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docs/gameplay/Weapon-Corroder.md

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---
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title: Gameplay: Weapon Corroder
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layout: docs
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origfile: gameplay/Weapon-Corroder.md
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origtitle: Weapon-Corroder
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permalink: /docs/gameplay/Weapon-Corroder
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redirect_from:
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- /docs/gameplay/Weapon_Corroder/
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- /wiki/gameplay/Weapon_Corroder/
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---
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* TOC
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{:toc}
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## Corrosion Cannon
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[Click here to return to the main page.](Weapons-Guide)
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<img src="../images/weapons/corroder.png" width="256px"/>
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| Utility | Power | Difficulty |
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|------------------|--------------------|---------------------|
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| Elastic (☆☆☆☆) | Extreme (☆☆☆☆☆) | Very hard (☆☆☆☆☆) |
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### Description
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In the right hands, the Corrosion Cannon is a stunningly strong weapon, held back mostly by its slow attacks, difficulty of usage due to the lobbing projectiles it fires and the collateral damage it causes to your team. With decent short- to mid-range coverage, a charitable ammo supply and firepower that can hardly be matched at such range, it promises a lot of easy kills, provided you aim well... and if you don't, you still have a fair chance. A surprisingly quirky gun - it can do a lot of things that most other weapons can't, which is both a good and a bad thing, depending on the context. Both of its fire modes allow you to deal damage over time to your enemies as well, and while the effect isn't particularly strong, every now and then, it can net you an extra kill or two, which is always something.
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### Primary
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Primary fires a stream of green acid that can be recolored by an adept modder to look like bodily fluids. Deceptively powerful, especially when headshotting, but usually you will have a hard time doing that due to the slow projectile speed of this fire mode (though it's faster than the alt fire, still) and lobbing aiming arc. The lobbing, however, also provides you with a rather interesting advantage - aiming upwards means the acid stream will travel further, making it usable at medium ranges if you utilize some movement prediction. It's also a beast at close ranges thanks to that, but it's still very hard to use, and a weapon like the Flamer has a much easier time hitting things than this by comparison. So, yeah, beware.
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### Secondary
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Alt fire ejects a blob of acid that functions simultaneously like a low splash radius contact grenade and a mine at once. Its lobbing arc is interesting, because the projectile is offset slightly above where you're aiming. This must be memorized if you want to directly hit people with this thing at short, medium and long ranges. At short ranges, you can usually get away with aiming straight ahead of you without correcting your projectile's trajectory because of that, but at medium ranges, you do have to aim upwards, and there is really no good suggestion to have here but to feel out the arc of the grenade-mine-whatever blob with this in mind. Understanding how to use this fire mode is very rewarding, because a clean headshot will instantly kill your enemies. And it has to be clean, because the splash radius of the blob is miniature - it spews big globs of acid around it, so it doesn't exactly hit all the time, either, which is why it's more of a contact weapon.
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Of course, this is not to forget the primary functionality of the alt-fire: if a projectile misses, or if you deliberately shoot it on the ground, it will stay there for a while, allowing you to build up a giant mine field over time even if you're just trying your hardest to hit your opponent. This is a tremendously important thing to understand: the area denial capabilities of this thing are crazy even with severely reduced limb damage (technically every weapon has reduced limb damage, but this means stepping on mines isn't that bad), which is why it's also such a versatile weapon. Moreover, any mine laying on the ground in close proximity to a player that just stepped on another mine (or got hit by a blob in mid-air) will get attracted to said player and absolutely decimate them, and you can build up mine fields from quite a long distance.
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Important to note down is that blobs, just like plasma projectiles, have a "graze range" where they deal minimal damage. This is good to know because, for one, it allows you to apply the corrosion effect without the projectile being destroyed. But second of all, this "graze range" still triggers the attraction functionality of nearby mines, so even if that mine in particular is not destroyed, the rest will jump at your enemy. A really good alt fire, if not a little susceptible to getting shot down even in mid air due to the projectiles being fragile. Though I would like to point out that it's going to be changed sooner or later, because currently, the blobs that hit each other will just disappear... and a new feature is being planned to be added, which is blobs that will grow in size (and damage) upon being shot with the Corroder.
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### Tips
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With this weapon, the first important thing to understand is that you want to reduce collateral damage caused to your teammates while using it. In FFA, you can just keep firing at everyone and somebody will eventually run into your missed projectile, but in team game modes, at least think a little where you're firing the alt fire. If you absolutely must, you can fire it in your base to try and attempt somebody stealing your flag or to protect said flag from getting captured, but friendly players or bots might later step on these and you may teamkill them, so it's a little better to use the primary in this case. Spraying mines around an enemy's base, however, is a good idea, since it's an investment for the future. Getting up close is not so bad with this gun, either. Another good thing to remember is that both the primary and alt fire are gravitized, so on low gravity maps, their effective range extends somewhat.
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### Counterplay
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The Corroder lacks projectile speed, which is the main weakness of this weapon. It's hard to hit with the primary already as it is - spare for point-blank ranges - while the secondary is even slower and very easy to see coming. Attacks at long range or quick hit-and-run tactics can be particularly frustrating for Corroder users because of that. Another problem regarding this weapon is that its alt-fire projectiles can be shot down even mid-flight, which you can exploit with rapid-fire weapons (provided you aim directly at the blobs they fire). Do not let them play with you at their desired range. Finally, open spaces are ever so slightly more undesirable for this weapon due to its minelaying capabilities - the more room their enemy has to move, the less likely they will accidentally step on a mine lying on the floor and the easier it is to dodge the plodding projectiles. Try to force them out in the open and see how it goes.
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### Strengths & Weaknesses
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**Strong against:**
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| Weapon | Explanation |
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| :----: | ----------- |
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| <img src="../images/weapons/flamer.png" width="64px"/> | You outrange it and pose a pretty decent threat both mid-range and at its effective range. Being able to spawn a field of mines on demand also makes it a little tough to get to you in the first place as well, provided you are resourceful when running away. The only caveat is that you have to aim well, but it's not particularly hard to do against somebody that tries to bumrush you straight ahead. |
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**Weak against:**
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| Weapon | Explanation |
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| :----: | ----------- |
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| <img src="../images/weapons/smg.png" width="64px"/> | They can very easily shoot your projectiles down, which is made even easier by ricochets and the alt-fire. But that's about it - using the SMG against you is neither a counterplay, nor a strategy beyond that. |
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| <img src="../images/weapons/rifle.png" width="64px"/> | They will try to stay far away from you, and since you operate at mid range, you are somewhat disadvantaged by default against the Rifle. It doesn't help that your projectiles have a slow travel time and, if forced to fight at long ranges, you will slowly build up a mine field, but get an increasingly higher chance to get sniped instead, so you may not even get to use that function. Get up close and melt 'em. As a side note, it's incredibly funny to spam mines around a Laser Rifle user while they're not looking. |
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| <img src="../images/weapons/sword.png" width="64px"/> | The one weapon that is remarkably decent against you at short range is the Energy Sword, which may seem surprising. Sure, you have the damage potential, but an adept Sword user can zoom around you, cut you up and leave without you leaving as much as a bruise, since your projectile speed is slow, and being light-footed helps when evading your mines. A smart opponent will respect the power of your primary, but that is not much consolation when faced with somebody decent enough with the Sword. |

docs/gameplay/Weapon-Flamer.md

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title: Gameplay: Weapon Flamer
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layout: docs
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origfile: gameplay/Weapon-Flamer.md
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origtitle: Weapon-Flamer
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permalink: /docs/gameplay/Weapon-Flamer
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redirect_from:
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- /docs/gameplay/Weapon_Flamer/
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- /wiki/gameplay/Weapon_Flamer/
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---
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* TOC
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{:toc}
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## Flame Thrower
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[Click here to return to the main page.](Weapons-Guide)
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<img src="../images/weapons/flamer.png" width="256px"/>
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| Utility | Power | Difficulty |
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|---------------------|-----------|----------------|
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| Versatile (☆☆☆☆☆) | Low (☆☆) | Very easy (☆) |
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### Description
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A great weapon to use as a beginner, the Flame Thrower excels at two things: close quarters combat, where it wins out with every other short-ranged weapon, and crowd control, where it is unparalleled by any other gun, spare for pick-ups. Its generous aiming arc is another huge plus, and it can be used for a surprising amount of things. Contrary to what it may seem like, however, its damage output is subpar compared to other weapons, especially when taking into consideration how quickly it burns through its ammunition. The Burn effect it induces somewhat makes up for it, but its another, very obvious shortcoming is that its range is very limited. Luckily, that can also be somewhat mitigated with parkour!
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### Primary
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What the primary fire mode does for the Flamethrower should be obvious - it shoots flames. They take up a solid amount of space and fuck up people's vision since they cover up an area in front of them, which generally means they will have a hard time hitting you while getting burned. They bounce off walls a little bit, so they can hit you, too, but a Flamethrower user needs not worry about themselves that much. They also penetrate through enemies and are the main reason why this weapon is so good for crowd control. Set a bunch of motherfuckers on fire at once and then watch as they die one by one. Just be mindful that you will have to refuel very often if you spray your flames around liberally.
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### Secondary
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Alt fire for this weapon is the sole reason for its high Utility rating. It does a lot of things. It can extinguish burning players (including enemies, teammates and you). It can push back enemies, which is very funny when it throws them off maps like Dutility, but it's also a great tool if you just want somebody to fuck off. It deals damage, too, so it's not like you're hitting someone with a gust of air. You can use it if you ran out of impulse to airblast yourself upwards, it's a helpful little jump utility. But the alt fire is, most importantly, a key player in a Flamer-only tech. First, fire a bunch of flames at your enemy's general direction, then airblast them into the flames. If done correctly - which is hard to do and I do not know the specifics of, but aiming at the torso area provides the most consistent results - this will deal ridiculous damage, because the airblasted player will then get repeatedly damaged by the same flame puff. This often results in your enemy dropping from 100 to 20 HP, which is close enough to an instant kill that it usually makes people regret rushing at you.
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### Tips
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In enclosed spaces, this thing is a beast. Running after people should be a priority for any self-respecting Flamethrower user. They will be scared and run away, though, so you gotta keep chase. It helps to know the map well to ambush people more effectively. But remember, you're just as squishy as everyone else is while holding the Flamethrower - don't get some strange ideas in your head that you can run head-first at somebody holding a Rocket Launcher. Besides the quirkiness of the alt-fire, though, this weapon is relatively simple to use, so there is no real need to explain this any further.
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### Counterplay
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Aside from the obvious idea to get out of the Flamer's effective range, its primary is less potent near water - since you can put yourself out - and unusable underwater. That also makes you an easy target for other weapons, however, and it does not prevent the use of the air blast, so keep that in mind. But usually, you just want to run away from the Flamer user and get away from crowds so that they don't kill everyone all at once (the Flamer user is then forced to pick and choose which target to follow). It's important to remember that even making vertical distance tends to be enough to get out of their effective range - run up walls, but make sure you are not just hanging in the air afterwards, since a good Flamer user will juggle you, and even an average one can easily resume damaging you. If it's a team game, get close to their teammates (provided it's a much safer option) - the width of the flames will easily deter careful players from trying to attack you, and the reckless ones will make it easier for you to kill their allies.
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### Strengths & Weaknesses
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**Strong against:**
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| Weapon | Explanation |
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| :----: | ----------- |
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| <img src="../images/weapons/shotgun.png" width="64px"/> | The Shotgun may have a slight range advantage and colossal damage delivery, but its effective range practically overlaps with the Flamethrower. While they're not entirely defenseless, you will find that the curtain of fire the Flamer produces easily distracts and dispatches Shotgun users. And if you're fighting a particularly feisty Shotgun user, you can just airblast them away so they fuck off. |
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| <img src="../images/weapons/sword.png" width="64px"/> | With the airblast, no Sword user has any business dealing with you. But if they do, murder them in cold (hot?) blood. That's all that needs to be said. |
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| <img src="../images/weapons/rifle.png" width="64px"/> | Like the rest of the close-range weapons, the Flamethrower will absolutely decimate anybody using the Laser Rifle, provided they can get up close and personal. And close up and personal, you will be, for you are faster than the Laser Rifle by a large margin. Bonus points: burning people makes aiming not that easy. |
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**Weak against:**
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| Weapon | Explanation |
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| :----: | ----------- |
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| <img src="../images/weapons/corroder.png" width="64px"/> | Usually, getting close to a Corrosion Cannon user means crossing a minefield or getting acid burns, no in-between. Getting a mine lobbed at your head is one problem. The primary of the Corrosion Cannon has a surprising range when used correctly, since it also lobs, so that's another problem, the Flamer is ever-so-slightly outranged. And even at close range, you will find a worthy opponent in an Acid Gun user who knows how to aim. Your only saving grace is that the Corrosion Cannon is hard to use. |
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| <img src="../images/weapons/smg.png" width="64px"/> | The SMG user can annoyingly stay out of your range while also being in their own effective range constantly. Engaging somebody like that is a big problem for you, since you require to get up close, and that's not so easy when they can get away so freely. It doesn't help that the specialties of both these weapons include fighting in cramped rooms. |
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| <img src="../images/weapons/plasma.png" width="64px"/> | Another weapon that can stay out of your range and pepper you with bullets until you die. As an added bonus, its alt-fire can pull you in and make you helpless for a couple of seconds, or at the very least completely change your movement trajectory if you don't wanna get sucked in. |

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