PISTOL
This is actually
a fairly effective weapon in Dukematch. It has far better range than the
shotgun, and does more damage at mid-to-long ranges. Remember that you'll
need to reload after every 15 shots-sometimes it's a good idea to pump
off a few shots so that you can start your next engagement with a full
clip.
Max Ammo
200 |
Range
Long |
Damage
6-10 |
Rate of Fire
3/sec |
Blast Radius
N/A |
|
SHOTGUN
This hefty anti-riot
weapon is ideal for point-blank encounters, but of limited use at mid to
long range. Its slow reloading time makes it difficult to use against fast-moving
opponents, but at close range you can kill a foe with one or two blasts.
Max Ammo
50 |
Range
Medium |
Damage
10 |
Rate of Fire
1/sec |
Blast Radius
N/A |
|
RIPPER
The chaingun-like
Ripper is the ideal long-range weapon, particularly suitable for sniping
from windows and ledges. Its only drawback is the speed with which it eats
ammo.
Max Ammo
200 |
Range
Long |
Damage
9 |
Rate of Fire
10/sec |
Blast Radius
N/A |
|
ROCKET-PROPELLED GRENADE
One heavy-duty
implement of death, the RPG will kill almost any enemy with a single direct
hit. Be aware, however, that a fully-armored Duke at 200 health has a good
chance of surviving such a strike. The RPG has two major drawbacks. First,
its slow speed makes it possible for agile foes to dodge, especially at
long range and in open areas. Second, the blast can be more dangerous to
you than your foe in enclosed spaces or close range.
Max Ammo
50 |
Range
Long |
Damage
140 |
Rate of Fire
2/sec |
Blast Radius
17 |
|
PIPE BOMB
Low-tech
but nasty, pipe bombs are better suited to stealth than open assaults,
though you can occasionally toss one over walls or through windows to devastate
an unsuspecting foe. More typically, the pipe bomb is used as a trap-toss
one out, wait for an enemy to approach, then detonate it. Remember you
can throw more than one bomb-hit the '6' key after throwing a pipe bomb
and you can toss another. Hitting the plunger will detonate all of your
bombs. You can detonate bombs even after you die... just switch to weapon
6, and you'll get the plunger needed to set them off.
Max Ammo
50 |
Range
Short |
Damage
140 |
Rate of Fire
1/sec |
Blast Radius
25 |
|
SHRINK RAY
A nasty
device, the shrink ray reduces opponents to mites for a few seconds. During
this time, they can be easily stomped to paste. Powerful, but a little
risky to use around mirrors, which reflect the beam, and it can sometimes
be hard catching the little buggers you've shrunk down.
Max Ammo
50 |
Range
Long |
Damage
Special |
Rate of Fire
2/sec |
Blast Radius
N/A |
|
DEVASTATOR
This cruel
weapon seems to be less effective in multiplayer than it is in single player
mode. In single player it is vicious, spraying dozens of miniature rockets
in a diffuse pattern. The blast radius of any of these rockets is much
smaller than that of the RPG, but you can saturate an area with them.
Max Ammo
99 |
Range
Long |
Damage
50 |
Rate of Fire
10/sec |
Blast Radius
5 |
|
WALL-MOUNTED LASER TRIP BOMB
Handy gadgets
indeed! Slap one up on a wall and it arms a second later, projecting a
beam across the area. Breaking the beam instantly triggers the bomb. Laser
trip bombs can also be detonated by other explosions nearby.
Max Ammo
10 |
Range
Touch |
Damage
100 |
Rate of Fire
1/sec |
Blast Radius
38 |
|
FREEZE-THROWER
One
zany gun, the freezethrower briefly turns opponents into blocks of ice.
While frozen, they can be shattered with a kick or shot from any weapon.
In multiplayer mode, you'll notice that slain Dukes drop an Atomic Health
(+50 Health) icon when they shatter, which can be awful nice. The freezethrower's
ray bounces off any surface, however, which can be a handicap as you can
easily end up refrigerating yourself.
Max Ammo
99 |
Range
Long |
Damage
Special |
Rate of Fire
5/sec |
Blast Radius
N/A |
|