UberStrike

UberStrike

32 értékelés
Weapon Guide & Statistics
Készítő: Moon Flower
This is a weapons guide which focusses on stats tables. I try to gather, test and confirm the info myself, if possible. The list won't be complete by now, as it is time consuming.
   
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Preamble
Hello everyone and welcome to UberStrike on Steam!
This guide serves to show the current weapon statistics.

This list may be incomplete and take some time, because most of the information available at the moment is outdated. Additionally, figuring out the accuracy of weapons will prove difficult due to the lack of precise statistic information available within the game.

Previously, such information was available in the game but for a reason unknown the developer decided to provide with visual statistical bars than numerical ones.

Feel free to indicate any mistakes that I have made and to provide feedback.

Please respect my work as it takes much time.
If you want to copy any part from this guide you have to ask me (Sax / [_R18_] J. Sax) for permission.
I may ask you some questions if you are asking for permission.
If you got permission I am still the owner of the copied part(s) and don't forget to add the link to the page of this guide!
I may ask you to remove it after you got permission at an earlier time.

Many thanks to...
  • ...Ampelius who mainly helps as proofreader.
  • ...JORIMY who provided ammo count on 29 weapons and shot me to find out the pellet number on 4 shotguns.
General Information
Notes
> Every weapon category besides melee shares its name with a gun from its respective category:
  • Machineguns - Machine Gun
  • Shotguns - Shotgun
  • Sniper Rifles - Sniper Rifle
  • Cannons - Cannon
  • Splatterguns - Splatter Gun
  • Launchers - Grenade Launcher
> You can equip up to four weapons. One of them being a melee weapon (first slot). You can't use multiple weapons from the same category.

> The amount of ammunition a pick-up provides is the same amount as your starting ammo.

Camo, Dragon, Black, Tiger, etc. What are they for?
The special editions are more expensive than their normal counterparts and come with an alternate skin. Some editions (Tiger and Camo) grant maximum ammunition at spawning. Note that not every map offers ammo for all weapon classes.

How to aim?
Aiming in Uberstrike is more straightforward than other, more complicated fps games.

There's no recoil. You will notice while shooting with most weapons that the scope/crosshair will "jump". This is simply an animation to prevent spam. But, this does not affect accuracy whatsoever. So, you don't need to control your aim in a specific way to hit the target. However, the grenades that shoot out of grenade launchers fall from gravity so some control is required from them.

Projectiles from weapons with a velocity stat need time to travel (cannons, splatterguns, launchers). Any other guns will hit instantly. Only the accuracy will decide whether you hit or not.

In general: Shoot if the target is within your reticle.

What are basics?
You may encounter people asking for a so-called "basics" game in the lobby. That means:
  • Only tier 1 weapons are allowed
  • Only 0 AP clothes are allowed (In order to guard against any misunderstandings don't wear any custom clothes)
  • No Quick Items
Every item not fulfilling these criteria is designated as "OP".

What happened to the handguns?
Handguns have been removed some time before Uberstrike made it to Steam.
Melee Weapons
Melee weapons deal medium to high damage and are often used for passing strikes. A possible strategy is to use them for inital damage or to finish off your opponent. They can be very deadly if you are proficient in strafe jumping. Usually countered with shotguns or machineguns, the higher the rate of fire the better. Best alternative to melee weapons are shotguns.

Name
Tier
Damage
Blows per second
Level Lock
Coins (d, 7d, perma)
Credits (d, 7d, perma)
Baguette a la Bastille
3
120
1.0
1
1560, 8736, 10400
180, 756, 1300
Boomslang
3
120
1.0
1
1560, 8736, 10400
180, 756, 1300
Bradfords Broadsword
2
99
1.1
1
390, 2184, 2600
45, 189, 325
Croc Cutter
1
70
1.35
1
390, 2184, 2600
45, 189, 325
Kris
1
70
1.35
1
780, 4368, 5200
90, 378, 650
Mythic Edge
4
120
1.0
1
780, 4368, 5200
90, 378, 650
Splatbat
1
85
1.1
None
Starter Weapon
Starter Weapon
Stalwart Steel
2
49
2.5
1
390, 2184, 2600
45, 189, 325
The Harvester of Noobs
1
70
1.35
1
390, 2184, 2600
45, 189, 325
The Sender
3
110
1.0
1
780, 4368, 5200
90, 378, 650
Uberhammer
4
150
0.9
1
780, 4368, 5200
90, 378, 650
White Flag*
None
-5
1.0
1
780, 4368, 5200
90, 378, 650

* Yes, the White Flag heals your enemy.
Machineguns
The high fire rate compensates the low damage that machineguns deal. They are best used at close and mid range. Machineguns are good to finish off an opponent after dealing heavy damage by melee weapons/cannons/snipers. Under water they also work like a charm. Usually countered with shotguns and cannons. Splatterguns would be an alternative.

Name
Tier
Damage (Critical)
Shots per second
Accuracy
Ammo Start/Max
Level Lock
Coins (d, 7d, perma)
Credits (d, 7d, perma)
AK-47
3
25 (37)
8.0
0.79
60 / 90
1
1560, 8736, 10400
180, 756, 1300
Battlesnake*
None
10
20.0
0.73
150 / 300
1
780, 4368, 5200
90, 378, 650
M4A1
3
22 (28)
9.1
0.82
60 / 90
1
1560, 8736, 10400
180, 756, 1300
Machine Gun
1
16
8.7
0.85
100 / 150
None
Starter Weapon
Starter Weapon
Sabertooth*
4
10
20.0
0.82
150 / 300
1
780, 4368, 5200
90, 378, 650
Shadow Gun
2
15
10.0
0.82
100 / 150
1
390, 2184, 2600
45, 189, 325
SIG 552**
2
3 x 25
1.75 bursts
0.94
60 / 90
1
1560, 8736, 10400
180, 756, 1300
Uzi
4
18
14.3
0.76
60 / 90
1
1560, 8736, 10400
180, 756, 1300

* This heavy weapons need one second to warm up before they actually begin to fire. The gun's remarkable sound will be heard by your foes. Unluckily it slows down your movement speed, reducing your ability to strafe jump dramatically. While pressing the secondary fire button you can arm your weapon ready to fire but you will suffer the same disadvantages.
** The SIG 552 comes with a 3x zoom and fires 3 round bursts only, however every burst only costs 1 bullet. Note that each projectile has its own trajectory.
Shotguns
Shotguns are known to be very effective at close quarters and outrange melee weapons. They fire multiple pellets each shot. Due to their spread these guns quickly lose their effectiveness at longer distances, nonetheless many of them are okay at medium ranges. A good tactic is to weaken the enemy with a sniper rifle or cannon and then using a shotgun to draw their last breath.

The best way to counter a shotgun is to use a shotgun as well or stay far enough to use a cannon or sniper. Melee weapons are the single alternative for high damage at close range. For medium range, machineguns and splatterguns are an option.

Name
Tier
Pellets x Damage = Total (Critical)*
Shots per second
Accuracy
Ammo Start/Max
Level Lock
Coins (d, 7d, perma)
Credits (d, 7d, perma)
Death Hammer
None
12 x 15 = 180
0.8
0.65
15 / 30
1
780, 4368, 5200
90, 378, 650
Ectopod
3
10 x 14 = 140
0.6
0.82
20 / 30
1
1560, 8736, 10400
180, 756, 1300
Firewave
3
14 x 12 = 168
1.0
0.68
20 / 30
1
780, 4368, 5200
90, 378, 650
Jericho
None
32 x 8 = 256
1.0
0.09
16 / 32
1
1560, 8736, 10400
180, 756, 1300
Oblivion Hammer
3
15 x 15 = 225
0.65
0.49
20 / 30
1
780, 4368, 5200
90, 378, 650
Pain Hammer
2
7 x 24 = 168
0.8
0.72
20 / 30
1
390, 2184, 2600
45, 189, 325
Sawn Off Shotgun
None
4 x 30 = 120 (264)
0.5
0.89
20 / 30
1
1560, 8736, 10400
180, 756, 1300
Shotgun
1
10 x 10 = 100
1.0
0.72
20 / 30
1
390, 2184, 2600
45, 189, 325
Snotgun
2
11 x 12 = 132
0.9
0.72
20 / 30
1
390, 2184, 2600
45, 189, 325
SPAS-12
4
13 x 7 = 91
2.3
0.68
20 / 30
1
1560, 8736, 10400
180, 756, 1300
The Persuader
2
5 x 17 = 85 (170)
1.25
0.76
20 / 30
1
1560, 8736, 10400
180, 756, 1300
Thunderbuss
None
10 x 13 = 130
1.5
0.49
30 / 50
1
780, 4368, 5200
90, 378, 650
Vlad
4
5 x 20 = 100
1.0
0.86
20 / 30
1
780, 4368, 5200
90, 378, 650

* Keep in mind that every pellet needs to hit the head or the nuts to yield that maximum critical damage, thus it appears that it is only possible with contact shots.
Sniper Rifles
A Sniper rifle is what you want to use if your enemy is far away. Some players are even able to use them effectively at close range via noscoping. Most of these guns provide a scope and have no reticle if you don't use said scope. Additionally all of them are highly accurate (100%) and provide at least a +50% critical bonus (even though it isn't stated in their descriptions).

Remember that with a sniper rifle you should never stay out in the open or in paths where players strafe by often. Instead, try and camp in awkward spots overlooking armor and health pickups.

Name
Tier
Damage (Critical)
Shots per second
Zoom
Ammo Start/Max
Level Lock
Coins (d, 7d, perma)
Credits (d, 7d, perma)
Annihilator*/**
4
120 (180)
0.6
?
20 / 30
1
1560, 8736, 10400
180, 756, 1300
AWP
4
135 (202)
0.5
?
20 / 30
1
1560, 8736, 10400
180, 756, 1300
Dark Vanquisher
3
120 (180)
0.6
?
30 / 30
1
1560, 8736, 10400
180, 756, 1300
Deliverator
2
90 (135)
0.8
?
20 / 30
1
780, 4368, 5200
90, 378, 650
Fusion Lance*
3
105 (157)
0.7
?
20 / 30
1
1560, 8736, 10400
180, 756, 1300
G3 SG/1
2
30 (82)
2.9
?
20 / 30
1
1560, 8736, 10400
180, 756, 1300
MSR
2
80 (200)
0.9
4x, 8x, 12x, 16x, 20x
20 / 30
1
1560, 8736, 10400
180, 756, 1300
Nefarious Needler
2
70 (105)
1.1
4x, 8x, 12x, 16x
15 / 30
1
780, 4368, 5200
90, 378, 650
Ordinator Rifle
2
60 (90)
1.3
?
20 / 30
1
780, 4368, 5200
90, 378, 650
Particle Lance*/**
3
105 (157)
0.7
4x
30 / 30
1
1560, 8736, 10400
180, 756, 1300
Snap Shot**
2
50 (75)
2
?
20 / 30
1
780, 4368, 5200
90, 378, 650
Sniper Rifle
1
80 (120)
0.8
2x, 4x
20 / 30
1
390, 2184, 2600
45, 189, 325
Vanquisher
3
110 (165)
0.7
?
20 / 30
1
1560, 8736, 10400
180, 756, 1300

* Shoots a beam that will be seen by everyone. Be prepared for incoming players once you shoot.
** Provides a reticle if not using the scope. While using the scope your field of vision won't be limited.
Cannons
Cannons, splatterguns and launchers share some differences to other weapons. They don't hit in an instant, their projectiles take time to travel. Additionally, they inflict splash damage. That's why these weapons are more effective if the enemy is surrounded by obstacles as missed shots may still cause damage.

Being at a higher position than the enemy is advantageous, the greater the angle towards the floor the easier it is to hit opponent's feet or surroundings. From there originated the tactic to use a spring grenade to fly above the target and to shoot down at him with a cannon, rinse and repeat until his death. Cannons are the weapons you want to use for rocketjumping if you lack some spring grenades (watch out for the knockback if you use them at close combat). To counter cannon-users don't let them be over you and gain some distance.

Name
Tier
Damage
Shots per second
Velocity
Radius
Ammo Start/Max
Level Lock
Coins (d, 7d, perma)
Credits (d, 7d, perma)
Cannon
1
65
1.0
250
250
10 / 25
1
390, 2184, 2600
45, 189, 325
Enigma Cannon
3
100
0.65
250
250
10 / 25
1
1560, 8736, 10400
180, 756, 1300
Eos
4
110
?
175
250
10 / 25
1
1560, 8736, 10400
180, 756, 1300
Force Cannon
3
75
?
350
350
10 / 25
1
780, 4368, 5200
90, 378, 650
Force Cannon Plus
4
90
?
350
300
10 / 25
1
1560, 8736, 10400
180, 756, 1300
Painzerfaust
None
40
?
250
200
10 / 25
1
780, 4368, 5200
90, 378, 650
Ultima Cannon*
2
20
?
500
250
10 / 25
1
780, 4368, 5200
90, 378, 650

* Designed for rocketjumping.
Splatterguns
Cannons, splatterguns and launchers share some differences to other weapons. They don't hit in an instant, their projectiles take time to travel. Additionally, they inflict splash damage. That's why these weapons are more effective if the enemy is surrounded by obstacles as missed shots may still cause damage.

Splatterguns are similar to machineguns. Their advantage is that they cause splash damage, the drawback is that the projectiles don't hit instantly. Compared to cannons the splatterguns' splash damage has a much smaller radius but the projectiles travel much faster. Gaining distance will be a good way to counter these weapons.

Name
Tier
Damage
Shots per second
Velocity
Radius
Ammo Start/Max
Level Lock
Coins (d, 7d, perma)
Credits (d, 7d, perma)
Arctic Rifle*
1
2 x 12
5.0 pairs
500
100
100 / 150
1
1560, 8736, 10400
180, 756, 1300
Gun o War
3
18
10
500
150
100 / 150
1
1560, 8736, 10400
180, 756, 1300
Magma Rifle
4
19
10.5
500
100
100 / 150
1
780, 4368, 5200
90, 378, 650
Splatter Gun
1
15
7.15
500
100
100 / 150
1
390, 2184, 2600
45, 189, 325

* Always shoots projectiles in pairs, the second shot is delated and slightly offsets below the first shot.
Launchers
Cannons, splatterguns and launchers share some differences to other weapons. They don't hit in an instant, their projectiles take time to travel. Additionally, they inflict splash damage. That's why these weapons are more effective if the enemy is surrounded by obstacles as missed shots may still cause damage.

Launchers can be used in very interesting ways. If a grenade does not hit a foe it will bounce several times before exploding, allowing it to hit enemies behind walls and around corners. The launchers' grenades are the only projectiles that will drop while traveling. If facing launchers escape enclosed areas.

Name
Tier
Damage
Shots per second
Velocity
Radius
Ammo Start/Max
Level Lock
Coins (d, 7d, perma)
Credits (d, 7d, perma)
Blotter
3
75
1.0
250
350
20 / 30
1
1560, 8736, 10400
180, 756, 1300
Demolisher*
3
3 x 30
0.7 bursts
200
500
20 / 30
1
1560, 8736, 10400
180, 756, 1300
Grenade Launcher
1
70
1.0
100
400
20 / 30
1
390, 2184, 2600
45, 189, 325
Mortar Exporter
2
90
0.7
100
500
20 / 30
1
390, 2184, 2600
45, 189, 325
The Final Word**
3
75
0.75
300
300
20 / 30
1
780, 4368, 5200
90, 378, 650
Wrecker
4
100
1.0
250
200
20 / 30
1
1560, 8736, 10400
180, 756, 1300

* Launches 3 grenades in quick succession.
** Launches stickybombs, these grenades don't bounce but stick at obstacles they touch. They detonate manually with secondary fire or after 6 seconds. The maximum are 3 placed grenades, if you shoot a fourth grenade, the oldest one will explode.
References
Most data has been gathered by myself over several years. My ingame name is [_R18_] J. Sax.

UberStrike's content is owned by CMUNE.

For sniper rifles this guide by Cheetah[forum.uberstrike.com] helped me out at some points.
Change log
  • 3. July 2015
    • Added all missing "Ammo Start/Max"
    • Minor formatting & wording changes
    • Added Snap Shot's damage & shots per second
    • Added pictures of corresponding ammo box
  • 1. July 2015
    • Melee weapons
      • Corrected Boomslang's stats (tier, damage)
    • Machineguns
      • Completed "Ammo Start/Max" column
      • Corrected M4A1's critical damage
      • Corrected SIG 552's Bursts per second
      • Corrected ** note (SIG 552's zoom factor is 3)
    • Someone copy-pasted my whole guide and didn't even care to post a link to my guide. As reaction I changed the conditions and you will need my permission to copy.
  • 27. June 2015
    • Added section "Change log"
    • Added "Blows per second" in "Melee weapons"
  • 26. June 2015
    • Guide released
  • 21. June 2015
    • Guide created
16 megjegyzés
Mingus 2015. dec. 22., 13:27 
this was so helpful 4 telling me wat to buy THANK U!
DARK***PRO 2015. júl. 23., 10:51 
the best guide!
Moon Flower  [készítő] 2015. júl. 3., 16:00 
Okay the last update removed many question marks. Some few are left.

And the guide has some pictures now, yay. :happyelf:
Moon Flower  [készítő] 2015. júl. 2., 9:25 
@All: Thank you for your feedback. As I already stated in the guide (other wording though):
The list isn't 100% complete, but I worked about a week for the original release. I keep working on it, but the rest takes much more time than a week.

I guess most will be happy with 80%-90%. I wanted to help as soon as possible with my guide and not wait another 4+ weeks. Worst thing that I could imagine is that another player starts to work on a similar guide in meantime and that my work would have been gotten obsolete.

@P2M, @JORIMY: As you see JORIMY volunteered for that job. :happy_creep: Thank you. I guess the next release will contain the ammount of ammo on every weapon.

@Gray Mouser: "Pat yourself on the back." Lol :smile:
JORIMYᴰᴱᴰ 2015. júl. 1., 14:50 
Great guide there guys :D I might be able to help you out on a few of the missing details. Feel free to drop me a PM.
Gray Mouser 2015. júl. 1., 14:36 
Great stuff here, Sax. Quality work. Glad to see "R18" in-game again. Pat yourself on the back.
☢ P2M ☢ 2015. júl. 1., 6:56 
You could also buy the weapons for 1 day and see what their ammo and max ammo are.
☢ P2M ☢ 2015. júl. 1., 2:20 
Maybe you could ask some players for help, like those who have almost every weapon. That would remove the question marks all at once.
Moon Flower  [készítő] 2015. jún. 30., 14:29 
UberStrike wiki itself is incomplete. In fact it misses more stats than my guide, plus it has outdated stats. That's why I don't use the wiki's stats. I am really working on my guide to check everything myself.

As I wrote in the guide, I keep working on it, one day hopefully no question marks will be left. :happy_creep:

Probably the next update comes tomorrow.
☢ P2M ☢ 2015. jún. 30., 11:35 
Some stats are with a "?". Maybe you can check out UberStrike Wiki to fill them. Other than that, this guide is reslly helpful. Favorited and rated positively. :)