5. Weapons

Heavy Machinegun

Super Shotgun

Super Nailgun

Tri-Bolt

Okay, now for the holy trinity of Quake weapons. Try to get a hold of these at all times.

Rocket Launcher

Does not make sound when equipped.



Very good for spamming spots where you expect an enemy to show up;



Splash damaging multiple enemies in an area;



Rocket jumping;



But most importantly: launching your opponent in the air to make them vulnerable. After you do that, you should quickly switch to your Lightning Gun (or Rail Gun if you're feeling lucky) and burn them down while they're in air and moving in a predictable pattern. This works super well against someone like Anarki: you set up an ambush somewhere around a corner and just do that RL+LG combo.



Direct rockets may sound tasty and they can kill weakened enemies in 1 shot, but generally, you should always be aiming at a surface next to your enemy (floor, walls) to deal splash damage since that's more reliable.



Don't just spam rockets when fighting someone (and not denying an area). For example, when you see them jump, aim at the spot where they're going to land and shoot there, instead of holding m1 and aiming sporadically.

How to dodge: Try to stay away from the attacker to get as much time to react to the incoming rocket as possible.



Or, instead, go as close or past them to make them deal self damage.



Don't jump around unless you time your jumps to get away from damage.



Stay on the highground.

Lightning Gun

Works great against tanks / big hitboxes.



Has knockback.



Makes a buzzing sound when equipped.



Best usage is against someone mid-air (especially on a jumppad), when you can easily track their movement trajectory and dish out a ton of damage.



When you're fighting someone who's trying to dodge your LG, try to synchronize your strafes with theirs instead of just using your mouse to aim.

How to dodge: Don't jump. Please.



Pull out your Rocket Launcher and try to bounce your opponent and throw his aim off.



Strafe left and right a little bit and figure out your opponent's sensitivity. If he overshoots when you're doing small strafes, his sens is high and just keep doing that. If he's hitting you, try to go for longer strafes.

Rail Gun

Try not to use it at close range at all, if you miss your shot you're probably dead.



Always have cover next to you that you retreat in after the shot.



If you expect or know someone's coming from a certain angle, be sure to zoom in to charge additional 10 damage to your shot.



Regardless of the badge they give you for headshots, they deal no bonus damage.

How to dodge: Strafe like a madman and stop occasionally to throw your opponent's aim off.



You can actually just stand still when their Rail Gun is recharging and start do sidestrafes right before it's back up.



Once again, always have cover. If you need to go through the area you can bait out a shot by a very quick peek from it and then go where you need.

Okay, this should be all for the weapon info (apart from the Gauntlet that deals 75 damage per hit). However, there's one important thing I have to adress: weapon switching.

10 / 15 (with zoom)It's hitscan, good at any range. Gets more accurate but fires slower in zoom mode. Really good at finishing weak enemies off or when combined with quad damage.6*20Close-range dominator. Favors flick-style aiming rather than tracking your target. There's definitely a lot of downtime between shots, so you'd better make them count. Works well when you want to ambush someone who's chasing you behind a corner.20Oof. Essentially a copy of the Plasma Gun from Q3. Shoots projectiles at a very fast rate of fire. Situational, but it excels at area denial, especially against someone with big hitboxes. Know someone's running around the Rocket Launcher spawn on Blood Covenant? Spam that corridor and let them know about nine inch nails.3 * 10 / 40 (for a direct hit)The newest addition to the gun roster. Fires 3 projectiles in an arch trajectory that explode after a little bit. It's decent, good for area denial, especially on Blood Run. You can also perform jump boosts with it, including one to Heavy Armor also on Blood Run.100 / 1-100 (direct / splash)THE weapon. Projectile-based, super versatile.It's a hitscan close/mid range beam that can completely melt your opponent if used correctly.80 / 90 (withzoom)Deadly accurate hitscan weapon that's mostly meant for long-range engagements. Very long downtime between shots.Time to put those keybinds we've made to good use! The environments and the conditions you fight in constantly change, so be sure to always have the right weapon equipped. Eventually you'll figure out what works where and when, and it's never too late to switch to a weapon you want to use in the fight.And that brings me to how it works.This is done to counter stupid stuff like shooting with a Rail Gun, switching back and forth and shooting it again instantly. So, while it may be fast to switch from something like a Lightning Gun and even Rocket Launcher (due to their rate of fire), the downtime between shots on the Rail Gun and Super Shotgun is pretty significant. So just be aware of that.