Notes

Weapons

Shotgun

  • Nominal Damage: 200

  • Spread: Offset by up to 100 units per 1000 units traveled

  • Attack Delay: 1.4 seconds

  • Nominal DPS: 143 damage/sec

  • Ammo: Shotgun Shells (10 rounds/pickup)

  • Ammo Pack Damage Potential: 10 x 200 damage = 2000 damage

Rifle

  • Nominal Damage: 100

  • Spread: None (0)

  • Attack Delay: 1.5 seconds

  • Nominal DPS: 67 damage/sec

  • Ammo: Cartridges (5 rounds/pickup)

  • Ammo Pack Damage Potential: 5 x 100 damage = 500 damage

Chain Gun

  • Nominal Damage: 30

  • Spread: Offset by up to 50 units per 1000 units traveled

  • Attack Delay: 0.1 seconds

  • Nominal DPS: 300 damage/sec

  • Ammo: Bullets (20 rounds/pickup)

  • Ammo Pack Damage Potential: 20 x 30 damage = 600 damage

Rocket Launcher

  • Nominal Damage: 120

  • Spread: None (0)

  • Attack Delay: 0.8 seconds

  • Nominal DPS: 150 damage/sec

  • Projectile Speed: 80 units/sec

  • Ammo: Rockets (5 rockets/pickup)

  • Ammo Pack Damage Potential: 5 x 120 damage = 600 damage

Fist

  • Nominal Damage: 50

  • Attack Delay: 0.25 seconds

  • Attack Range: 3 units

  • Nominal DPS: 200 damage/sec

  • Ammo: N/A

New Weapons

New weapons may not be enabled in your build. If they are, you can find them in IceCube game modes (“-gi” startup).

Flex Ammo (mutator)

The flexammo mutator is how ammo for the new weapons can be obtained in game modes with ammo box pickups. If flexammo is enabled, ammo boxes are shared between certain weapons.

There are two flexammo modes: flexammo 1 and flexammo 2.

Note: In previous builds, ammo for new weapons can be obtained by converting their placeholder ammo via “/testammo” if that was enabled. /testammo has been removed and flexammo is its replacement.

Grenade

  • Nominal Damage: 60

  • Spread: None (0)

  • Attack Delay: 0.4 seconds

  • Nominal DPS: 150 damage/sec

  • Projectile Speed: 80 units/sec

  • Projectile Gravity: Yes

  • Flex Ammo Mode 1: Rockets (5 ammo/pickup)

  • Flex Ammo Mode 2: Rockets (5 ammo/pickup)

  • Ammo Pack Damage Potential: 5 x 60 damage = 300 damage

  • Design Notes: 1/2 attack delay of Rocket Launcher, but half its damage. Same proj speed as Rocket Launcher, but the projectile is affected by gravity and can bounce.

Pistol

  • Nominal Damage: 20

  • Spread: Offset by up to 50 units per 1000 units traveled

  • Attack Delay: 0.2 seconds

  • Nominal DPS: 100 damage/sec

  • Flex Ammo Mode 1: Shells (20 ammo/pickup)

  • Flex Ammo Mode 2: Bullets (20 ammo/pickup)

  • Ammo Pack Damage Potential: 20 x 20 damage = 400 damage

  • Design Notes: Faster than Sauerbraten’s pistol, but less damage. Less damage than Chain Gun, and 2x its attack delay.

Blaster

  • Nominal Damage: 30

  • Spread: None (0)

  • Attack Delay: 0.4 seconds

  • Nominal DPS: 75 damage/sec

  • Projectile Speed: 80 units/sec

  • Flex Ammo Mode 1: Cartridges (Rifle) (10 ammo/pickup)

  • Flex Ammo Mode 2: Shells (Shotgun) (10 ammo/pickup)

  • Ammo Pack Damage Potential: 10 x 30 damage = 300 damage

  • Design Notes: 1/2 attack delay of Rocket Launcher; 1/4 damage; same proj speed and knock back. Same attack delay as Grenade.

Monster Attacks

Bite

  • Nominal Damage: 12

  • Range: 3 units

Fireball

  • Nominal Damage: 5

  • Projectile Speed: 25 units/sec

Iceball

  • Nominal Damage: 10

  • Projectile Speed: 15 units/sec

Slimeball

  • Nominal Damage: 7

  • Projectile Speed: 80 units/sec

Chain Gun

  • Nominal Damage: 7

  • Spread: Offset by up to 50 units per 1000 units traveled

Rifle

  • Nominal Damage: 25

  • Spread: None (0)

Shotgun

  • Nominal Damage: 50

  • Spread: Offset by up to 100 units per 1000 units traveled

Rocket

  • Nominal Damage: 30

  • Spread: None (0)

  • Projectile Speed: 40 units/sec