Quake Champions - Weapons Guide - Magic Game World

Quake Champions – Weapons Guide

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There is only one way to show force in the Quake Champions realm: weapons. And the more powerful your weapon the better. So what kind of weapons will we get our hands on in Quake Champions? Let’s take a look…

 

 

Heavy MachineGun

The Heavy Machinegun ups the firerate and damage over the starting variety, but the same properties still apply. Compared to the Lightning Gun, the spread on the HMG allows for a little more leniency in aiming in exchange for lower damage, but with the added ability of being able to return fire against champions holding the Railgun.

 

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AMMUNITION – BULLETS

DAMAGE PER HIT – 9

RATE OF FIRE – 75 MS

DPS – 120 DMG/SEC

STARTING AMMO – 100

MAX AMMO – 150

RANGE – MEDIUM-LONG

 

 

Super NailGun

Boasting the highest rate of damage of all weapons in the Arena, the Super Nailgun is also the hardest to use. As with the Nailgun, predicting your enemy’s movements is the only way to maximize your damage output. Treat the Super Nailgun with respect, as it will also penetrate armor and drain your health faster than other weapons.

 

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AMMUNITION – NAILS

DAMAGE PER SHOT – 12

RATE OF FIRE – 80 MS

DPS – 150 DMG/SEC

SPLASH DAMAGE – 6

STARTING AMMO – 100

MAX AMMO – 150

RANGE – MEDIUM

 

 

Super Shotgun

If you feel the enemy is close to death, consider switching to the Super Shotgun to finish them off. Dealing out high damage at close range may be easier than trying to hit a rocket on someone running away, or taking a risky Railgun shot. Knowing your enemy’s health and armor is critical to successful use of the Super Shotgun.

 

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AMMUNITION – SHELLS

DAMAGE PER PELLET – 6

PELLETS PER SHOT – 20

RATE OF FIRE – 1000 MS

DPS – 120 DMG/SEC

SPREAD – 800

STARTING AMMO – 10

MAX AMMO – 25

RANGE – CLOSE

 

 

Rocket Launcher

Mastering the Rocket Launcher is mandatory to winning. While extremely common in direct combat, being able to predict where an opponent might appear can expand your health and armor lead over an enemy, and control their position using knockback. It wouldn’t be a Rocket Launcher without rocket jumping, to trade some health and armor for a better position, or for surprise.

 

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AMMUNITION – ROCKETS

DAMAGE PER SHOT – 100

RATE OF FIRE – 800 MS

DPS – 125 DMG/SEC

SPLASH DAMAGE – 1-100

SPLASH RADIUS – 120 U

STARTING AMMO – 15

MAX AMMO – 25

RANGE – MEDIUM

 

 

Lighting Gun

Champions that can track their opponents using the Lightning Gun will quickly drain health and armor, and frustrate attempts at crossing through a room. Following someone up a jump pad will result in a huge amount of damage taken, if not death, as you pop up defenseless into the air. Break the enemy’s aim with careful dodging and knockback from your own weapons.

 

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AMMUNITION – CELLS

DAMAGE PER SHOT – 7

RATE OF FIRE – 50 MS

DPS – 140 DMG/SEC

STARTING AMMO – 50

MAX AMMO – 150

RANGE – MEDIUM

 

 

Railgun

The Railgun rewards precision with high damage, and punishes carelessness with a long reload time. Do not use the Railgun in close combat, unless you are positive of the outcome, as missing will leave you useless while the gun cools down. Deny your opponents crucial armor and powerups by taking aim from a distance with minimal chance of retribution.

 

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AMMUNITION – SLUGS

DAMAGE PER SHOT – 80

RATE OF FIRE – 1500 MS

DPS – 53 DMG/SEC

STARTING AMMO – 5

MAX AMMO – 25

RANGE – LONG

 

 

Tribolt

The Tri-bolt fires three rounds armed with timed explosives. Each bolt fires in quick succession, allowing the user to concentrate fire or cover a wider area as needed. Perfect for setting traps.

 

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AMMUNITION – EXPLOSIVE BOLTS

DAMAGE PER SHOT – 150

RATE OF FIRE – 1100 MS

DPS – 136 DMG/SEC

STARTING AMMO – 25

MAX AMMO – 25

RANGE – LONG

 

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    He is the founder and editor of Magic Game World. He loved gaming from the moment he got a PlayStation 1 with Gran Turismo on his 7th birthday.

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