Damage

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How damage and health work.

Health

Main article: Health

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 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

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 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.

See also

TeamSpec
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