--AUTOCANNON-- AMMO: 6 RELOAD TIME: 2.5 sec DAMAGE: 21e This weapon is a jack of all trades and a master of none. While it is easy to hit someone because the shots explode on ground causing nice little explosion and they travel quickly through air, overall damage caused is not very high. This weapon is best used when the enemy is low on health, altough it is not as specialised in finishing him off like the chaingun, for example, is. The best defence against Autocannon would be staying far away from ground and just pounding enemy with anything more powerful. --BAZOOKA-- AMMO: 2 RELOAD TIME: 2.8 sec DAMAGE: 30d + 20e (30 direct hit, 20 explosion) The Bazooka is a weapon which as the name suggests shoots missiles. They travel with moderate-at-best speed, so it may be difficult to hit. On the other hand, you have two of them in the pack, so you can try twice. Bazooka's missiles explode causing 20 damage in short range, so if the enemy is low on health and this is your only avaible weapon, try to hit him when he is on the ground. Avoiding being hit with Bazooka is not that hard, just keep moving quickly. --BFG 9000-- AMMO: 1 RELOAD TIME: 3.3 sec DAMAGE: 20d + 60e BFG 9000, just like its brother in DOOM series, is a very potent weapon... but also a hard to use one. After pulling the trigger the weapon starts to charge, and after 0.7 seconds it will finally launch its green explosive blob. If you get killed or change weapon while charging, the weapon won't shoot. The ammo is consumed when you pull the trigger, not when the weapon actually shoots. BFG missile is extremely powerful, causing whooping 80 damage on direct hit and just 20 less if enemy is caught just by the explosion. If you land a direct hit, switch to winchester, autocannon or throwing knife, because unless the enemy heals a single shoot from these weapons will kill him. If facing BFG in wrong hands, treat it like a big, bad green bazooka. Keep moving even more quickly. Or hide somewhere during the charge time. --BLOWTORCH-- AMMO: 5 sec (continuous fire) RELOAD: 2.5 sec DAMAGE: 170d/sec If the Lightning Gun had too short range for you, don't use this weapon at all. As a dedicated close-combat weapon, it is very powerful, has very short range and dominates in tight areas. Do not try to chase enemy with the blowtorch, because he will surely kill you with almost anything. Instead, pull it out of the bag quickly when you pass him in midair, or if you land on him. Any damage caused will be most likely fatal. When facing a blowtorch user, just get out of range and use anything you have. You have to remember that he has this weapon for the whole match, though, or you'll suddenly become toasted just because he got a little bit too close. This weapon is unsynced, which means that you have to lead your shots. Of course, for a blowtorch user that does not change much, if anything. --CHAINGUN-- AMMO: 32 RELOAD: 2.2 sec DAMAGE: 6.25d It seems that worms are bullet proof, as they can easily surwive quite an amount of lead before dying. Compared to the blowtorch this weapon deals only 100 damage per second while the first one dealt 170. Chaingun is hard to use because its projectiles are not synchronized - they appear on your screen before they do on server, and of course they are where they are at the server. To hit someone with more than one bullet, try to shoot before him, having in mind his speed. Chaingun was designed for finishing almost dead enemies off, and in this task it is matched only by lightning gun - but the latter has limited range. Be warned though - a skilled player may kill you with just one magazine, if lucky. If you see incoming stream of small bullets, look at your health bar. If you don't have much - you die. If you have some, then just take better weapon and kill that annoying bugger. --DOOMSDAY-- AMMO: 10 RELOAD: 3.6 sec DAMAGE: 8e x2 (two missiles per shot) While the name suggest something powerful, doomsday's bark is worse than bite. The weapon shoots a barrage of 20 of rather slow and small missiles in pairs, each dealing 8 explosive damage - looks good on paper, but in game one will quickly realise that it is hard to hit with more than one or two pairs at per salvo... and the reload is a LONG one. Longest, to be honest. Try not to fire all of the missiles at once, treat them a bit more individually, and this will become a doom's day for your enemy. You can't do anything intresting when facing a doomsday attack, just try to get out of its way. When the last missile is gone, you don't have to worry about them for a long time.