Weapon Descriptions

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The following weapons are those available in the Marathon Infinity data files. The reason for including only this (so far) is because Infinity is by far the most popular set of data to play online with Aleph One.

Contents

[edit] Weapons

[edit] Fist

[edit] Primary Trigger

The Fist is your melee weapon. It does little damage under normal conditions, but it is one of only three weapons capable of firing underwater. The real magic of the fist is that its damage is dependent on your own velocity. If you hit an enemy while travelling at maximum speed (especially when using the Strafe Run), you will do far more damage to that enemy; some estimates are as high as eight times the damage that comes from the fist when you are standing still. This is roughly equivalent to two pistol shots, which can be quite a bit of damage.

[edit] Secondary Trigger

While it looks cool to run around with two fists out, the extra fist does not really do anything more than the regular punch. The "firing rate" is the same, even with two fists, so it's not usually worth the time it takes to prepare the second fist. The only situation where I have found it useful is hitting two enemies without turning: one enemy on the left half of the screen and one on the right.

[edit] Misc.

  • The fist has infinite ammunition.
  • It can fire under liquids
  • Works in vacuum

[edit] Pistol

.44 Magnum Mega Class A1
The new standard issue sidearm for all field personnel doesn't look much like your old .45 MMC, does it? This is because it has been built for a single purpose, by a dedicated people and not by underpaid laborers toiling for a thinly-veiled government-owned arms manufacturing machine (oiled with the blood of the underclasses, by the way) which exists solely to line the pockets of the greedy bureaucrats who run the military/industrial complex.[1]

[edit] Primary Trigger

Along with the fist, this weapon is the default starting weapon. It holds eight shots. Each shot is a single "high-speed"[2] bullet that does a moderate amount of damage to an enemy.

[edit] Secondary Trigger

It is possible to pick up a second pistol, which allows you to use it as a secondary trigger weapon to the pistol. Unlike the fists, using two pistols gives you twice the rate of fire, but also twice the reload time. The second pistol also uses its own clip, so it only depletes its own shots, not the shots of the first pistol.

[edit] Misc.

  • Damage per shot: 20+8[3]
  • 8 shots per clip
  • Max. 50 clips
  • Works in vacuum

[edit] Fusion Pistol

Zeus-Class Fusion Pistol
The S'pht have done their best to create an infinite supply of fusion batteries out of the finite number you were transported on board with. If it were not for their ingenuity and industrious nature you wouldn't be able to run around firing with reckless abandon at everything that moves are you are wont to do. But, like the hundredth copy of a third generation duplication of a substandard bootleg--they're a little fuzzy. One might even say unstable. [1]

[edit] Primary Trigger

The fusion pistol does moderate damage with each shot, and can shoot quickly. Its projectiles are among the slowest that the player can shoot. Many "electronic" enemies (S'pht, Cyborgs, Drones, etc.) take extra damage from fusion damage.

[edit] Secondary Trigger

Holding the secondary trigger of the fusion pistol produces a charge-up sound. Once the sound has ended, you may release the trigger in order to shoot a bolt that is far more powerful than the regular fusion shot. This shot does extra damage to electronic enemies, just like the regular shot. The base damage of this shot is roughly equivalent to a grenade. The secondary and primary triggers both share the same clip, so using one trigger will also deplete the ammunition for the other. Holding the trigger down after it has charged emits a periodic beep whose pitch gets progressively higher. If you hold the trigger for too long--some estimates are at one minute--the battery will overload, causing the pistol to kill you and anyone nearby (the explosion does 500 damage -- more than the player's maximum health).

[edit] Misc.

  • Damage per shot (primary): 30+10[3]
  • Damage per shot (secondary): 80+20[3]
  • Max shots per clip (primary): 20
  • Max shots per clip (secondary): 5
  • Max clips: 25
  • It is possible to fire both triggers under a liquid, but the projectile explodes immediately, injuring you and others nearby.
  • Works in vacuum
  • The only weapon whose damage can harm invincible players (both triggers)
  • Killing a Hunter with a fusion projectile causes it to explode, possibly damaging you or other creatures nearby.

[edit] Shotgun

a.k.a. "SG," "Shotties"

WSTE-M5 Combat Shotgun
While going through some data I appropriated from the Marathon (looking for design notes, of course) I stumbled across a reference to a weapon used by Imperialist forces against the intersectionists during the Ares Raid; July 14, 2444. (Never heard of it? I'm not surprised!) Many years of loving craftsmanship went into the design and construction of this brutal tool of mayhem, I hope you can appreciate that. I won't waste my time trying to explain the loading mechanism to you--your primitive mind could never grasp its complex nature. [1]

[edit] Primary Trigger

First introduced in Marathon 2: Durandal, the shotgun is a favorite among players everywhere. Its primary trigger blasts the contents of a double-cartridge where you aim. The shots don't actually scatter much, so the shotgun is often used for sniping. Up close, a single shot is enough to kill most enemies (including a player). The reload speed of the shotgun is somewhat slow.

[edit] Secondary Trigger

Just like the pistol, it is possible to pick up an additional shotgun, at which point the weapon becomes ridiculous. The guns reload independently of each other, so the rate of fire is effectively doubled, and unlike the pistol, you don't have to lower both guns to reload one; this weapon reloads in one hand. It eats up ammunition quickly this way, but it's usually worth it.

[edit] Misc.

  • Damage per shot: (20+4)x10 = 200+40.[3]
  • Shots per clip: 1... kind of. A shotgun shell actually holds 10 "pellets." However, firing once fires all 10 pellets simultaneously.
  • Max clips: 80
  • Works in vacuum

[edit] Assault Rifle

a.k.a. "AR," "Grenade launcher"

MA-75B Battle Rifle (with integral 40mm Grenade Launcher)
The original M .75 was a ridiculous toy designed to impress aging pompous generals. Gone are the preposterously short barrel and the prodigious recoil that made firing the weapon akin to wrestling a greased pig. Still here is the oxygen hungry ammunition that makes it impossible to fire in a vacuum. [1]

[edit] Primary Trigger

The least accurate weapon in the game, the AR's main mode of fire does not do much damage. The recoil of the weapon supposedly causes this inaccuracy. In addition, an individual shot will not do much damage at all. However, up close, the assault rifle's fire can usually kill an enemy within a single clip. The rapid-fire nature of the weapon helps to immobilize monsters when you hit them.

[edit] Secondary Trigger

Far more powerful than the individual bullets of the AR is the grenade, the secondary projectile of the AR. The damage from two grenades is enough to kill a player. The grenades are the only normal, player-fired projectile in the game that is affected by gravity: it falls to the ground at the same time it travels forward, eventually landing and detonating. The grenade is also a rather slow projectile, which often aids its use as a suppressive weapon. When it detonates, the grenade does "splash damage." This means that it will hurt anything within a certain radius, provided that monster or player is not blocked by architecture or another monster or player. You may fire and reload the grenades at the same time that you fire the weapon's bullets, and the ammunition and clip type is different for each trigger.

[edit] Misc.

  • Damage per shot (primary): 9+6[3]
  • Damage per shot (secondary): 80+20[3]
  • Shots per clip (primary): 52
  • Shots per clip (secondary): 7
  • Max clips (primary): 15
  • Max clips (secondary): 8
  • Grenades are one of two explosive projectile types that the player can use.
  • The recoil from the combined firing of the triggers is enough to propel a player backards, through the air. Doing so after backing off a ledge can help you get to otherwise unreachable places.
  • Running forward, looking down, and firing a grenade at your feet is one of two ways to jump in the game, and the only way that won't kill you with red-level shields (150 health).

[edit] Submachine Gun

a.k.a. "SMG"

KKV-7 10mm SMG flechette
...the flechette, with its small cross-section (4mm), longer body and pointed nose experiences far less wind resistance and thus retains more muzzle velocity over a greater distance with a flatter trajectory than its less advanced "slug-thrower" counterparts. Its armor piercing capabilities rival those of the mighty M1A2 .75 BR and the bio-organic trauma it inflicts is terrifying (being somewhat less effective against mechanical targets). [1]

The fast, accurate fire of the SMG is useful primarily in network games. It shoots as quickly as possible, and the recoil is minimal. However, the weapon reload animation obscures your view, which is often enough for a target to take cover or fire back.

There is no special secondary trigger for this weapon; using the secondary simply fires it the same way as the primary.

[edit] Misc.

  • Damage per shot: (9+6)x2 = 18+12[3]
  • Shots per clip: 16 (note: the HUD displays the weapon as having 32 bullets, which is true, but each trigger pull fires two bullets, hence 16 shots)
  • Works in vacuum
  • The only weapon that can both fire under liquids and through the surface of a liquid, while the bullets travel underwater (ex: one player outside of the water shoots a player underwater, while the underwater player shoots him).
  • This weapon was introduced in Marathon Infinity, so players who join an Infinity multiplayer game using Marathon 2 shapes will see bizarre graphical glitches and will probably eventually go OOS.

[edit] Flamethrower

a.k.a. "TOZT"

TOZT-7 Backpack Napalm Unit
I don't believe it is necessary for me to state the personality disorders evident in an individual who enjoys, or more accurately revels, in spraying their enemies with flaming napalm aerosol. [1]

The only other weapon than the fists to be limited strictly to melee (or near-melee) combat, the TOZT is a powerful weapon. It shoots a stream of fire or napalm a limited distance (roughly 1 World Unit) in front of you. Each tiny shot is part of a multitude that makes up the stream, and because of the extremely rapid rate of fire of this weapon, it is very powerful at close range.

This weapon had no real secondary trigger, so using the secondary trigger simply fires the same thing as the first.


[edit] Misc.

  • Damage per shot: (8+4)x30 = 240+120/second[3]
  • Shots per clip: 210 (fires 30 shots/second; 7 seconds of fire)
  • Maximum clips: 3
  • Some enemies (Hunters, orange Flick'ta, and S'pht) are resistant to this kind of damage.

[edit] Rocket Launcher

a.k.a. "SPNKR," "RL," "Rocket Launcher," "Missile Launcher"

SPNKR-XP SSM Launcher
A self-important human once said "... sometimes a cigar is just a cigar." This may be so, but in the case of the <<rocket launcher>> you've got one majorly explosive cigar. [1]

The SPNKR is far and away the most popular weapon in network games. Each shot is enough to kill a player under normal circumstances, and will nearly kill a player if he has yellow-level shields (200%). The recoil from each shot is immense, and reloading is rather slow, but it is possible to shoot both shots in a clip in rapid succession. The rockets are rather slow, but their explosive radius is roughly 3 World Units in diameter.

[edit] Misc.

  • Damage per shot: 250+50[3]
  • Shots per clip: 2
  • Maximum clips: 4
  • The recoil from firing this weapon twice quickly is enough to send a player flying, especially if he runs backwards off a ledge as he fires.

[edit] Alien Weapon

a.k.a. "AG," "Alien Gun"

[edit] Primary Trigger

An interesting weapon, unique in many ways, the alien weapon is found in single-player modes by killing Enforcers. There is no way to reload the weapon; every time you use one up, you discard it to find a new one. The projectiles are slow, but moderately powerful. The alien weapon also has a random number of shots in it when you pick it up, and there is no display of its ammunition count in the HUD.

[edit] Secondary Trigger

Holding the secondary trigger fires shots that go either to the left or to the right of the "forward" line. The side that these shoots from alternates, so one shot goes left, one goes right, one goes left, etc. It is possible to fire both the primary and secondary triggers at once, allowing you to lay down an impressive field of fire.

[edit] Misc.

  • Damage per shot: 20+8[3]
  • Shots per clip: random
  • Maximum number of clips: 0 (the gun itself is the only "clip")
  • There is an "alien weapon clip" item, but it is not available in most editors, and there is no graphic for it. Because of the default nature of the alien weapon, there is no need for these clips.
  • Any used alien weapons appear to disappear from the player inventory, but remain there, invisible. The weapons are only "erased" when the player dies. The only time this makes a difference is in a multiplayer game, where there are limits on the number of any item (set by the map-maker). Therefore, if there is a limit of 8 alien weapons in play at once, a player might be able to use 8 in a row, and none would respawn until he dies.
  • In the conversion EternalX (http://eternal.bungie.org) this weapon is known as the willful class napalm thrower.

[edit] External Links

  • Ryoko's Newbie Guide provides this information and more, including strategies for using the weapons themselves.

[edit] Notes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Marathon Infinity manual
  2. Marathon's bullets all travel at the same speed, which is somewhat "laggy" by almost any FPS standard. Instead of Doom and other games' "hitscan" (instant hit) bullets, the bullets in Marathon take time to reach their targets. You'll need to lead, sometimes by a lot, to hit with them.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Damage has two factors: base damage and random damage. Total damage done by any single projectile is all of the base damage + a random amount of damage from 0 to (random damage - 1). In this article, damage is represented as "base damage"+"random damage" (for example, a damage of 20+8 means it can do anywhere from 20-27 damage). A single shield bar represents 150 health. Thus, having a full yellow shield (two bars) is 300 health, and purple is 450.
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