Launcher yet. Simply press the "G" key to ready one. When you press the
fire key, you'll arm the grenade and lob it in front of you. You can also hold
down the fire button to arm the grenade and wind up your pitching arm to throw
it further. The longer you hold down the fire button, the further the bouncing
package of death will go, but don't hold down so long that the thing goes off in
your hand. You may lose a finger or two.
In the single player game, bouncing grenades around corners works very well if
you know that there's a Strong's waiting for you there. They also work well in
tight hallways, because everyone's favorite cyborgs aren't too bright and will
walk right into them.
In multiplayer games, you should only use grenades if you've absolutely got no
other choice. They're simply too easy for human players to avoid. Seeing someone
throwing grenades is a sure sign of desperation, and like sharks smelling blood
in the water, that player will probably be swarmed and dead in seconds. Either
use another weapon or run away.
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Grenade Launcher
Ammo: Grenades
Damage: High
Default Binding: "6" key
Now, this is a much better option if you insist on tossing grenades around. The
Grenade Launcher lobs a grenade that travels in an arc until it hits the ground
or some other surface, when it will bounce around a bit before exploding. The
kids nowadays love that sort of stuff. The grenades do a good amount of damage,
plus they also inflict "splash damage" that can hurt anything in their immediate
vicinity. Unfortunately you also qualify as "anything" and can really hurt
yourself if you're not careful.
Again, in the single player game the Grenade Launcher represents the high damage
weapon for which ammo is most plentiful. Make good use of it on tougher enemies
like Tanks, Iron Maidens, or Gladiators. Because the grenades fall to the
ground, it's of limited use against Flyers and Icarus. It is, however,
devastating to tightly grouped weaker enemies. One or two grenades can rip a
gathering of Guards or Enforcers to bits, literally delivering a lot of bang for
your buck.
In the multiplayer game, the Grenade Launcher is also a viable weapon, due to
its power and splash damage. Use it in tight corridors where it's hard to avoid
and where you're likely to see medium-distance combat. Note, however, that the
Grenade Launcher isn't too good for long distance attacks (since the grenades
have a limited range), and downright dangerous for short-distance attacks (since
the splash damage can hurt you too). It is fun, however, to get perched up on a
high ledge and litter crowded open areas like in The Edge map. In crowded games,
this could lead to a few good frags.
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Rocket Launcher
Ammo: Rockets
Damage: High
Default Binding: "7" key
If all the Quake 2 weapons were to go on a concert tour across the nation, the
Rocket Launcher would be the headliner act. Or something. At any rate, most
players get giddy at the sight of this weapon, provided it's not in the hands of
their opponents at the time. The Rocket Launcher launches, as you might expect,
rockets that travel in a straight line until they hit something, at which point
they explode in a fiery spray of death. There is a short delay for reloading
after each shot. The Rocket Launcher definitely causes substantial splash
damage, and has been the cause of death for many a careless Marine.
In single player games, the Rocket Launcher is VERY powerful, as most enemies
won't dodge its projectiles. However, rockets are often in short supply, so save
this weapon for the times when you really need it, like when facing Tank
Commanders, Gladiators, or worse. Also use it to pick off enemies at a distance,
avoiding its use in tight quarters where you can wipe yourself out with the
splash damage.
In multiplayer games, the Rocket Launcher seems to be the weapon of choice when
it's available. The high power and large splash damage radius provides lots of
carnage and in the hands of a skilled player it can really rack up the frags.
One drawback to the Rocket Launcher is that while its rocket projectiles are
fast, they can still be dodged. You can minimize this disadvantage by firing at
opponents' feet. Since splash damage is more difficult to evade, this will get
you more frags. It also works extremely well when opponents have their backs to
a wall.
One of the great time-honored traditions in the Quake games is that of rocket
jumping. This slightly suicidal move will allow you to reach great heights and
access areas that are otherwise impossible to reach. To pull it off, first make
sure that you're at full health and have some armor. Then point the rocket
launcher at your feet, then press fire and jump at the same time. If you timed
it right, you should end up being slightly damaged, but quite airborne. Once you
get the hang of this practice, try doing it while running forward to increase
your mobility. Just make sure that you don't' try this trick while low on health
or armor, or you'll probably end up fragging yourself.
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Hyper Blaster
Ammo: Energy Cells
Damage: Very High
Default Binding: "8" key
The Hyperblaster, also sometimes called the "Melt-o-Matic 9000" fires searing
bolts of energy in a continuous stream that will reduce most opponents to a
bubbling pile of goo. It is extremely powerful, but eats up your energy cells
very quickly. Unfortunately, the Hyperblaster requires a brief "spin down"
cycle, meaning that it will continue to fire and eat up your ammo for about a
second after you let up on the fire button.
In the single player game, the Hyperblaster should be reserved for difficult
encounters due to the scarcity of the energy cells needed to fuel it. Use it on
bosses, and on Gladiators, Tank Commanders, Medics, or Brains if you can spare
the ammo. For really big fights, you can combine the Quad Damage with the
Hyperblaster to slag just about any creature in the game in a matter of seconds.
The Hyperblaster's usefulness is slightly diminished in multiplayer games
because its projectiles, while traveling very fast, can be dodged and avoided.
The Hyperblaster also has a nasty habit of creating a lot of lag, resulting in
poor framerates and a tough time keeping your aim dead on. It is still a
devastating weapon, however, particularly in tight areas where you would
otherwise have to worry about splash damage from rockets.
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Rail Gun
Ammo: Slugs
Damage: Very High
Default Binding: "9" key
The Railgun is the sniper's dream and represents the most powerful weapon in
your arsenal short of the BFG 10k. This item fires a powerful slug that leaves a
spiraling stream of energy and gibbed bodies in its wake. The slug also
continues to travel after it hits enemies and other players, so it's possible to
take down more than one opponent in a single shot. This weapons does massive
amounts of damage, but requires quite a bit of precision to use effectively. The
colorful trail it leaves may look cool, but it also tells opponents exactly
where to look for you if you miss, so try to take them down with one shot.
In single player games, use the Railgun sparingly. It should only be used to
take out difficult foes like Tank Commanders, Mutants, or Gladiators. If you're
feeling particularly nasty, combine it with a Quad Damage to pack the most
powerful punch in the game.
In multiplayer, the Railgun is much more difficult to use, as human opponents
will be constantly moving. Make use of it from long distances when you opponent
things nobody's tracking him/her, as well as tight corridors where they don't
have as much room to maneuver. The Railgun is sometimes seen as the weapon of
choice by the best of the best Quake 2 players, because it requires so much
accuracy to make good use of. When you get hit by one of its slugs, you'll only
survive if you're maxed out on armor or health.
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BFG 10K
Ammo: Energy Cells (50 at a time)
Damage: Very High
Default Binding: "0" key
While the topic is ultimately up for speculation, most Quakers agree that the
name of this weapon is an acronym for something along the lines of "Big Freaking
Gun Ten Thousand". And it is indeed big. And nasty. And the last thing you want
to see in an opponent's hands. When discharged, the BFG takes a second to charge
up, then fires a huge green ball of energy that slowly drifts through the air.
As the ball drifts, it lances out with rays of energy that damage anything in
its vicinity. Finally, when the BFG blast hits something, targets may get nailed
by the blast effect.
The manner in which the blast effect works is a little complex, involving the
lines of sight between the target, the shooter, and the point where the BFG
blast impacted. Basically targets get affected by the blast radius if all three
of those lines of sight are unobstructed. To make that a little clearer, imagine
an overhead view of the carnage. If you can draw a triangle from the shooter to
the impact point to the target back to the shooter, without any of its three
lines passing through an obstacle (such as a wall), then the target will be
affected by the blast radius. Simple, eh?
Needless to say, you should only use the BFG in the single player game on foes
for which you really need it. Don't waste it on weaker opponents unless you've
got an entire room full of them that you can wipe out with the blast effect.
Also watch out for the splash damage caused when the big green glowing ball
impacts with something --it can easily kill you if you're standing too close.
In multiplayer games, use the BFG in crowded areas to maximize its effect. The
blast effect and secondary laser rays can really wipe out a whole room,
especially if your victims don't have armor. Add a Quad Damage to the mix and
we're talking apocalypse-scale carnage. Unfortunately, the whirring sound the
BFG makes as it warms up and prepares to fire basically gives everyone an
advance notice to get the heck out of town before they're fried.
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