Author Topic: Hellgate : London Faction Weapons Guide [WIP]  (Read 7258 times)

Jeremiah

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Hellgate : London Faction Weapons Guide [WIP]
« on: Dec 13, 2011; 03:30 AM »
A Continuation of some sort to my old Templar Gun Guide...

I'll be updating these posts slowly as I progress through the games on the 3 Sides. The Guns shown here are only the White Versions and their improved variants. Hope you guys enjoy this I guess...

Gun Types:

ONE-HANDED:

Machine Pistol
Machine Pistols are known for their high RoF usually ranging from 400 or more. Their high RoF is usually brought down by their usually high firing error when being used too long and short range.

Rocket Pistol
Rocket Pistols fire off usually single projectiles in an acceptable rate, others fire slower but have stronger damage.

Swarm Pistol
Swarm Pistols vary in their function of projectiles. Others emulate the effect of a machine pistol while others can shoot off homing projectiles.

Laser Pistol
Laser Pistols rely on a energy bar to depend on their maximum damage, when the energy bar reaches it's "Red Zone" the Gun will suffer from lower efficiency. Also Laser Pistols have an innate ability of locking onto targets.

Grenade Launcher
As their namesake implies, Grenade Launchers shoot arching shells which with the proper knowledge can far exceed their "described" range. Grenade Launchers always deal splash damage.

Dart Pistol
Dart Pistols fire off projectiles which upon impact have a delay. Upon which they deliver additional damage by exploding.

Tentacle Pistol
Similar in ways to the Laser Pistol, The Tentacle Pistol auto-locks and relies on an energy meter. However the Tentacle Pistol is able to project up to 7 Beams allowing you to hit more targets.

1-Hand Gun - 1-Hand Gun
A Gun Type exclusive to the Cabalists with their Viper Weapon. These guns function similar to Machine Pistols but do not require the finesse and can be freely fired non-stop by Cabalists.

TWO-HANDED:

Rocket Launcher
Rocket Launcher Guns as it name implies tend to shoot Splash or a large cluster of projectiles. Rocket Launchers are known in general for their somewhat slow RoF but some variants offer a high RoF.

Heavy Rifle
Heavy Rifles are designed to fire off a single projectile which usually explode upon impact or a set distance.

Swarm Rifle
Swarm Rifle projectiles have a innate ability to scatter around on their own or home in on their targets.

Laser Rifle
Laser Rifles much like their Smaller Cousins. Also depend on a Energy Bar for firing accuracy and lock onto their targets.

Automatic Rifle
Another unique weapon type available only to hunters. Automatic Rifles could be considered the jack-of-all trades gun. Providing a decent RoF, and a firing error that allows the hunter to freely shoot for long sessions.

Streaming Field Gun
As their name implies these guns project upon where they land a field which provides their effects.

Close Range Weapon
A Weapon Type available only to the hunter Classes, namely as a type given to the Bladesaw Weapons. Like Laser Pistols these run off a Energy Meter rather than the usual Cross-hair.

SWORDS:
Swords are a unique weapon exclusive to the Templar Class. Swords generally do not require monitoring on how often you attack although there are exceptions to these such as the Jacob's Lasher Weapons which run off an energy bar. In general Swords can be used freely and can be spammed in combat. Swords at most have a Maximum Range of 3m.

SHIELDS:
Another Templar exclusive weapon type, Shields go onto the offhand slot, Only Guardians can use them as weapons. Shields generally confer either Armor or Armor and Shields. Shields also have a elemental damage along with them. Where they lack in damage they often make up for providing the Templar with extra survivability or an extra elemental damage.
« Last Edit: Dec 28, 2011; 03:52 PM by Jeremiah »
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Jeremiah

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HUNTER SECTION
« Reply #1 on: Dec 13, 2011; 03:31 AM »
HUNTER

ONE-HANDED GUNS:

ROCKET PISTOLS:


XM41 Thermal Bolter
Damage:Fire


XM42 Convection Bolter
Damage:Fire


XM43 Chrome Bolter
Damage:Fire


XM313 Raptor
Damage:Physical


XM314 Falcon
Damage:Physical


Grenade Launcher
Rocket Pistol
Damage:Fire


Arclight RDX Grenade Launcher
Damage:Fire

MACHINE PISTOLS:


SRAC
Damage:Physical


M3 Perforator
Damage:Physical


M3 Eviscerator
Damage:Physical

LASER PISTOLS:

Nanodyne Fire Starter
Damage:Fire

SNIPER PISTOLS:


F21 Rail Pistol
Sniper Pistol
Damage:Electric


SHOTGUN PISTOLS:


XMS10 Jackhammer
Damage:Physical

TWO-HANDED GUNS::

AUTOMATIC RIFLES:


XM23 20MM Assault Rifle
Damage:Physical


XM57 25MM Rifle
Damage:Physical


XM63 25MM Assault Rifle
Damage:Physical


Volt Rifle
Damage:Electric


FS Shock Rifle
Damage:Electric


Arclight Thermite Rifle
Damage:Fire

SNIPER RIFLES:


F-S 'Poseidon' Sniper Rifle
Damage:Spectral

ROCKET LAUNCHERS:


XM107 Firefox Launcher
Damage:Fire


MIRV
Damage:Spectral


XM108 Trident Launcher
Damage:Fire


F-S Talon Launcher
Damage:Physical


Arclight Combustion Gun
Damage:Fire

LASER RIFLES:


F-S Grizzly Rifle
Laser Rifle
Damage:Physical


XM803 Zeus Rifle
Laser Rifle
Damage:Electric


XM923 Zeus Rifle
Laser Rifle
Damage:Electric

SHOTGUNS:


Nanodyne Shockstorm
Shotgun
Damage:Electric

HEAVY RIFLES:


Arclight Cluster Rifle
Heavy Rifle
Damage:Physical

CLOSE-RANGE WEAPONS:


XM666 Bladesaw
Damage:Physical
« Last Edit: Dec 30, 2011; 12:04 PM by Jeremiah »
Wise Yavaun, You teach your children well for Conflict is the great teacher, and pain the perfect educator.
-NagaRom the Promised One

Jeremiah

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CABALIST SECTION
« Reply #2 on: Dec 13, 2011; 03:32 AM »
CABALIST

ONE-HANDED GUNS:

DART PISTOLS:


Blaze Pistol
Damage:Fire
The First type of Gun a Summoner would be usually wielding. Boasting Fire Damage and a Splash damage, the Dart Pistol is both a favorite and a common choice for any Cabalist who wants to deal up some powerful fire damage.


Blastblaze Pistol
Damage:Fire
The upgraded version of the Blaze Pistol, Now packing more firepower. Not much to say about this aside from it being looking cooler I guess.


Chaos Pistol
Damage:Fire
The Final Variant of the Fire Dart Pistol. Although the strongest version this one also possesses the longest time fuse before the darts explode, although the damage potential more than makes up for it.


Spectral Spiker
Dart Pistol
Damage:Spectral
One of the few useful guns available to the Cabalist. Notably for it's high rate of fire,spectral damage and it's unique ability to do life stealing upon every dart that hits. You can also be healed by attacking destroyable items around the map too.


Ethereal Spiker
Dart Pistol
Damage:Spectral
A step up from the Spectral Spiker, now coming with a more sleek black design and additional Mod Slots. Much like the Spectral Spiker, it still retains it's ability to do life steal on every dart that hits.

MACHINE PISTOLS:


Plagueblaster
Damage:Toxic
The first Machine Pistol available to the Cabalist. Notable for it's high RoF. Much like the SRAC the Plagueblaster suffers from a high Firing Error so it is best suggested when using this you fire in controlled bursts to help lessen the bullets from spreading out too far.


Scourgeblaster
Damage:Toxic
The Upgraded Version of the Plagueblaster. Now with a cooler-looking Color Scheme. The Scourgeblaster still retains its role as a powerful machine pistol. As with the Plagueblaster, remember to fire in controlled bursts to help maximize the shots.

LASER PISTOLS:


HARP Pistol Mk 1-2-3
Damage:Electric
The most basic of support Guns available to the Cabalist. The HARP Pistol deals a small amount of eletric damage but can stop an enemy from performing actions (i.e: walking,attacking) Take care of the Energy Level as once you hit 25% the stopping power becomes less effective. As you progress through the game you will eventually find it's upgraded versions allowing you to further compete with enemies with it.

SWARM PISTOLS:


Hive Crystal
Damage:Toxic
The Hive Crystal functions similarly to Dart Pistols. though the darts instead arc and explode into Insects which deal toxic damage. It can take some practice to properly launch the shards onto enemy groups or the desired ground.


Hive Shard
Damage:Toxic
Again another upgraded version of a basic gun. Now somewhat with a cooler color scheme. It possesses the same damage potential and difficulty in mastering but can be used properly in the hands of an expert.


Beetlebore
Damage:Fire
A common favorite by players and undoubtedly very powerful. The Beetlebore fires off in quick bursts fire-damage beetle projectiles. It has decent ignite and damage which could make it great for up-close combat. At further distances it starts to miss alot as the projectiles tend to scatter.

TENTACLE PISTOLS:


Jade Hydra
Damage:Toxic


Emerald Chimera
Damage:Toxic

1H MIND-CONTROL WEAPON


Puppet Master
Damage:N/A


Puppet Lord
Damage:N/A


Viper
1-Hand Gun - 1-Hand Gun
Damage:Toxic


Rebounder Pistol
Rebounding Pistol
Damage:Physical
A erratic Gun wielded efficiently strangely by Enemy Demon Snipers. The Gun fires off bolts that ricochet off walls and enemies. Excellent for tight rooms and corridors but downright horrid for open-spaced areas and the difficulty in aiming with it.


Boneshredder
Bone Pistol
Damage:Physical
Another Demonic Origin Gun. The Boneshredder shoots out 5 Boneshards in front of you, (think of it like a shotgun) Speed is decent but there are other weapons more notably fun to use.

TWO-HANDED GUNS:

HEAVY RIFLES:


Tempest-Typhoon Rifle
Damage:Electric
The Tempest Rifle is one the first decent rifles usable by Cabalists. The Projectiles fire off similarly to Spectral Bolt, so if shot in the right distance and timed correctly can deal massive area damage or a large burst of damage on a single target. Later areas once you reach nightmare difficulty will drop it's improved version, the Typhoon Rifle.


Blightcaster
Heavy Rifle
Damage:Toxic


Phasebeam
Heavy Rifle
Damage:Spectral

STREAMING FIELD GUNS:


Eruptor
Damage:Fire


Lava Launcher
Damage:Fire


Infector
Damage:Toxic


Defiler
Damage:Toxic


Spoiler
Damage:Toxic

LASER RIFLES:


HARP
Damage:Electric


HARP Mk2
Damage:Electric
An improved version of the HARP rifle. The Mk2 Version gains an additional beam as well as increasing it's stopping power and damage.


Biotox Rifle
Laser Rifle
Damage:Toxic

SWARM RIFLES:


Wasp Hive
Swarm Rifle
Damage:Toxic


Windhopper Hive
Swarm Rifle
Damage:Toxic

HOMING RIFLES:


Electric Eel Ejector
Damage:Electric


Lightning Leech Launcher
Damage:Electric


Id Pulsar
Mind Control Weapon
Damage:N/A

FOCUS ITEMS:
Focus Items are Unique One-Handed Weapons exclusive to the Cabalist. Some Spells require the Player to be wielding a Focus Item, and Dual Wielding Focus Items is one of the basic general consensus used by Evokers, and sometimes also rarely used by Summoners as well. By default the damage of all focus devices are spectral, unless item properties which state otherwise. Focus Items come in 6 different versions which offer different aspects in terms of providing effects to the player.

Focus Items come in levels of:
Cabalistic-Enigmatic-Arcane-Of the Master


Axis:
Axis Variants come each with a decrease in Power Cost by 10%, Perfect for power hungry spells.


Lens:
Lens Variants have an innate critical chance, which again much like fast-firing weapons goes hand-in-hand (excuse the pun).


Core:
Core Variants have increased use rate by 10% which makes for excellent usage with constant casting spells like Firestorm,Arc Legion and Spectral Lash.


Radiant:
Radiant Variants provide a higher elemental attack strength and so are usually the main choice for use with phasing or igniting Spells.


Prism:
Prism Variants provide extra Relic Mod Slots for each one allowing the Cabalist versatility.


Locus:
Locus Variants provide the highest raw damage for Cabalist Spells.
« Last Edit: Dec 30, 2011; 12:04 PM by Jeremiah »
Wise Yavaun, You teach your children well for Conflict is the great teacher, and pain the perfect educator.
-NagaRom the Promised One

Jeremiah

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TEMPLAR SECTION
« Reply #3 on: Dec 21, 2011; 03:03 AM »
TEMPLAR


ONE-HANDED GUNS:

ROCKET PISTOLS:


Redeemer
Damage:Spectral
The Redeemer is the first offensive gun available to Templars. Much like the Bolters to the Hunters. The Redeemer packs a stronger punch but suffers from a slower rate of fire and firing error.

Peacemaker
Damage:Spectral


Pacifier
Damage:Spectral

MACHINE PISTOLS:

Spikebolter
Damage:Physical
A Powerful machine pistol, similar to the SRAC and the Plagueblaster. The templar's version boasts the best elemental attack strength but suffers from having the worst firing error. Make sure to practice firing in small bursts to maximize damage potential.


Thornbolter
Damage:Physical


Vorpal Slasher:
Damage:Spectral


Vorpal Ripper
Damage:Spectral

GRENADE LAUNCHER:


Surgecaster
Damage:Electric

Stormcaster
Damage:Electric


Shockshell
Damage:Electric/Spectral


Shock Cannon
Damage:Electric/Spectral


Firefield Caster
Damage:Fire

NOVA GUNS


Flamewave
Damage:Fire


Shockwave
Damage:Electric


Paraflux
Damage:Spectral


Grimflux
Damage:Toxic

Slammer
Physical

FLAMETHROWERS:


Hellfire Scorcher
Damage:Fire

DART PISTOLS:


Plague Spreader
Damage:Toxic


TRD:
The TRD, or Threat Reduction Device is a powerful laser-based weapon that deals Electric Damage. similar to the Tentacle Pistol. Unlike the tentacle pistol and other laser pistol's the TRD instead fires off 3 lasers that for a set duration will be out. After which you must refire the gun. The TRD boasts powerful damage making it's slow RoF somewhat... bearable.


HAND GRAPPLER:
Hand Grappler's are a unique one-handed Gun available only to Templars. Grapplers vary in damage much. What they are used for are for grabbing distant enemies and along with it providing elemental effects. The Maximum Distance of a Grappler is 15m.

SWORDS:


Cricket Bat
Damage:Physical


Corrupt Blade
Damage:Toxic


Molten Edge
Damage:Fire


Phantasmic Reaper
Damage:Spectral

Fishgutter
Damage:Physical


Muramasa Katana
Damage:Physical


Masamune Nodachi
Damage:Physical


Templar Broadsword
Damage:Physical


Jacob's Lasher
Damage:Electric


Broadsaber
Damage:Physical


Dragon Blade
Damage:Fire


Thunder Blade
Damage:Electric


Nightblade
Damage:Toxic


Shatterscythe
Damage:Physical


Shock Blade
Damage:Electric

Firebrand
Damage:Fire

Smiter
Damage:Spectral

Hive Edge
Damage:Toxic


Swarm Edge
Damage:Toxic

SHIELDS:

Scarab Shield
Damage:Physical


Beacon Shield
Damage:Spectral
Armor & Shields


Diadem Shield
Damage:Spectral
Armor & Shields


Guardian Shield
Damage:Physical
Armor


Bulwark Shield
Damage:Physical
Armor


Power Shield
Damage:Physical
Armor & Shields


Dominion Shield
Damage:Physical
Armor & Shields


Razor Shield
Damage:Physical


Polaris Shield
Damage:Physical
Armor

Flanged Shield
Damage:Fire
Armor
« Last Edit: Dec 30, 2011; 12:05 PM by Jeremiah »
Wise Yavaun, You teach your children well for Conflict is the great teacher, and pain the perfect educator.
-NagaRom the Promised One

Kyon

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Re: Hellgate : London Faction Weapons Guide [WIP]
« Reply #4 on: Jan 17, 2012; 06:46 PM »
Could you continue this ? very good thread I think :) Thanks

syakila

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Re: Hellgate : London Faction Weapons Guide [WIP]
« Reply #5 on: Feb 07, 2018; 04:22 PM »
Can Engineers ever get a gun that has toxic damage stuck on the mini game toxic damage so was curious about the type of gun I should try to get. Would arming my  drone with a melee weapon that might do toxic damage work. Hmm now there's an idea.

Malachor

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Re: Hellgate : London Faction Weapons Guide [WIP]
« Reply #6 on: Feb 08, 2018; 01:54 AM »
You could add a mod that Adds Toxic damage to a weapon.