FANDOM


This article shows the parameters of each weapon's performance in the Plazma Burst 2 Multiplayer.

Basics

  • power - power per projectile.
  • count - count of projectiles per shot.
  • scattering - projectiles scattering per shot in Radians (multiply by 57.3 to get value in Degrees).
  • scattering_min - shot's minimal scattering.
  • scattering_max - shot's maximal scattering.
  • scattering_add - accuracy added on shot.
  • scattering_substract - accuracy normalizing while gun is relaxing (per second).
  • class - logical characteristics of projectiles (description goes under each gun characteristics).
  • full_reload_time - time needed for full reloading, in seconds.
  • damage_no_swords - damage on clear shot in format "minimal...maximal". Usually most expected result is in between
  • minimal and maximal values, but closer to maximal. This doesn't include the 1.5 damage multiplier on those who have choosen swords as their current weapon.
  • maximal_wall_tolerance - how many blocks can overpass on first clear shot.

Notes:

  • Providen characteristics are actual ONLY FOR MULTIPLAYER mode. Singleplayer characteristics are different from listed. For singleplayer-oriented statistics, look there.
  • Upgrade levels do not affect gun's characteristics in multiplayer mode.
  • Basic player hit points are 130 for multiplayer modes. Players are turning into dying state when their hitpoints are under 30.
  • Unknown statistics are left blank.

The stats

Pistol C-01p

  • full_reload_time = 0.3 s
  • damage_no_swords = 26...71 hp
  • power = 1.3
  • count = 1
  • scattering = 0.1
  • scattering_min = 0.0
  • scattering_max = 0.2
  • scattering_add = 0.1
  • scattering_substract = 0.010
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 4 blocks

Pistol CS-Pro

  • full_reload_time = 0.37 s
  • damage_no_swords = 14...38 hp
  • power = 1.1
  • count = 1
  • scattering = 0.02
  • scattering_min = 0.0
  • scattering_max = 0.25
  • scattering_add = 0.1
  • scattering_substract = 0.01
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 3 blocks

Alien Pistol

  • full_reload_time = 0.33 s
  • damage_no_swords = 12...33 hp
  • power = 0.6
  • count = 1
  • scattering = 0.08
  • scattering_min = 0.0
  • scattering_max = 0.2
  • scattering_add = 0.1
  • scattering_substract = 0.010
  • class = Rail
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 0 blocks

Assault Rifle C-01r

  • full_reload_time = 0.17 s
  • damage_no_swords = 14...38 hp
  • power = 0.7
  • count = 1
  • scattering = 0.05
  • scattering_min = 0.0
  • scattering_max = 0.4
  • scattering_add = 0.15
  • scattering_substract = 0.03
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 2 blocks

Assault Rifle CS-RC

  • full_reload_time = 0.2 s
  • damage_no_swords = 18...49 hp
  • power = 0.9
  • count = 1
  • scattering = 0.15
  • scattering_min = 0.0
  • scattering_max = 0.2
  • scattering_add = 0.05
  • scattering_substract = 0.01
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 3 blocks

Alien Rifle

  • full_reload_time = 0.4 s
  • damage_no_swords = 26...71 hp
  • power = 1.3
  • count = 1
  • scattering = 0.02
  • scattering_min = 0.0
  • scattering_max = 0.2
  • scattering_add = 0.08
  • scattering_substract = 0.01
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 4 blocks

Minigun C-02m

  • full_reload_time = 0.17 s
  • damage_no_swords = 25...55 hp
  • power =
  • count = 1
  • scattering =
  • scattering_min =
  • scattering_max =
  • scattering_add =
  • scattering_substract =
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 3 blocks

Shotgun C-01s

  • full_reload_time = 0.67 s
  • damage_no_swords = 22...181 hp
  • power = 1.1
  • count = 3
  • scattering = 0.2
  • scattering_min = 0.0
  • scattering_max = 0.2
  • scattering_add = 0.1
  • scattering_substract = 0.005
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 3 blocks

Alien Shotgun

  • full_reload_time = 0.4 s
  • damage_no_swords = 20...110 hp
  • power = 1.0
  • count = 2
  • scattering = 0.05
  • scattering_min = 0.0
  • scattering_max = 0.2
  • scattering_add = 0.1
  • scattering_substract = 0.01
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 3 blocks

Shotgun CS-DAZ

  • full_reload_time = 1 s
  • damage_no_swords = 18...198 hp
  • power = 0.9
  • count = 4
  • scattering = 0.35
  • scattering_min = 0.0
  • scattering_max = 0.2
  • scattering_add = 0.1
  • scattering_substract = 0.005
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 3 blocks

Ray Gun C-01y

  • full_reload_time = 1.83 s
  • damage_no_swords = 60...330 hp
  • power = 3
  • count = 2
  • scattering = 0.15
  • scattering_min = 0.0
  • scattering_max = 0.4
  • scattering_add = 0.4
  • scattering_substract = 0.01
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 4 blocks

Defibrillator

  • full_reload_time = 0.83 s

Note: This weapon turns enemies into dying state if their current HP is 200 or below.

Lite Railgun v01 CS-HShot

  • full_reload_time = 1.17 s
  • damage_no_swords = 80...220 hp
  • power = 4
  • count = 1
  • scattering = 0
  • scattering_min = 0.0
  • scattering_max = 0.25
  • scattering_add = 0.2
  • scattering_substract = 0.004
  • class = Rail
  • projectile_speed = Infinite
  • projectile_speed_wet = 60
  • maximal_wall_tolerance = 0 blocks
  • precalculated_multiplier_after_mirror_powers = 4 -> 1.4 -> 0.49 -X out of power

Heavy Railgun v04 CS-OneSOneK

  • full_reload_time = 2.5 s
  • damage_no_swords = 160...440 hp
  • power = 8
  • count = 1
  • scattering = 0.05
  • scattering_min = 0.0
  • scattering_max = 0.25
  • scattering_add = 0.2
  • scattering_substract = 0.003
  • class = Rail
  • projectile_speed = Infinite
  • projectile_speed_wet = 60
  • maximal_wall_tolerance = 0 blocks
  • precalculated_multiplier_after_mirror_powers = 8 -> 2.8 -> 0.98 -X out of power

Rocket Launcher CS-LitBro

  • full_reload_time = 1 s
  • damage_no_swords = 50...137 + slap damage 0...100 = 50...237 hp
  • power = 2.5
  • count = 1
  • scattering = 0.1
  • scattering_min = 0.0
  • scattering_max = 0.4
  • scattering_add = 0.2
  • scattering_substract = 0.005
  • class = Explosive
  • projectile_speed = 25
  • projectile_speed_wet = 12.5
  • maximal_wall_tolerance = 0 blocks

Note: projectile_speed is multiplied by 1.02 every second. Thanks to this, the Rocket Launcher is a long-distance weapon.

Plasmagun CS-Bloom

  • full_reload_time = 0.23 s
  • damage_no_swords = 28...77 + slap damage 0...49 = 28...126 hp
  • power = 1.4
  • count = 1
  • scattering = 0.25
  • scattering_min = 0.0
  • scattering_max = 0.2
  • scattering_add = 0.1
  • scattering_substract = 0.015
  • class = Plasma
  • projectile_speed = 30
  • projectile_speed_wet = 30
  • maximal_wall_tolerance = 0 blocks
  • Note: Due to low speed max firing distance is short.

CS-BNG

  • full_reload_time = 2 s
  • damage_no_swords = 80...220 + slap damage 0...140 + continious damage 0...60 = 80...420 hp
  • power = 4
  • count = 1
  • scattering = 0.1
  • scattering_min = 0.0
  • scattering_max = 0.1
  • scattering_add = 0.1
  • scattering_substract = 0.003
  • class = Plasma
  • projectile_speed = 30
  • projectile_speed_wet = 30
  • maximal_wall_tolerance = 0 blocks
  • Note: Due to low speed max firing distance is short.

Grenade Launcher CS-SpamThemBaby

  • full_reload_time = 1.33 s
  • damage_no_swords = 32...88 + slap damage 0..24 = 32...112 hp
  • power = 1.6
  • count = 1
  • scattering = 0.0
  • scattering_min = 0.0
  • scattering_max = 0.2
  • class = Explosive
  • scattering_add = 0.05
  • scattering_substract = 0.003
  • projectile_speed = 19
  • projectile_speed_wet = 19
  • maximal_wall_tolerance = 0 blocks

Sniper Rifle CS-YippeeKiYay

  • full_reload_time = 2 s
  • damage_no_swords = 100...275 hp
  • power = 5
  • count = 1
  • scattering = 0
  • scattering_min = 0.0
  • scattering_max = 0.5
  • scattering_add = 0.5
  • scattering_substract = 0.1
  • class = Bullet
  • projectile_speed = 120
  • projectile_speed_wet = 36
  • maximal_wall_tolerance = 4 blocks

Ray Rifle TCoRR

  • full_reload_time = 0.17 s
  • damage_no_swords =
  • power = 1.1
  • count = 1
  • scattering =
  • scattering_min =
  • scattering_max =
  • scattering_add =
  • scattering_substract =
  • class = Bullet
  • projectile_speed = 60
  • projectile_speed_wet = 18
  • maximal_wall_tolerance = 3 blocks

Swords

  • full_reload_time = 1 s
  • minimal_reload_time = 0.05 s
  • damage_no_swords = 87...220 hp
  • power = 4.1
  • scattering = 0
  • maximal_wall_tolerance = 0 blocks

Projectile classes

Bullet

Mirrors from walls in cases when angle between wall and projectile is under 30 degrees AND projectile power greater is than 0.8. Each mirror from walls multiplies projectile power by 0.5.

There no projectiles which can go through walls with width greater than 48.96 pixels (Tip: size of map editors' smallest grid is 10 pixels width). So there basically limit in 4 blocks for any big or small power of projectile.

  • For example, Ray Gun's projectiles can go through 4 blocks on almost perpendicular angle, but they can't go through 5 blocks in any case.

Every pass-through wall multiplies projectile power by 0.7. Projectiles with power less than 0.57 can't pass through walls.

To get know if projectile can go through wall, it must be multiplied by 34.2 and then value we got must be rounded to tenth.

  • For example, we have CS-Pro's projectile with power of 0.7, so we multiply 0.7 x 34.2 = 23.94 and then round it to tenth = 20.00 and it means that we can shoot through 2 blocks width wall. But if projectile was C-01p's one and was mirrored from ceil before attempt to pass through, then it is 1.3 x 0.5 = 0.65, then to detect how many blocks it can pass through we multiply it by 34.2 and we get 0.65 x 34.2 = 22.23 -> 20 = 2 blocks, what means that we can make mirror shot and shot through thin wall at the same time!

Rail

Each wall mirror multiplies projectile power by 0.35 (in multiplayer DM/TDM modes only). Projectiles with power less than 1.14 are not mirrored. In COOP and singleplayer, rails can never mirror.

Explosive

On detonation (projectile's power is too low) causes explosion with power of 40 x MaxProjectilePower.

Note: MaxProjectilePower is the same value as projectile power, but it never decreases.

Plasma

On detonation (projectile's power is too low) causes explosion with power of 35 x MaxProjectilePower.

BNG projectile causes explosion with power of 15 x MaxProjectilePower every second.

Damage calculation

  • Damage = (BasicDamage + AdditionalDamage) x DamageMultiplier1 x DamageMultiplier2
  • Limb Damage = (BasicDamage + AdditionalDamage) x DamageMultiplier1 x 25
  • Stability Damage = (BasicDamage + AdditionalDamage) x DamageMultiplier1 x StabilityDamageMultiplier

Notes:

  • BasicDamage = projective's power.
  • AdditionalDamage = difference between projective's speed and attacked player's speed. Can't be negative.
  • DamageMultiplier1 = 1.5 when attacked player's current weapon is Swords. Else its 1.0.

DamageMultiplier2 values:

  • 25 if projectile hits body
  • 55 if projectile hits head with helmet
  • 35 if projectile hits legs
  • 20 if projectile hits arms

StabilityDamageMultiplier values:

  • 0.1 if projectile hits body
  • 0.19 if projectile hits head with helmet
  • 0.15 if projectile hits legs
  • 0.05 if projectile hits arms

Projectives are always detonating if their class is Explosive or Plasma.

If player is alive after hit, projective's power is multiplied by 0.3, else projective's power is multiplied by 0.6.

If player is alive after hit, projectives with power less than 1.33 are removed, else projectiles with power less than 0.67 are removed.

If a projectile hits a weapon and projectile's power is less than 1.8 then projectile explodes, otherwise 1.4 points substracts from its power.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.