wiki.smc.horsecock.art/weapons/flamethrower?srt=%5Enumber.current
Table of Contents
Flamethrower
| weapon | |
|---|---|
| name | Flamethrower |
| kind | machine gun |
| rarities | Green, Blue, Purple, Gray (TDM), Red (event) |
| pilot_body | 30 / 32 / 34 / 32 / 34 |
| mecha_body | 180 / 192 / 204 / 192 / 204 |
A pilot machine gun firing 100 pellets a shot. The rows below are the server's: what one pellet does to a pilot and to a mecha at each rarity, and the gun's own numbers. Gray (TDM) is the Team Deathmatch version of the gun.
The gun
Current is what the server runs (written by the sync, any edit of it is overwritten at the next run). Disagree? Fill suggested and say why in note - it reaches the review.
| Stat | Where | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| pilot head factor | x1 (no head shots on pilots) | community | |||
| mecha head factor | x0 of the mecha's own head factor (x1.5; Firefox / JOJO x1.2) - no head shots on mechas | community | |||
| range fall-off | none (full damage at every range) | community | |||
| kind | machine gun | client table | |||
| reload, empty clip | 5 s | client table | |||
| reload, rounds left | 4 s | client table | |||
| reach of a shot | 20 m | client table | |||
| rate of fire | 2.5 shots/s (0.4 s between shots) | client table | |||
| pellets a shot | 100 | client table | |||
| burn after a hit | 10 damage every 3 s for 15 s | community |
By rarity
One row per rarity: the Gray row is the gun Team Deathmatch hands out, Red the event version. The ids: Green 10611, Blue 10612, Purple 10613, Red (event) 10615, Gray (TDM) 10616.
| Stat | Rarity | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| pilot head factor | x1 (no head shots on pilots) | community | |||
| mecha head factor | x0 of the mecha's own head factor (x1.5; Firefox / JOJO x1.2) - no head shots on mechas | community | |||
| range fall-off | none (full damage at every range) | community | |||
| kind | machine gun | client table | |||
| magazine | Blue | 90 | client table | ||
| magazine | Green | 80 | client table | ||
| reload, empty clip | 5 s | client table | |||
| reload, rounds left | 4 s | client table | |||
| pilot body, one pellet | Purple | 34 | client table | ||
| pilot body, one pellet | Gray (TDM) | 34 | client table | ||
| pilot body, one pellet | Blue | 32 | client table | ||
| pilot body, one pellet | Red (event) | 32 | client table | ||
| pilot body, one pellet | Green | 30 | client table | ||
| all 100 pellets on a mecha body | Purple | 20400 | client table | ||
| all 100 pellets on a mecha body | Gray (TDM) | 20400 | client table | ||
| mecha body | Purple | 204 | client table | ||
| mecha body | Gray (TDM) | 204 | client table | ||
| reach of a shot | 20 m | client table | |||
| rate of fire | 2.5 shots/s (0.4 s between shots) | client table | |||
| all 100 pellets on a mecha body | Blue | 19200 | client table | ||
| all 100 pellets on a mecha body | Red (event) | 19200 | client table | ||
| mecha body | Blue | 192 | client table | ||
| mecha body | Red (event) | 192 | client table | ||
| all 100 pellets on a mecha body | Green | 18000 | client table | ||
| mecha body | Green | 180 | client table | ||
| magazine | Red (event) | 110 | client table | ||
| pellets a shot | 100 | client table | |||
| magazine | Purple | 100 | client table | ||
| magazine | Gray (TDM) | 100 | client table | ||
| burn after a hit | 10 damage every 3 s for 15 s | community |
Numbers as the server runs them. How the sync works.
Notes by players
Nothing here yet. Log in (type !wiki in the game's chat for your code) and write what you know: how it plays, what beats it, its story. The numbers above are the server's; correct one by filling its suggested cell.
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