Weapons

DOZENS OF DIFFERENT WEAPONS AVAILABLE IN THE GAME. THE NUMBER OF AVAILABLE WEAPONS IS GROWING. EACH WEAPON HAS SEVERAL GRADES.

Different weapons for different exosceletons – this is the main thing from Marsenary’s weapon politics. As we wrote on exosceleton’s pages, players can choose a weapon they want to use preferably for their favorite exosceleton.

Common things for all weapons are:

– each weapon has uber-shot, the special shot for each type of weapon, that distinguishes them from others. Simply saying, it is a kind of super shots. Uber-shop power accumulates while player makes damage to an opponent. The speed of that process is vary for each weapon. When accumulation finished, player can shoot with full uber-power until it ends. Please note, that uber-power accumulated for one weapon does not pass to the other – so if you change your gun, you should accumulate uber-power for the different weapon again. Also, uber-power reduces at the of the game/battle. Find more about uber-shot here.

– each weapon has different parameters/features, such are: Cost, Class, Level of exoskeleton, Shooting accuracy, Min/Max deviation of accuracy, Store size, Critical Damage Bonus, Weapon readiness time, Weapon removal time, Shot Interval, Interval of shot regeneration, Overheating interval, Damage, Return, Impact of the blow, Hand-to-hand damage, Penalty for movement, Penalty for movement when aiming, Number of cartridges per shot, Cost of shot, Startup/Final Zoom, Time of zoom transition

Receiving a new level of the class, the player gets access to weapons of a higher level. At each level, you can improve the weapons parameters, but this will not strongly affect how weapon looks. Weapons’ upgrade available by investing points in its parameters.
The only exception in this system is the sight. There will be several types of sights that can be installed on different types of weapons.

Here is some weapons from our game:

Assault rifle of Marsenary

Marsenary’s weapon only. Effective at medium and long-distance distances. Distinguished by the type of damage for different models. Shooting is automatic with an average rate of fire.

Shooting mode: automatic
Rate of fire: high
Effective distance: medium, medium-long range
Accuracy: Medium
Effective Distance Damage: Medium
Default type: ballistic shots*
Store volume: min = 30
Recharge: fast
Projectile: cartridge

* There is a differen model of assault rifle that uses plasma fot shooting.

Machine gun (minigun of jaggernaut)

Juggernaut’s firepower based on different types of weapon, but only one operating automatically that able to keep his hands free. The minigun is rigidly fastened to the elbow of the exoskeleton, either to the right or to the left (depending on the player’s setting). Recharging of the minigun occurs automatically cause both hands are usially occupied by other types of weapons.

Shooting mode: automatic
Rate of fire: very high
Effective distance: any
Accuracy: low
Effective Distance Damage: high
Default type: ballistic shots*
Store volume: min = 300
Recharge: slow, auto
Projectile: cartridge

* There is a differen model that uses plasma fot shooting.

Automatic pistol

Light weapon for each type of exosceleton, exept Jaggernaut. Easy and quick-fire. A large fine to accuracy when firing from the hip. Effective in close combat.

Shooting mode: automatic
Rate of fire: very high
Effective distance: close/medium
Accuracy: low
Effective Distance Damage: high/medium
Default type: ballistic shots*
Store volume: min = 25
Recharge: fast
Projectile: cartridge

* There is a differen model that uses plasma fot shooting.

Sniper gun

Ranged weapon for a scout with a single shot. Powerful and bulky. A large penalty for moving in the aiming mode. Light semi-automatic rifles cause less damage, have a shorter shot range, require recharging after shooting the entire store. Heavy rifles do more damage at a farther distance, while they have a smaller rate of fire due to the jerk of the shutter after each shot. These rifles are effective against the Juggernaut.

Shooting mode: semi-automatic
Rate of fire: medium
Effective distance: medium
Accuracy: medium
Effective Distance Damage: high
Default type: ballistic shots*
Store volume: min = 5
Recharge: medium
Projectile: cartridge

* There is a differen model that uses plasma fot shooting.

Combat rifle

The main weapon of an engineer. Effective at medium and long-distance distances. In the basic mode, the shooting is single. In the alternative mode – automatic shooting of three shots. The accuracy is somewhat worse than with single firing.

Shooting mode: manual
Rate of fire: controlled by a player finger
Effective distance: medium, far
Accuracy: medium
Effective Distance Damage: high
Default type: ballistic shots*
Store volume: min = 9
Recharge: fast
Projectile: cartridge

* There is a differen model that uses plasma fot shooting.

Rocket launcher

Light missile weapon for Marsenary. Has a relatively small damage compared to the heavy analog of the Juggernaut. Negligible damage for the Forts panels.The missile flies in a straight line over a long distance with high accuracy. The projectile explodes when colliding with any surface. Explosive damage.

Shooting mode: manual
Rate of fire: low
Effective distance: medium, far
Accuracy: high
Effective Distance Damage: high
Default type: explosure
Store volume: min = 5
Recharge: medium
Projectile: plasma bolt

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