Notes
In Classic Cube, Chain Gun spread is 0 (No spread).
Monster attack delays depend on the “skill” setting.
Ammo box respawn time depends on the number of players:
0-2 players: 8 sec
3-4 players: 6 sec
5+ players: 4 sec
You can carry 5 Ammo boxes of each weapon.
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