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==== '''S.P.E.W.''' (Small Projectile Emitting Weapon) ====
 
==== '''S.P.E.W.''' (Small Projectile Emitting Weapon) ====
* Level 1: 30 rounds per magazine, 200 in reserve.
+
* Level 1: 60 rounds per magazine, 200 in reserve.
 
* Level 2: More damage; ammunition storage increased to 70 rounds per magazine, 400 in reserve.
 
* Level 2: More damage; ammunition storage increased to 70 rounds per magazine, 400 in reserve.
 
* [http://metalarms.wikia.com/wiki/SPEW Level 3]: More damage; completely changed and fires 100 rounds per magazine, 600 in reserve.
 
* [http://metalarms.wikia.com/wiki/SPEW Level 3]: More damage; completely changed and fires 100 rounds per magazine, 600 in reserve.

Revision as of 14:58, 17 October 2015

Summarized list of weapons and what they do at each level. If you were looking for the game's collectible items, click here.

Primary Weapons

Mining laser

  • Level 1: It is the first weapon in the game, you start with it. It is by far the weakest weapon in the game, but can still be used effectively.
  • Level 2: The laser's color changes into yellow (Was green). Added ability to charge and fire into a large burst. (Done by holding down the primary fire trigger). The gun now physically has a much larger barrel than before. (Featured mining laser on the game's cover arts.)
  • Level 3: The laser's color changes into red. single barrel splits into a double barrel design that fires in a left-right-left-right pattern. Damage increased. Charge ability still exists.

Ripper

  • Level 1: Fires a saw blade at directed target. Can be used to cut red wires in the campaign. Good for dismembering Mil Grunts. Weak damage.
  • Level 2: Increased impact damage to the ripper.
  • Level 3: The ripper's blade will now spin upon impact, and move along it's target, doing increased damage and an after-effect damage which will likely dismember multiple limbs.

S.P.E.W. (Small Projectile Emitting Weapon)

  • Level 1: 60 rounds per magazine, 200 in reserve.
  • Level 2: More damage; ammunition storage increased to 70 rounds per magazine, 400 in reserve.
  • Level 3: More damage; completely changed and fires 100 rounds per magazine, 600 in reserve.

Rocket Launcher

  • Level 1: Two-handed weapon, resembles that of the Quake-styled Rocket Launchers. Can fire a single H.E. Rocket. Useful for taking out clustered Mil bots.
  • Level 2: The rocket launcher turns into a shoulder-carried weapon, thus becoming one-handed, and features an automatic reload. Increased damage and explosion radius.
  • Level 3: The weapon is renamed to "Barrage Cannon" in the player's weapon menu. It is the same as the level 2 Rocket Launcher, but it adds three off-split rockets that eject from the primary rocket and thereby increase the direct hit damage of the rocket and splash damage around it. (tl;dr Damage boost)

Scatter Blaster

  • Level 1: The scatter blaster is your classical single-fire shotgun. Everyone is gonna love it. Even your kids! It has a slight delay between each shot to cycle the next shell. Exceptional weapon for killing Zombie Bots.
  • Level 2: Dual-barrel design, Consumes two shells per shot and fires two shells per shot. Double or nothing!
  • Level 3: Longer barrels, increased ammo capacity per load, the firing mechanism becomes a lead-pumping nightmare, enabling a rapid-fire more at the cost of a reload time after firing off every shell. (Easily the most overpowered weapon in the game!)

Slingshot

  • A tool that cannot be upgraded, the Slingshot can launch secondary weapons farther and with a more powerful force. Useful for lobbing grenades at long range.

Rivet Gun

  • Level 1: What the name implies, it shoots long, pointed rivets. Used as the game's Sniper Rifle, it is a strong weapon against Grunts, and a very strong weapon against Zombie Bots.
  • Level 2: An explosive charge is added to the rivet which will explode approximately 5 seconds after contact with it's target.
  • Level 3: The primary fire button can be held to overcharge the explosive on the rivet, creating a dramatically large colored explosion which can be useful to take out groups, as it will cause minor enemies such as grunts to run around as if fleeing from combat.

Control Tether

  • Level 1: Can control bots, has a slow lock-on time and extremely slow reload, requires a good amount of stealth to use properly.
  • Level 2: Faster lock-on/reload time.
  • Level 3: (The level it is defaulted to in Multiplayer). near-instant lock on time, fast reload. Increased controllable range.
  • Other: In multiplayer the range of the control tether is double than the how far the level 3 campaign distance allows.

Toaster

  • The toaster is a flamethrower with no upgrades available.
  • Can only be acquired by getting to the level "The Hand is Mightier"

Secondary Weapons

Coring Charge

  • A powerful explosive, the Coring Charge can destroy small groups of Mils. A maximum of 10 can be carried.

Cleaner

  • A grenade, the Cleaner can select up to 3 enemies and unleash rockets on them. A maximum of 2 can be carried.

Magma Bomb

  • "Slosh's homemade firebomb of doom" - The magma bomb is an incendiary grenade that upon impact, will explode into a blaze of fire, anything to go through or near will be engulfed in flames. Extremely high damage output, the flame lasts for five to ten seconds after impact, making quick work of large enemies such as Titans, Predators, or Zombie Bots.

EMP Grenade

  • The EMP grenade throws out a field that deactivates Mils for a short amount of time, allowing them to be recruited, tethered, or destroyed.

Recruiter

  • A strange device created by the Morbots, the Recruiter Grenade can blast certain bots and bring them on Glitch's side. Only bots with purple icons over their heads can be recruited. Once recruited, the Droid symbol will appear above their head.

Scope

  • A weapon best used with the Rivet Gun, the Scope zooms in and can give info about Mils.
  • If the player has acquired the scope in the wastelands level "They Live" before being given the scope by the droids, the player get's a level 2 Scope upgrade, allowing for enhanced zoom.

Wrench

  • When used, Glitch will fall apart. When in this state, you cannot move. Can be used again to put yourself together. Only appears in two specific singleplayer levels, and is famous in the community for a glitch in which if timed right, the player can walk through any door, wall, machine, or etc as they fall apart using the wrench.

Vehicle-Based Weaponry

RJV-780 20mm Vorium Machine Gun

  • A large-barreled 20mm machine gun which is found on both the back of a R.A.T. or mounted to a stationary emplacement.
  • The HMG can be seen used by both factions of Mils and Droids. More commonly seen in the levels "Into the Trenches" and "Unwelcome Home"

Heavy Artillery Turret (AKA "Matt's Big Gun")

  • Has four barrels that hurl massive shells at it's intended target as a primary weapon
  • Fires a slow shockwave-based weapon meant to slow down or stop enemies dead in their track. By means of explosive damage.

Mil Securty Turrets

  • There are two types, A small automatic machine gun turret which is suspended from a ceiling, and one large threatening ground turret.
  • The ceiling turret is small, barely a threat. Meant to catch unsuspecting players.
  • The ground turret is a threat to be taken seriously. Armed with four rapid-fire heavy machine guns and a missile launcher, this turret will mow through any player. It can be controlled via a control panel on the back, And is set by default to a "Guard" mode which will shoot any droid on sight. Simply throwing an EMP grenade at it and getting in and out of the turret will reprogram it to fire at any Mils.