However, a well-placed electro combo will almost always kill a player who's close to all three elecro plasmas. Both the primary and secondary shots are usable on their own, making the electro quite flexible. This weapon is at its core an area denial weapon.
Xonotic mapping full#
The electro consumes ammunition quite quickly though a full burst of three electro plasmas and a plasma shot to detonate them will consume a total of 10 cells. The electro plasma spheres can be detonated with a plasma shot, dealing staggering damage over a large area. They detonate a few seconds after they're fired, dealing low damage. The electro plasma shots are fired in bursts of up to three and act much like grenades that deal damage on impact with an enemy. The weapon's primary plasma shot is much like a non-homing rocket shot from any other game, albeit with a rather small blast radius.
The grenade shot detonates half a second after the grenade hits a surface or immediately if it hits a target. The mortar shot is a simple arcing shot that can travel long distances, detonates on impact, and does considerable damage over a fair splash radius. It's a better attack at mid-range where the continuous fire doesn't deal nearly as much damage.Ī long-range explosive weapon with a slow firing rate. It's substantially more accurate, but requires a slight delay in between pulses. The burst shot consists of three shots in rapid succession.
It can be very good for quickly killing an approaching enemy. This spray is therefore best used at close range, provided that the player can keep the crosshairs fixed on a target. This weapon's primary shot is a rapid fire but relatively inaccurate spray of bullets. All the core weapons are given when the mutator "Most Weapons" is activated. These are the staple weapons of Xonotic and are the only ones found on official maps. However, the melee attack has a significant delay as the player raises the shotgun, giving the target time to dodge it. Although not immediately obvious, it has a small splash range so it can be used to hit two opponents in the same swing. Its secondary melee attack is not to be underestimated, as it can do very heavy damage. At mid range, however, the weapon is very difficult to use effectively as the shots have a considerable spread.
The shotgun is, however, a good finishing weapon. It's best suited as a close-range weapon owing to the fact that each individual shot as very low damage. Damage: 12 pellets, 4 damage per pellet.Most players have a keybind that makes it easy to switch to for this reason. The blaster is an extremely useful jumping tool, as it can be used for effective boosted jumps, wall jumps, acceleration. Blaster's "bolt" does take some time to reach distant targets and it can be bounced off of launchpads. As such, it can be quite useful for pushing players off the map or into dangerous areas.Ĭontrary to the name, the blaster is not a hitscan weapon. The laser shot itself does not do that much damage, but it has a considerable knockback and its burst has a small area of effect. Secondary: Switch to last used weapon before the laser.They are also a part of the Core Weapons group (see below). They don't generally appear on maps for this reason, which can be a hinderance when the mutator "No Starting Weapons" is activated. These are the weapons with which a player starts.