Damage: Difference between revisions
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TeamSpecBot (talk | contribs) Update weapons: new weapons, descriptions |
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== Headshots == | == Headshots == | ||
The [[Sniper Rifle]] deals double damage on a headshot, and | The [[Sniper Rifle]] deals double damage on a headshot, and the [[Assault Rifle]] deals 1.5 times damage. A headshot plays its own hit sound. Other weapons do the same damage wherever they hit. | ||
== Explosions == | == Explosions == | ||
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| [[Grenade Launcher]] || 50% of the blast | | [[Grenade Launcher]] || 50% of the blast | ||
|} | |} | ||
The [[Rocket Pads]] halve all of it, and remove fall damage. | |||
The [[Flare Gun]] also burns and thaws you, but for a fifth of its blast. | |||
== Fire and cold == | == Fire and cold == | ||
* The [[Flamethrower]] sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets. A [[Health pack|health pack]] puts the fire out. | * The [[Flamethrower]] sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets. A [[Health pack|health pack]] puts the fire out. | ||
* The [[Flare Gun]] sets its target on fire at full afterburn and deals double damage to anything already burning. | |||
* The [[Thermal Void]] chills its target, slowing them more with every hit until they freeze solid for 2 seconds. | * The [[Thermal Void]] chills its target, slowing them more with every hit until they freeze solid for 2 seconds. | ||
Revision as of 21:21, 25 October 2026
How damage, healing, and health work.
Health
Main article: Health
- Your maximum health is 150, plus 25 per power point, plus item bonuses such as the Pet Rock's 100.
- Regeneration heals 2.5 health per second per support point, starting 3 seconds after you last took damage.
- Healing also comes from the Mender, the Soul Linker, dispensers built with the Struction Console, health packs and your own spawn room.
Range falloff
Most bullet weapons deal full damage up close and less at range. Each weapon's page gives the distance where damage starts to drop and the share left at long range; for example the Shotgun keeps full damage to 5 m and falls to 40% at 25 m. The Rocket Launcher also loses damage over the distance its rocket flies. Melee weapons and the Sniper Rifle have no falloff.
Headshots
The Sniper Rifle deals double damage on a headshot, and the Assault Rifle deals 1.5 times damage. A headshot plays its own hit sound. Other weapons do the same damage wherever they hit.
Explosions
Explosions take health from everyone in their radius and push them away. Knockback is listed on each weapon's page in m/s.
Self-damage
Your own explosions hurt you, but less than they hurt enemies:
| Weapon | Damage to you |
|---|---|
| Rocket Launcher | 20% of the blast |
| Telekineater | 20% of the blast |
| Grenade Launcher | 50% of the blast |
The Rocket Pads halve all of it, and remove fall damage. The Flare Gun also burns and thaws you, but for a fifth of its blast.
Fire and cold
- The Flamethrower sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets. A health pack puts the fire out.
- The Flare Gun sets its target on fire at full afterburn and deals double damage to anything already burning.
- The Thermal Void chills its target, slowing them more with every hit until they freeze solid for 2 seconds.
Fall damage
Landing from up to about 6.7 m is free. Past that, damage grows with the height, up to half your maximum health for a drop of 50 m or more.
Death and respawning
When your health reaches 0 you die. See also Health#Dying and respawning.
You respawn after 8 seconds unless the game mode says otherwise. While you wait, the Kill cam shows how you died. After respawning you are briefly immune, and your own spawn room keeps you protected while you are in it.