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Difference between revisions of "Weapons"

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The ability to bash, to shove back an opponent, is a key gameplay mechanic to NMRiH.  
 
The ability to bash, to shove back an opponent, is a key gameplay mechanic to NMRiH.  
[[File:bash.jpg|thumb|alt=Bashing|The "bash" function in action]]Zombies can grab players preventing any further movement and massively increase the risk of infection. Bashing (sometimes referred to as "shoving") a zombie will push them out of your way by a couple of feet and break any hold on you that they may have had. Generally speaking bashing does not do much damage, but some weapons such as the [[SKS 7.62mm|Simonov SKS]] (which features a bayonet) do substantial damage when bashing.
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[[File:bash.jpg|thumb|alt=Bashing|The "bash" function in action]]Zombies can grab players preventing any further movement and massively increase the risk of infection. Bashing (sometimes referred to as "shoving") a zombie will push them out of your way by a couple of feet and break any hold on you that they may have had. There are 3 types of bashing: melee bashing, firearm bashing and bayonet bashing. Melee bashing can be done with any melee weapon, even fists, yet does no damage. Firearm bashing can only be done with firearms and is only different from melee bashing in the fact that zombies take damage, even if very little (around 25 head bashes to kill). Bayonet bashing is unique only to the [[SKS 7.62mm|Simonov SKS]] (which features a bayonet) and differs greatly in the fact that it doesn't push back zombies well, has a long delay between bashes and deals a lot of damage (around 1-4 head bashes to kill depending on accuracy).
  
 
== Melee Weapons ==
 
== Melee Weapons ==

Revision as of 09:35, 23 February 2019

Overview

The weapons in No More Room in Hell are meant to reflect a varied assortment of civilian, law enforcement and military firearms as well as obvious and unique melee weapons for close combat. Weapons are usually common in and around the opening areas of a level, to equip players initially. Weapons become less common place and more rare as the levels go on, forcing players to search high and low from obvious places such as gun shops to the less conspicuous areas such as behind a knocked over book shelf.

During Gameplay

Weapons can be equipped from the Radial Inventory, by clicking on the weapon with Mouse1. Clicking Mouse2 on the weapon will drop it to the ground for another player to pick up. Weapons can also be equipped by scrolling with the mousewheel.

By default, pressing and holding Mouse2 will shoulder the firearm to ironsights mode for more precision. Your movement and field of view are more constrained while in ironsights. Releasing Mouse2 will return you to hip firing.

All weapons and equipment have an assigned mass that will affect the player's mobility and agility. A encumbrance of inventory will also result in a faster stamina drain.

Bashing

The ability to bash, to shove back an opponent, is a key gameplay mechanic to NMRiH.

File:Bash.jpg
The "bash" function in action
Zombies can grab players preventing any further movement and massively increase the risk of infection. Bashing (sometimes referred to as "shoving") a zombie will push them out of your way by a couple of feet and break any hold on you that they may have had. There are 3 types of bashing: melee bashing, firearm bashing and bayonet bashing. Melee bashing can be done with any melee weapon, even fists, yet does no damage. Firearm bashing can only be done with firearms and is only different from melee bashing in the fact that zombies take damage, even if very little (around 25 head bashes to kill). Bayonet bashing is unique only to the Simonov SKS (which features a bayonet) and differs greatly in the fact that it doesn't push back zombies well, has a long delay between bashes and deals a lot of damage (around 1-4 head bashes to kill depending on accuracy).

Melee Weapons

Melee weapons are by far the most common place of all weapons in NMRiH. They can be found all over the place and vary in size and speed. Some melee weapons are one handed, which allows them to be used with the flashlight. Most melee weapons do not have this ability however, as many are large and cumbersome.

Weapon Weight Attack interval Damage (head hits to kill) Mag Lite
Normal Charged Attack
70px
Fists
0 - 11 8 Yes
Knife icon.png
Kitchen Knife
5 - 4 3 Yes
70px
Cleaver
8 - 3 2 Yes
70px
Pickaxe
37 - 1 1 No
70px
Abrasive Saw
55 - 5 4 No
Hatchet icon.png
Hatchet
10 - 2 1-2 Yes
Fire axe icon.png
Fire Axe
40 - 2 1 No
Baseball bat icon.png
Baseball Bat
20 - 3 2 No
Sledge hammer icon.png
Sledgehammer
40 - 1 1 No
70px
FUBAR Wrecking Bar
45 - 1 1 No
Wrench icon.png
Pipe Wrench
8 - 3 2 Yes
Pipe lead icon.png
Lead Pipe
20 - 2 1-2 Yes
Shovel icon.png
Spade
30 - 2 2 No
Crowbar icon.png
Crowbar
20 - 2 1-2 Yes
Machete icon.png
Machete
13 - 2 1-2 Yes
Chainsaw icon.png
Chainsaw
60 - 4 3 No
E-Tool icon.png
E-Tool
20 - 3 2 No
70px
E-Tool
20 - 2 1-2 No

Charged Attacks

All melee weapons feature a "charged" attack which can be accomplished by pressing and holding Mouse1 (default) and given a few seconds the attack should be fully charged. Winding up with a charged attack is a sure way to deal a massive blow to any hostile, but keep in mind that charged attacks drain stamina in chunks.

Tools

Tools in NMRiH are used in two capacities. The first is behaving more or less like a traditional melee weapon (except the flaregun, which behaves like a pistol). The second capacity is the special functionality of each, filling a certain roll that is unique for each tool.

Weapon Weight Attack interval Damage
Normal Charged Attack
Welder.png
Welder
7 - 3 3
Fire ext.png
Fire Extinguisher
40 - 3 2
70px
Flare Gun
5 - - -
Hammer weapon.png
Barricade Hammer
10 - 3-4 2
Maglight.png
Maglite
10 - 9 7

Special Applications

As listed above each tool has its own unique abilities. Many of these are used to complete objectives (extinguishing fires, cutting through doors) while others augment the gameplay (barricading doors, signalling for a supply drop). By default if the player uses Mouse2 (default), this will activate the Special of the tool. This applies to all except the flaregun, whose functionality is only achieved if fired in to the sky at an angle at or greater than 75 degrees.

Firearms

Round in the Chamber

In No More Room in Hell, Firearms have two sets of default capacities. The magazine capacity and a round in the chamber. Magazine Capacity tells how many bullets are within a magazine, while a round in the chamber tells whether a round is loaded into the guns barrel or "chamber" itself, ready to fire.

For example, the Beretta M9 has a magazine capacity of 15 rounds but can hold 16 rounds in total with a round chambered. This would look like this, 15+1. To achieve this goal, simply reload while still having rounds in the magazine. Most weapons have this by default and will be listed with the original magazine ammo count and a plus to say whether the weapon can accept a round chambered. There are only certain exceptions of this rule where weapons do not receive this feature.

Ammunition Check

Almost all firearms, as well as the Flare Gun and Chainsaw can have an Ammo Check. By holding down Reload (R by default), the player will initiate a small animation which the player will check the weapons total ammunition count. As of the 1.05 update, Characters will play an audio cue to how many rounds are remaining in their current magazine.

In the case of Handguns, Shotguns and some Rifles with capacities below 15 rounds, the player will give an approximate number of the remaining rounds left in their weapon. For weapons such as the MP5A4, M16A4, MAC-10, Beretta M9 and Winchester 1892 will refer to a rough approximation of the number of rounds left in the magazine such as "Magazine is full", "Over Half", "Half a Mag" and "Almost full", only until the weapon drops below 15 rounds will an exact number of rounds be stated. In the case of the Beretta M9, the term "Magazine is Full" refers to a fully loaded magazine whether there's a round in the chamber or not (15 rounds or 16 rounds).

Ironsights

Iron sighting is possible with all firearms, and can be done by holding down Mouse2 (default) for the desired duration.

Ironsights
Iron Sights on the 1911 pistol.
Ironsighting raises the firearm up to eye level allowing you to look down the sights and greatly improve your accuracy, and narrow your cone of fire to help preserve ammunition.

Focus Mode

Handguns will allow you to enter a 'focused' aiming mode, which will double your damage and accuracy and give you a 75% chance to knock a zombie back. To activate this mode, simply enter Iron Sights mode and stand still for 3 seconds. If done correctly, your vision will have a sanguine tint and a Depth of Field effect, along with your character holding his/her breath. Currently this only affects Handguns.

Handguns

Handgun Ammunition Headshots to Kill Action Reload Time Weight
Type Capacity
M29fs.png
Beretta M92FS
9mm 15+1 2 Semi-automatic ~3 sec. 10
1911.png
Colt 1911
.45 ACP 7+1 1 Semi-automatic ~4 sec. 10
70px
Glock 17
9mm 17+1 2 Semi-automatic ~3 sec. 15
MkIII.png
Ruger Mark III
.22 LR 10+1 2 Semi-automatic ~4 sec. 10
Sw686.png
Smith & Wesson 686
.357 Magnum 6 1 Revolver ~5 sec. 10

Ruger Mark III - The Ruger Mark III is the latest variant of the Ruger rimfire pistols. Popular across the states as a premier and inexpensive target pistol used to introduce hundreds if not thousands of shooters to the sport of pistol shooting or to try new and inexperienced pistol shooters alike, it offers a smooth action and near non-existent recoil. Frequently a popular pistol for "Plinking", Target Shooting and close range pest control.

Beretta M92FS - A common civilian and law enforcement sidearm chambered in 9mm Luger ammunition. The M9 is also the standard sidearm of the United States Army. It holds 15 rounds per magazine.

Glock 17 - Designed for professionals, the Glock 17, in 9mm Luger, is the most widely used law enforcement pistol worldwide. Because of its unsurpassed reliability, above-average magazine capacity of 17 rounds in the standard magazine (+1 in the chamber), and its low weight, it is trusted by law enforcement officers around the globe.

Colt National Match 1911 - 100 years of pedigree have gone in to making the Colt 1911 one of the finest handguns ever built. After many years in service with the US Army, the rugged, powerful and reliable .45 pistol still sees much use in the civilian firearm market. It holds seven rounds per magazine.

Smith & Wesson 686-6 - One of Smith & Wesson's finest modern double-action revolvers, the .357 Magnum 686-6 features a 4.5 inch barrel and a six-round cylinder.

Shotguns

Shotgun Ammunition Action Reload Time Weight
Type Capacity Initial Full
Sv10.png
Beretta Perennia SV10
12 Gauge 2 Semi-automatic ~7 sec. 35
Mossberg 500A.png
Mossberg 500a
12 Gauge 5+1 Pump ~4 sec. ~9 sec. 35
Remington 870.png
Remington 870
12 Gauge 8+1 Pump ~4 sec. ~12 sec. 35
Superx3.png
Winchester Super X3
12 Gauge 5+1 Semi-automatic ~6 sec. ~10 sec. 35

Beretta Perennia SV10 - A high-class trap shooting over-under shotgun manufactured by Fabbrica d'Armi Pietro Beretta in Italy, this 12 Gauge shotgun features premium hand-treated wood and a hand engraved polished steel alloy nickel-plated receiver. This full size beauty of a sporting shotgun sells for a wopping $3500.

Mossberg 500a - The Mossberg 500a is a series of shotguns manufactured by O.F. Mossberg & Sons. Intended for use in harsh and dirty conditions, such as waterfowl hunting or combat, the Model 500 series is designed to be easy to clean and maintain as well as being affordable on the current market today. The Mossberg 500a denotes the 12 Gauge variant firing 2 3/4" 00 Buckshot loads from a 5+1 magazine.

Remington 870 - One of the best selling pump-action shotguns ever designed, the Remington 870 has seen an unending, massive wave of popularity in the civilian market since its introduction in 1951. It is also a favorite of local and state police forces, as well as an issued firearm of many branches of the Department of Defense. It comes with an 8 round tube magazine.

Winchester Super X3 - A semi-automatic 12 Gauge shotgun designed specifically for the sporting and hunting civilian market, the Winchester Super X3 has won numerous awards for its reliability and ergonomics, being used frequently in competitive shooting or in bird hunting. It can hold five rounds.

Rifles

Weapon Weight Ammo Damage Mag Lite
Loaded Carried Used Point
blank
Medium
range
Long
range
Ruger1022.png
Ruger 10/22 Takedown
25 10+1 - .22 LR - - - No
Winchester 1892.png
Winchester 1892
30 15+1 - .357 Magnum - - - No
Sks.png
Simonov SKS
40 10 - 7.62x39mm Soviet - - - No
Sako.png
Sako 85
45 5+1 - .308 Winchester - - - No

CZ858
40 30+1 - 7.62x39mm Soviet - - - No

JAE-700
45 10+1 - .308 Winchester - - - No

FN FAL
45 20+1 - .308 Winchester - - - No

Ruger 10/22 Takedown - With over five million manufactured rifles since 1964, the Ruger 10/22 is one of the best selling and most common civilian rimfire rifles in the world. By no means fancy or posh, this cheap simple rifle has been used for generations to introduce children to the world of shooting sports, and is frequently used for target plinking, small game hunting and pest control. The version in-game sports a black synthetic stock and frame with a clear satin receiver and barrel. It holds 10+1 rounds.

Winchester 1892 - The Model 1892 made its debut at the closing of the American Frontier but nonetheless, the '92 has appeared throughout countless western Motion Pictures and Television shows. Modern reproduction models, which utilize stronger materials are re-chambered to fire modern pistol cartridges such as the .357 Magnum. The Model 1892 is popular amongst Cowboy Shooters and re-enactments and is often a popular hunting weapon for Varmints and Intermediate game by Civilian Shooters. The Model 1892 in-game chambers .357 Magnum rounds with a magazine capacity of 15+1 rounds.

Simonov SKS - Designed by Sergei Simonov for the USSR in 1944 and based on the German StG-44 and the Russian AVS-36, the SKS was one of the first firearms to be chambered for the now-infamous 7.62x39mm Soviet cartridge. The SKS is a wildly popular rifle in the civilian market due to its cheap cost and high surplus numbers. Most in civilian ownership can trace their origins to service in the Red Army. It is loaded by ten round stripper clips.

Sako 85 - Manufactured by Finnish firearm manufacturer Sako Limited, the Sako Model 85 was first built in 2006 for the international hunting and sporting market. It is available in a wide range calibers ranging from .22-250 Remington all the way up to .416 Remington Magnum. The Sako 85 featured in NMRiH is equipped with a Bushnell Dusk and Dawn hunting optic, and chambered in .308 Winchester with five round magazines plus 1 chambered.

CZ858 Tactical - The CZ858 cal. 7.69 x 39 mm is a semi-automatic rifle designed for sport shooting,it is the civilian variant of the military rifle Vz. 58 and is designed and manufactured in Czechoslovakia and accepted into service in the late 1950s,The Vz. 58/CZ858 externally resemble the Soviet AK-47 but are internally a substantially different design based on a short-stroke gas piston, which shares no parts with the Kalashnikov design - including the magazines,it holds 30+1 rounds.

JAE-700 - The JAE-700 RSA is a stock and chassis system/option designed by J. Allen Enterprises and built for the Remington 700,the entire chassis/stock is machined in aluminium and the composite side panels are bonded to the aluminium,the combination of materials makes the stock rigid and it has great harmonics,the Remington JAE-700 in NMRiH has 10+1 rounds and performs faster than the Sako 85.

FN FAL - The FN FAL (Fusil Automatique Leger - Light Automatic Rifle) is one of the most famous and widespread military rifle designs of the XX century. Developed by the Belgian Fabrique Nationale company, it was used by some 90 or even more countries, and was manufactured in at least 10 countries,it has been nicknamed 'Right Arm of The Free World' due to that during the Cold War it was adopted by many North Atlantic Treaty Organization (NATO) countries, with the notable exception of the United States. It is one of the most widely used rifles in history,and it holds 20+1 rounds.

Military & Police

Weapon Weight Ammo Damage Mag Lite
Loaded Carried Used Point
blank
Medium
range
Long
range
M164.png
M16A4
40 30+1 - 5.56mmx45 NATO - - - No
Mp5a3 .png
Heckler & Koch MP5A4
30 30+1 - 9x19mm - - - No
Mac10.png
Ingram Mac-10
30 30 - .45 ACP - - - No

M16A4 - Based on the original AR designed by Eugene Stoner in 1958, the decades have been good to the classic design and have seen it pass through a number of iterations. The current standard assault rifle of the United States forces is the M16A4 manufactured by FN Herstal, and is commonly used in a semi-automatic fire mode and often equipped with a Trijicon ACOG optic as well as KAC M5 handguard for equipping vertical grips. They come equipped with 30 round magazines chambered in 5.56mmx45 NATO ammunition.

Heckler & Koch MP5A4 - Made famous in 1980 after being used in a raid by British SAS commandos to liberate the Iranian Embassy in London, the MP5 family of submachine guns has gone on to become one of the best selling and most widely used submachine guns in the world. It is used in the United States by numerous local, state and federal agencies from everything from security to law enforcement to special forces operations. The MP5A4 is chambered in 9mm Luger and uses 30 round magazines.

Ingram Mac-10 - Developed by Gorden B. Ingram in 1964, the MAC-10, officially known as M-10 was a highly compact, blowback operated machine pistol firing the .45 ACP cartridge and was predominately made from steel stampings. While it was used by US Navy Seals during the Vietnam War, it later gained a bad reputation after civilian models could easily be converted to fully automatic fire being used by various criminal organizations and the popularly televised "Gang Culture" where it became synonymous with "Drive-By Shootings". Regardless the weapon had a high rate of fire of nearly over 1000 rounds per minute, dwindling its 30 round magazine capacity in less than a second.

Explosives

Explosive Damage Radius Weight
Frag Grenade.png
Grenade
 ??? 265 10
70px
Molotov
30+burn  ??? 10
70px
TNT
 ??? 512 10

M67 Fragmentation Grenade - The M67 grenade is a fragmentation hand grenade used by the United States military. The M67 is a replacement for the M61 grenade used during the Vietnam War, and the older Mk 2 "pineapple" grenade used since World War II. Hand Grenades come in a variety of types, the most common being Fragmentation grenades. "Frag's" as they are colloquially named are designed to explode with metal fragments inducing injury or death. In No More Room in Hell, Frag Grenades have a large blast area and are very effective versus Zombies.

Molotov Cocktail - A Molotov cocktail is a crude incendiary weapon which consists of a glass bottle semi-filled with flammable liquid, usually gasoline (petrol) or alcohol (generally methanol or ethanol) with a cloth hanging out on the top of the bottle,the name "Molotov cocktail" is derived from Vyacheslav Mikhailovich Molotov, a Russian communist who was the Foreign Minister and Secretary of War of the Soviet Union during World War II. The soldiers of the Finnish Army successfully used Molotov cocktails against Red Army tanks in the two conflicts (Winter War and Continuation War) between Finland and the Soviet Union, and coined the term to mock Molotov.

Military Grade TNT - The Military Grade 'TNT' is an explosive weapon that contains the chemical compound 'Trinitrotoluene' ( formula being C6H2(NO2)3CH3 ),this yellow-colored solid is sometimes used as a reagent in chemical synthesis, but it is best known as a useful explosive material with convenient handling properties. The explosive yield of TNT is considered to be the standard measure of strength of bombs and other explosives. In chemistry, TNT is used to generate charge transfer salts,the weapon in NMRiH has double the explosive radius and damage than the M67 Frag Grenade,and can be very useful to take down a very large horde of zombies.

Bows

Weapon Weight Ammo Damage Mag Lite
Loaded Carried Used Point
blank
Medium
range
Long
range
70px
PSE Deer Hunter
15 1 - Arrows - - - No

PSE Deer Hunter - The PSE Deer Hunter is one of PSE's longest running bows not to mention, one of the best-selling bows of all time. This rig is great for archers young and old whether using it for learning, target shooting or hunting. Part of the reason for the popularity of this model is its versatility and quality,in NMRiH,players can use it by holding Mouse1 and releasing when ready,you can cancel the aiming by clicking Mouse2,If you hold down your primary fire key for too long, your character will eventually tire out,and you can as well recover and reuse any used arrows which makes it handier than a gun,but it is more difficult to use.

Ammo

Go to full article 'Ammunition'