Hud | Weapons | Grenades | Special Items

Weapons

Every weapon in Q3F has its advantages and disadvantages. Some fire faster, are better at long range attacks or at close-range defence. The majority, though, are unique to specific classes and are balanced against that class's armour and speed. Regardless of the class you play, you can be sure you're equipped with what you need to get the job done.

What follows is an overview of all the Q3F weapons, and some hints on their use.

The Battle Axe (currently Gauntlet)

In a recent survey, six of the ten classes in Q3F expressed a preference to the Battle Axe over any other hand-held melee weapon :)

Often used for an up-close hacking attack, or in an attempt to fool your enemy into a false sense of security (thinking you've run out of ammunition) the Battle Axe is the one weapon you're rarely without.

The Syringe

Unique to the Paramedic, the Syringe is a dual-purpose offence weapon and support tool. In defensive mode, it has the ability to heal team-mates and cure their maladies. When used in the offensive mode it infects enemies and does 10 points of damage with the first stab and an additional 5 points of damage for every 2 seconds the enemy remains infected.

Diseases may also be passed on to an infected enemy's team-mates. In fact, without someone to cure them, it's possible to infect a large part of the enemy team with a well-timed stab in a room packed with the evil enemy.

The Wrench

Replacing the Battle Axe for the Engineer, this is the hand-held tool the he's never without. Using the Wrench, the Engineer is able to upgrade and refill both Supply Stations and Autosentries.

Unfortunately for incoming enemies, an Engineer can also use this multi-purpose tool to increase his team-mates armour and as a last resort, as a blunt instrument to hit people over the head with.

The Single Barrelled Shotgun

The Single Barrel Shotgun is the ideal back-up weapon. Used by many of the classes in Q3F, it's both lightweight and extremely reliable. Able to hold 8 rounds in the clip and lacking only in accuracy, it's perfect for those last-ditch attempts at escape when pursued by an enemy low on health.

The Double Barrelled Shotgun

Often referred to as the 'Super-Shotgun', and for a good reason.

The Double-Barrelled Shotgun can hold up to 16 rounds in the clip and with each shot firing off two shells simultaneously, it can pack quite a serious punch with an accurate blast at close range.

The Nailgun

Carried by the Recon, the Agent and the Sniper, the Q3F Nailgun is a fast, furious and lightweight weapon ideal for creating small dents in the enemy, as part of a big team.

Also good at distance attacks on static objects such as Autosentries when you're out of their range, it might not save you're life that often, but it sure as hell can clear a nice path through less intelligently laid out defences.

The Super Nailgun

What the Nailgun wants to be when it grows up! Carried only by the Paramedic, the Super Nailgun has power that defies its weight. Purposely built small and with balance being a major design factor, the Super Nailgun deals roughly twice the damage of the Nailgun, in only half the time!

Beware though - it can really chew through nail ammunition. It's definitely a good idea to keep any eye out for the bodies of fallen enemies, salvaging what you can from their backpacks, before you continue on.

The Railgun

Used only by the Engineer, the Railgun accelerates nails to an incredible speed causing them to burst straight through organic objects and keep on going. With it's maximum clip load of 50 nails, fast rate of fire and zero reload time, this is both ideal as a close-range 'chase' weapon and for sniping stationary targets at a distance.

The Dartgun

The drugging weapon of the Agent! The Dartgun propels darts tipped with a tranquilliser, that penetrate all known armour, passing its secret chemical compound straight in to the blood stream of the target.

Though the drug does limited damage on it's own, its effects take place rapidly, causing the enemy's reflexes to be dulled for a good few seconds. Just enough time to maim, kill or outrun the rogue.

The Rifle

No single shot from any other weapon can compete with the Rifle for accuracy, damage or speed. Using the latest in soft-point ammunition technology and an advanced charge unit that increases velocity, it's capable of sending projectiles at incredible speed which then causing serious body 'trauma' as the round expands on hitting soft tissue.

Backed up by a switchable assault mode that makes the gun fully-automatic, it's able to fire off rounds at an incredible rate making it perfect for both close-range gun-fights and finishing off wounded enemies at a distance.

The Flamethrower

The lightweight carbine-format Flamethrower is designed solely for close combat. Using a pressurised napalm gel, it can cover an area of up to 9 meters. Once the target is hit, the gel will stick to the victim and continue to burn for up to 5 seconds. With sufficient fuel in a dual fuel reservoir for bursts of up to 30 seconds, the flamethrower is considered to be one of the fiercest weapons against lightly armoured classes.

The Rocket Launcher

Standard-issue to all Soldiers, the Rocket Launcher is one of the best weapons for both close range combat and laying down cover fire when crossing open areas. All you'll need to excel with this weapon, is good prediction and eye for keeping yourself out of the dead-zone

Also great for blind shots in to the likely hiding spots of enemy snipers, the Rocket Launcher's only down sides are it's weight (which mildly impacts on your speed) and it's 4 second reload time, leaving you only one hand free, with which to throw grenades.

When it hits though it does some serious damage!

The Napalm Launcher

Similar in build to the Rocket Launcher, though a little lighter, the Napalm Launcher will propel napalm coated rockets almost indefinitely till they reach a solid target. Though the napalm-coating reduces rocket velocity due to a reduction in aerodynamics, the impact is nevertheless dramatic.

Ammunition cases are designed so that the front section compacts, splashing all local targets with Napalm before the resulting explosion set's them alight. From a distance you can hardly tell the Napalm Launcher and Rocket Launcher apart, bar the red trail the napalm rocket leaves behind as the casing starts to ignite.

The Grenade Launcher

One of two similar weapons carried by the Q3F Grenadier, the Grenade Launcher holds 6 artillery-style grenades in the clip, and can be reloaded in under 4 seconds.

Only slightly less powerful than a standard-issue hand grenade, a Grenadier emptying his Grenade Launcher in a closed area is likely to leave nothing standing.

The Pipebomb Launcher

A more defensive version of the Grenade Launcher, the Pipebomb launcher allows the Grenadier to litter an area with pipebombs, while a small catch on the side of the weapon allows remote detonation from any location.

Because of their low-profile shape, Pipebombs are ideal for placing in the path of likely incoming. Before his eyes have even got you in focus, he'll probably be gibbage!

The Minigun

The big-daddy weapon of Q3F, requiring great strength to wield, is used by the Minigunner alone. With its ability to tear through armour and health at an astounding rate, it's a fearsome firearm indeed. It's only downside being the 0.7 seconds spin-up time and the need for both your feet to be planted solidly on the floor.

Move on to learn about Grenades.