wiki.smc.horsecock.art/weapons/flamethrower?srt=%5Enumber.stat
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 |
|---|---|---|---|---|---|
| reload, rounds left | 4 s | client table | |||
| reload, empty clip | 5 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 | |||
| range fall-off | none (full damage at every range) | community | |||
| pilot head factor | x1 (no head shots on pilots) | community | |||
| pellets a shot | 100 | client table | |||
| mecha head factor | x0 of the mecha's own head factor (x1.5; Firefox / JOJO x1.2) - no head shots on mechas | community | |||
| kind | machine gun | 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 |
|---|---|---|---|---|---|
| reload, rounds left | 4 s | client table | |||
| reload, empty clip | 5 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 | |||
| range fall-off | none (full damage at every range) | community | |||
| pilot head factor | x1 (no head shots on pilots) | community | |||
| pilot body, one pellet | Green | 30 | client table | ||
| pilot body, one pellet | Blue | 32 | client table | ||
| pilot body, one pellet | Purple | 34 | client table | ||
| pilot body, one pellet | Red (event) | 32 | client table | ||
| pilot body, one pellet | Gray (TDM) | 34 | client table | ||
| pellets a shot | 100 | client table | |||
| mecha head factor | x0 of the mecha's own head factor (x1.5; Firefox / JOJO x1.2) - no head shots on mechas | community | |||
| mecha body | Green | 180 | client table | ||
| mecha body | Blue | 192 | client table | ||
| mecha body | Purple | 204 | client table | ||
| mecha body | Red (event) | 192 | client table | ||
| mecha body | Gray (TDM) | 204 | client table | ||
| magazine | Green | 80 | client table | ||
| magazine | Blue | 90 | client table | ||
| magazine | Purple | 100 | client table | ||
| magazine | Red (event) | 110 | client table | ||
| magazine | Gray (TDM) | 100 | client table | ||
| kind | machine gun | client table | |||
| burn after a hit | 10 damage every 3 s for 15 s | community | |||
| all 100 pellets on a mecha body | Green | 18000 | client table | ||
| all 100 pellets on a mecha body | Blue | 19200 | client table | ||
| all 100 pellets on a mecha body | Purple | 20400 | client table | ||
| all 100 pellets on a mecha body | Red (event) | 19200 | client table | ||
| all 100 pellets on a mecha body | Gray (TDM) | 20400 | client table |
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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