Tam tips.
Posted: Fri Aug 11, 2006 4:15 am
Bind your weapons, this is crucial in a fight.
Know the ability and limitations of your weapons. (Souce: Wikipedia)
Hit Scans - These weapons require no lead
* Shock Rifle
* Primary Damage: 45 per hit
* Secondary Damage: Ranges from 5 to 45 damage, depending on proximity
* Shock Combo Damage: Up to a theoretical max of 201 damage, mostly beneath
150, depending on proximity
* Lightning Gun
* Primary Damage: 70 per hit / Headshot: 140 (double of its normal damage)
* Secondary Damage: N/A (zooms)
* Minigun (Note: Has spread)
* Primary Damage: 7-8 per bullet
* Secondary Damage: ~14 per bullet
Projectile based ( Lead is required becuse of velocity)
* Assault Rifle (Nades make this very important weapon in TAM)
* Primary Damage: 7 per bullet
* Secondary Damage: 68-69 per grenade
* Bio Rifle
* Primary Damage: 19 per (direct) hit
* Secondary Damage: 19 per second charged, up to 210 on max load.
* Link Gun
* Primary Damage: 30 per cell
* Secondary Damage: ~9 per cell
* Flak Cannon
* Primary Damage: 13 per (buckshot) particle, total of 9 particles x 13 = 117 dg max
* Secondary Damage: 76-164 (highly random), if the flakball explodes, its shrapnel
does 13 damage, like the primary fire ricochet. It also does splash damage, like the
rockets of the Rocket Launcher. Splash damage depends on proximity unless you
full hit your opponent with a full flakball.
* Rocket Launcher
* Primary Damage: 80-88 (direct hit) or splash damage, depending on its proximity.
* Secondary Damage: Multiplied by 2 or 3 (rockets) + additional splash damage of
each rocket, depending on its proximity.
For example: If you charge 3 rockets, and you manage to hit someone with 1 full
rocket, the other 2 rockets will do splash damage. But if you hit your opponent with 2
rockets, of the charged 3 rockets, the third rocket will do the splash damage.
Edit: Removed the legshot entry for the lightning, thanks wailofsuicide.
Know the ability and limitations of your weapons. (Souce: Wikipedia)
Hit Scans - These weapons require no lead
* Shock Rifle
* Primary Damage: 45 per hit
* Secondary Damage: Ranges from 5 to 45 damage, depending on proximity
* Shock Combo Damage: Up to a theoretical max of 201 damage, mostly beneath
150, depending on proximity
* Lightning Gun
* Primary Damage: 70 per hit / Headshot: 140 (double of its normal damage)
* Secondary Damage: N/A (zooms)
* Minigun (Note: Has spread)
* Primary Damage: 7-8 per bullet
* Secondary Damage: ~14 per bullet
Projectile based ( Lead is required becuse of velocity)
* Assault Rifle (Nades make this very important weapon in TAM)
* Primary Damage: 7 per bullet
* Secondary Damage: 68-69 per grenade
* Bio Rifle
* Primary Damage: 19 per (direct) hit
* Secondary Damage: 19 per second charged, up to 210 on max load.
* Link Gun
* Primary Damage: 30 per cell
* Secondary Damage: ~9 per cell
* Flak Cannon
* Primary Damage: 13 per (buckshot) particle, total of 9 particles x 13 = 117 dg max
* Secondary Damage: 76-164 (highly random), if the flakball explodes, its shrapnel
does 13 damage, like the primary fire ricochet. It also does splash damage, like the
rockets of the Rocket Launcher. Splash damage depends on proximity unless you
full hit your opponent with a full flakball.
* Rocket Launcher
* Primary Damage: 80-88 (direct hit) or splash damage, depending on its proximity.
* Secondary Damage: Multiplied by 2 or 3 (rockets) + additional splash damage of
each rocket, depending on its proximity.
For example: If you charge 3 rockets, and you manage to hit someone with 1 full
rocket, the other 2 rockets will do splash damage. But if you hit your opponent with 2
rockets, of the charged 3 rockets, the third rocket will do the splash damage.
Edit: Removed the legshot entry for the lightning, thanks wailofsuicide.