Hunter Weapons

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Revision as of 10:52, 16 November 2007 by N (talk | contribs) (Added commentary / observations to some weapons I have experience with.)
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The various weapons the Hunter class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under Weapons and Damage.

Automatic Rifles

Automatic Rifles typically deal Direct damage with a very high rate of fire.

Automatic Rifles have some of the highest base accuracies available. The XM57 for example, is more accurate than most sniper rifles.

The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.

On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.

XM55 20mm Rifle
A basic assault rifle; does what you would expect.
Physical Direct damage, 300 shots/min, 20m range
4 mods
XM55-B 20mm Shrapnel Rifle
One of the best base weapon types available. The high rate of fire makes it more damaging than dual-wielding equal level heat bolters (Convection, Thermal, Chrome), plus it has a longer range and is more accurate. While less accurate than a standard XM55, the splash damage means even near misses can be effective. The only drawback is the relative lack of mod slots.
Physical Direct and Splash damage, 300 shots/min, 25m range
3? mods (ABT)
Slightly less inherent accuracy than the XM57.
XM57 25mm Rifle
A better version of the XM55.
Physical Direct damage, 300 shots/min, 25m range
4 mods (Ammo, Battery, Battery, Tech)
XM63 25mm Rifle
Physical Direct damage, 300 shots/min, 25m range
5? mods (Ammo, Battery, Battery, Battery, Tech)
F-S Volt Rifle
Electric Direct damage, 300 shots/min, 3 mods
F-S Shock Rifle
Electric Direct damage, 400 shots/min, 25m range
5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)
F-S Electropulse Rifle
Worse accuracy than other assault rifles in it's class, but features a slightly higher rate of fire.
Electric Direct damage, 400 shots/min, 25m range
8 mods (FABBBReTT)
Arclight Thermite Rifle
Fire Direct damage, 400 shots/min, 25m range
4 mods (FFReRe)
Arclight Exothermic Rifle
Fire-based damage for inherent chance to ignite, an extremely high rate of fire and three Relic slot make this the best general-combat weapon available in it's level. The lack of Ammo and Tech slots will make desirable levels of shield penetration harder to achieve.
Fire Direct damage, 600 shots/min, 25m range
6 mods (FFFReReRe)

Heavy Rifles

Todo: Fill in details

Arclight Cluster Rifle
The Cluster Rifle fires a primary shell that explodes on impact, sending 4? other shells in various directions, which also explode when they hit. Excellent for small rooms and tightly packed mobs.
Physical Direct + Physical Splash damage, 66 shots/min, 20m range
6mods (RoRoRoBFReT)
F-S Mongoose Launcher
The Mongoose fires a crackling electrical shell that sticks and explodes a few seconds later.
Electrical Splash damage, 80 shots per minute, 25m range
2? mods (RoF)

Laser Rifles

Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.

The Laser Rifle doesn't suffer from accuracy loss due to constant fire or moving. Instead, you will get a little "effectiveness" indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.

The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.

The "constant" stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a "chance on hit" very easy to proc.

XM803 Zeus Rifle
Electric Beam damage
5 mods (BBTT)
XM923 Zeus Rifle
Electric Beam damage
5? mods (BBTT)
Nanodyne Venom Lance
Toxic Beam damage, 20m range
4 mods (BFFF)
F-S Grizzly Rifle
Physical Field damage, 20m range
5? mods (BBBReT)

Laser Pistols

Nanodyne Firestarter
Fire Beam damage, 20m range
2 mod (FRe)

Shotguns

Shotguns (and shotgun pistols) usually deal physical damage. They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.

Shotguns typically have extremely high Stun attack powers.

Nanodyne Shockstorm
Fires a horizontal pattern of 5 shells.
Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)
6? mods (BARe)
XMS5 Jackhammer
Extremely wide choke, short range and low rate of fire make this difficult to use.
Fires a circular pattern of 5? shells.
Physical Direct, 14m range, 37 shots per minute
2? mods (BT)

Sniper Rifles

Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.

Due to the very low rate of fire, accuracy doesn't suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.

While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.

Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill "Use right weapon" (not "Use left weapon") somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.

F-S 'Poseidon' SNPR
Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance
8 mods (FF)
F-S 'Triton' SNPR
Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance
8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)
F-S 'Loki' SNPR
Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance
8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)

Sniper Pistols

A pistol version of the sniper rifle. Some people find dual-wielding these to be more useful than a sniper rifle.

F-S Rail Pistol
Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus
2? mod slots (BA)

Rocket Launchers

Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.

Due to the very low rate of fire, accuracy doesn't suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.

In spite of the long range, the rockets automatically detonate once reaching the weapon's range, which limits Tactical and Sniper stance attacks to the listed ranges. It is unknown if bonus range % due to mods affects this. Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.

Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill "Use right weapon" (not "Use left weapon") somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.

F-S 'Talon' Launcher
More of a rocket machine gun than a launcher. Difficult to aim past 20 meters due to the combination of rapid-fire accuracy degradation and shell drop.
Physical Splash damage, 200 shots/min, 40m range
4 mods (RoBFFRe)
XM108 Trident Launcher
Physical Direct + Fire Splash damage, 40 shots/min
5 mods (BFFRoRo)
XM107 Firefox Launcher
Fires a shell which explodes on contact, leaving a patch of burning ground.
Fire Splash + Fire Field damage, 30 shots/min
6 mods (BFFRoRoT)
Arclight Combustion Gun
Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range
5 mods (AFFFT)
Nanodyne Hellcat MIRV
The MIRV fires a single shell that does light damage if striking an enemy directly, but will bounce around if it does not. After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.
Spectral Splash damage, 75 shots per minute, 40m range
4? mods (RoBBRe)
Sandman MIRV
Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range
2 mods

Machine Pistols

Highly inaccurate.

SRAC
Physical Direct Damage, 240 shots per minute, 25m range
1 mod (A)
M3 Perforator
Physical Direct Damage, 300 shots/min, 20m range
3 mods (AFT)
XM3 Eviscerator
Physical Direct Damage, 300 shots/min, 25m range
3 mods (AFT)

Rocket Pistols

XM31 Thermal Bolter
Fire Direct + Fire Splash, 85 shots/min, 20m range
3? mods (FFF) (not sure if I've ever seen more than 2 here)
XM42 Convection Bolter
Fire Direct + Fire Splash damage, 100 shots/min, 20m range
3 mods (FFF)
XM?? Chrome Bolter
Fire Direct + Fire Splash damage, 120 shots/min, 20m range
4? (FFFT)
XM313 Raptor
This sprays bullets for a few seconds with each press of the trigger. The accuracy starts off poor and quickly becomes abyssmal.
Physical Direct, 600 shots/min, 18m range
2 mods (BF)
XM314 Falcon
Physical Direct, 600 shots/min, 18m range
4 mods (BFReRe)
Arclight RDX Grenade Launcher
In spite of the low rate of fire, the base Physical damage and high inherent Stun attack power can stunlock enemies.
Physical Splash + Fire Splash, 30 shots per minute, 20 meter range
2? mod (FRo)

Close Range Weapons

XM666 Bladesaw
Physical Beam damage, 2m range
1 mod (Battery)
XM666 Bladefrenzy
Physical Beam damage, 2m range
mod slots unknown

Oddball

F-S Tactical Spiker Mine Layer
The Spiker fires a cluster of mines that stick to surfaces they hit. Eventually they go off, hopefully hurting things nearby. Proximity? Time?
Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute
3 slots (RoBB)