[Weapons]

There's 10 weapons. Now, let me elaborate a bit.
Blaster
The standard issue rechargeable sidearm. Doesn't need any ammo. Useful for a flare, but not much else. It's a projectile weapon, so hitting your contacts is kind of hard. It does 15 points of damage a shot. It would require 7 shots to kill an freshly spawned opponent (100 Health, no armor, no powerup).
Shotgun
Not very powerful. Uses shells for ammo. Fires a spread of 12 pellets. Each pellet does 4 damage. The farther away your target is, the bigger the spread is. The bigger the spread is, the less likley you will kill your opponent. The less likely you will kill your opponent, the more likley he will kill you. If this is the only weapon you can get your hands on, make sure you're close to you opponent to get maxium effectivness. If you can get another weapon, do it. It'll take three shots to take down a freshly spawned opponent.
Super Shotgun
Gotta love this baby. Fires two shells at a time, and it has a slow reload time. But it does as much damage as a rocket. It fires a spread of 20 pellets, and each one does 6 points of damage. That's 120 damage if each pellet hits. Best for those close up encounters with people who want to kill you. Choose your shots wisley though. It takes a little over a second to reload, so you wont have many chances to fire. It would take one shot to kill a freshly spawned opponent.
Machine Gun
Nice pursuit weapon. Fires a continues feed of bullets. Each bullets does only eight damage, but it fires 10 bullets a second. That's 80 damage a second! With 200 bullets, you can fire for about 20 seconds, which makes this a good weapon for persuing people who steal your flag. It will take 13 bullets to killa freshly spawned opponent, which is less than 2 seconds of firing.
Chaingun
Great for base cleanup. It will tear opponents to shreds in less than a second. But it ammo like my dog eats leftover steak. Each bullets does 6 damage, but firing at a rate nearly four times that of the machinegun. It has a spin up delay, so it will only spit out 20 bullets for the first second, and 40 every second thereafter. That translates into 120 points of damage the first second then 240. Beware the spin down delay. after you let go of the trigger you cannot start to fire again until it spins down. This takes about a second, but you could die in a second. This is best for sustained attacks and base cleanup. It would take 17 bullets to kill a freshly spawned opponent. Less than a second during spin up, less then half a second once it is at top speed.
Hand Grenade
Don't have Grenade Launcher? So what? Grenades can be thrown by hand. Once you activate it, it will explode four seconds later. The longer you hold it, the farther you throw it. Be careful using this weapon when on a slow connection, you might hold it a second too long and blow yourself up. It does 125 damage. It's radius damage, which means if it explodes somewhere near your opponent it will still hurt them. It can fire at a rate of one every two seconds to one every five seconds. If you hit any living organism it will explode. If you throw it at a dead body, it'll also explode. Hit a teammate, it explodes. Hit a wall, crate, door, anything else, it will bounce, up to for four seconds, then explode. When you use hand grenades, don't throw it right away. If you throw it right away, and you hit someone, cool, you probably killed them. If you miss well, than it will bounce away. If you hold it until the second or third tic, it will blow up in there face. It would take one grenade to kill a freshly spawned opponent.
Grenade Launcher
Nice weapon. Fires primed grenades at a rate of about one a second. The grenades will explode when they hit a opponent, teammate, or corpse. If you don't hit anything, it'll bounce around for about four and half seconds. Good for clearing out potential ambushes and delivering firepower in hard to reach areas. You shouldn't use it in small rooms, or you might 'trip on your own grenade'. It does 120 points of radius damaga, and would only take one shot to kill a freshly spawned opponent.
Rocket Launcher
Uses Rockets. This is probably the most all around powerful weapon. Weapon balance is good in Quake 2, but still, this has an incredibly high stopping power. If fires four rockets every five seconds. This does 100-120 points of radius damage. It is a projectile and will blow up when it hits anything. Wall, floor, opponenet, teammate... If it isn't air, the rocket will explode on contact with it. When using this weapon, you should aim for you opponents feet. This will make them blow up when they hit the ground, so if they pull off a neat manuever, like strafing, they'll soak up some splash damage. Or, if you have rockets to spare, then you should try slowly strafing side to side and firing rockets. This will send a line of pain toward your opponent. If they're in a hallway, this works like a charm. In large open areas, try circle strafing and firing. This produces a fan type shape of rockets. The only problem with this is that the farther away you're aiming, the farther apart the rockets will get, making them easier to dodge. You practice heavily with this weapon, and then practice avoiding this weapon. It would take one shot to kill a freshly spawned opponent.
Hyperblaster
This is like a chaingun, only fires cells, and at the speed of a machinegun. Get it? It fires blaster shots, only they don't have a particle trail. It fires 10 cells a second, and 20 damage per cell. It has no spin up delay unlike the chaingun, but like the chaingun it has a spin down delay of one rotation. It is a wonderful weapon for pursuit, due to it's damage to ammo ratio. It owld take 5 shots to kill a freshly spawned opponent.
Railgun
Fires a depleted uranium slug at super high velocities. Does a neat 100 points of damage. Leaves a quite distintive blue and white corkscrew trail revealing your location. This is technically a projectile, but when you're aiming, treat it like an instant hit weapon. It moves so fast that it will go through a person and continue on it's merry way, until a wall stops it. It has a tremedously slow reload time, so don't use this if you're going to need another shot to finish someone off.It would take one shot to kill a freshly spawned opponent.
BFG10K
The most complex and misunderstood weapon in the game. It takes 50 cells to fire one shot. There's four ways you can kill someone using this weapon, which makes it so powerful.
- Lasers: The large ball that the BFG fires will have lasers branch out and damage any living creature within a certain range. (256 game units, 20-25 feet) The lasers do 50 damage a second in increments of five.
- Impact: This is when you get hit with the big green ball. If this happens, most likely you will die. I think this causes 400 points of damage.
- Radius: This was put in mainly to prevent players from firing into walls. If you are to close to the detonation point, you will soak up some radius damage. The shooter can take up to 200 points of damage, and your opponent can take up to 100.
- Detonation Effect: This is the BFG's main attack that can cause up to 1000 points of damage. In order to hit your opponent with this kind of damage from the BFG a line of sight must be able to be drawn from the target to the BFG's detonation point and a line from the target to the shooter (a line of sight from the BFG's detonation point to the shooter is not needed). The direction where the players are facing is not relevant to whether the target takes damage.
  A line of sight can be draw from the shooter to playerX and from the detonation point to player X, so most likely he will die (and maybe he would have received some laser damage if the ball came close enough). A line of sight can be drawn from the shooter to playerT but the line of sight from the detonation to playerT is interupted by a wall, so playerT will receive no damage. A line of sight can be drawn from the detonation point to playerO but the line of sight from the shooter to playerO is interupted by a wall, so playerO will receive no damage.
  All this power comes at a price however. A lot of the times an opponent can hide from the triangulation if he sees where the ball is going to detonate. The speed of the big green ball is so slow that you really don't have a chance of hitting anyone with it. When you pull the trigger you can hear that it has to charge before the big green ball is released, the sound of the charge signals opponents to run. Finally, each shot with the bfg takes up 50 cells, so even if you have 200 cells that's only 4 shots.
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