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Weapons list

Discussion in 'General Game Talk' started by WereElf, Nov 26, 2014.

  1. WereElf

    WereElf Private E-1 (2) Member

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    I'm posting the weapon list in ssl2, with 'how to get optimal damage' guide and rank the weapons with stars (0,5-5*) - the rating is determined by dmg, consistency of the dmg and accuracy.
    Terminology:
    'Soft angle' - ~45 or 135 degrees
    'Sharp angle' - 0-20 or 160-180 degrees
    'Explosion' - the circle, that appears after the shot has landed.
    'Area of effect' - if a shot has many explosions (flower, area strike, etc) or a lot of projectiles (rain, helicopter strike, etc), this indicates how far can the weapon spread. There are some exceptions like steam and flaming weapons tho. They sometimes deal damage outside their 'explosion'.
    'Close range' - near or in the aiming circle (the circle around your tank)
    'Melee range' - within a circle, half the size of the aiming circle (half it's radius)
    Sizes: tiny (shot), small (heavy shot), medium (massive shot), big (phantom), large (ghostlets), huge (nuke) and colossal (mega nuke). I ignore anything smaller than tiny and say "no explosion"
    The dmg I'm posting is for level 1 weapons. each level increases the dmg by 10%.
    1. Shot - tiny explosion, 10 dmg, best used for taking boxes. 0,5*
    2. Heavy shot - small explosion, 20 dmg, best used when you got no other weapons that can hit. 1*
    3. One-bounce - small explosion, 40 dmg, best used when the enemy is in a hole or in melee range. 1.5*
    4. Three-ball - 3x small explosions, 20 dmg each, use with 45 or 135 degrees if the enemy is on the same ground level as you. 2,5*
    5. Pepper - 10 projectiles with ignorably small explosion (all 10 of them destroy the ground like tiny explosion would) and 3 dmg each. Aim it with a sharp angle at the opponent, better for close range or for taking boxes at long range. 1*
    6. Splitter - splits into 2 projectiles with small explosions, 20 dmg each. Best used for melee range with about 45 degreese angle. 1,5*
    7. Breaker - breaks into 2 projectiles with small explosions and 20 dmg each (only one can hit in 1 v 1 games, unless the enemy is near a\the bouncing wall). Use if the enemy is hiding behind an object. 1*
    8. Tunneler - small explosion, 20 dmg, can go under the ground. You need to hit the enemy tank directly if you want it to explode, or you can aim it underground. 1*
    9. Rapid fire - 10x tiny explosions, 5 dmg each. Best used in melee range. 2*
    10. Palm - 5x tiny explosions, 15 dmg each, large area of effect. Best used if the enemy is on a hill - aim it at the lower part of the hill, near the enemy. 1*
    11. Sniper - no explosion, 100 dmg. Needs to hit the enemy directly. 4*
    12. Rain - no explosion, medium area of effect, 2 dmg per hit (2-20 dmg usually). Good for taking boxes above holes. 0,5*
    13. Grenade - medium explosion, 50 dmg. Best used when the enemy is in a hole. Don't use too much power and avoid using sharp angles. 2,5*
    14. Flame - no exposition, 12 flames with 2x 1 dmg each. Use with 45 or 135 degrees or use it for taking boxes. 0,5*
    15. Digger - between tiny and small explosion, 5x 15 dmg. Don't use it in games with wind. Good for preventing most enemies from moving. 4*
    16. Gravits - 5x small explosions with 20 dmg each. Best used when the enemy is on the edge of a really steep hill, that isn't too far or too close to you. 2,5*
    17. Twinkler - no explosion, between small and medium area of effect, 2 dmg per hit (2-18 dmg usually). Best used for taking boxes. 0,5*
    18. Earthquake - hits all the enemies for 10 dmg. Best used for when you can't hit your enemies with anything else or when your enemy has a shield (if you don't have Megaquake or EE bomb). 1*
    19. Builder - between tiny and small explosion (that builds), 5x 15 dmg. Don't use when the enemy is on a really steep hill or if there is wind. 4*
    20. Area strike - small explosions, big area of effect, 12 dmg each. Best used when the enemy is on the indestructible ground, on the bottom of the map. 2,5*
    21. Stone - 3 jumps and one explosion with small radius. Deals 30 damage if it hits with all. Best used in melee range, when enemy is in a hole. 1*
    22. Flower - 8x small explosions (up to 5 can hit, medium area of effect) with 20 damage each. Best used if the enemy is on a not too steep hill. Aim a bit lower than you usually would. 4,5*
    23. Roller - tiny explosion, 10 dmg. Use if you can't hit the enemy with another weapon. Aim in front of the target (between you and him). 1*
    24. Hover ball - medium explosion, 50 dmg. Use if the enemy is on the same level ground level as you, or above you. Try to get the maximum height the ball reachers to be the same as the height your enemy is on (full power is best for long distances if there are no obstacles on the way). 2,5*
    25. Fountain - 10x tiny explosions, that don't destroy the ground, with medium area of effect and 6 dmg each. Best used when your enemy is on a flat ground, near bouncing obstacle. 2*
    26. Air strike - 3x between small and medium explosions, with 20 dmg each (big area of effect. Best used when your enemy is in a shallow hole (don't use too much power when firing). 2,5*
    27. Bulger - builds a medium (between small and medium) hill and deals 10 dmg. Best used to block enemy shots in 'all shoot' games. 1*
    28. Horizon - tiny explosions, up to 4 of them can hit one enemy, 10 dmg each. No specific way to use. 1,5*
    29. Stream - doesn't destroy the ground, but seems to have tiny area of effect (deals damage even if you miss the enemy by a bit), deals 20x 3 dmg. Don't use it in team shoot or all shoot games without telling your team not to move your target. 2,5*
    30. Jumper - splits into 2 projectiles with small explosions and 20 dmg each. Best used for melee range. 1,5*
    31. Blaze - 15 flames with 2x 2 dmg each. No explosion, tiny area of effect. Aim with 45 or 135 degrees (deals 90 dmg after level 4). Good for close range, but can deal max dmg at long range too. 2,5*
    32. Back-roller - tiny explosion, 10 dmg. Good for taking boxes and still hitting the enemy (if the box is above or behind him). 1*
    33. Double-splitter - splits into 4 projectiles with small explosions and 20 dmg each. Use in melee range, with low power (and preferably soft ~45 deg angle). 3,5*
    34. Boomerang - small explosion, 50 dmg. Can take boxes or x2 and still hit the enemy (if the bonus is too high to be taken with other weapon). Aim a bit higher than you normally would. 2*
    35. Three-bounce - small explosion, 60 dmg. Use when the enemy is in a hole or near you and the terrain between you is flat. In both cases use soft angle. 2,5*
    36. Five-ball - 5x small explosions, 5 dmg each. Deals most dmg at long range, with 45 or 135 degrees angle. 3,5*
    37. Sprouter - 9x tiny explosions, 8 dealing 20 dmg and 10 dmg by the middle one. Huge area of effect. Use when the target is on a fairly flat ground. If you are aiming upwards (80-100 deg), with 100 power. If you know that your shot will hit the enemy directly, add or remove 1 deg (If the target is on uneven ground, aim for the high ground). 3*
    38. Double breaker - breaks into 4 projectiles with small explosions and 20 dmg each. If there are 2 enemies near eachother, shoot it between them. In 1 v 1 games - if the enemy is on the edge of a steep, but not too tall hill, aim for the point where the hill begins. Bouncing walls around the target help too. 1,5*
    39. Creek - 20x tiny explosions, that don't destroy the ground, with 4 dmg each. Best use with 45 or 135 deg, at long range. 2,5*
    40. Molehill - builds a medium hill and deals 30 dmg. Must emerge from the ground to have effect, doesn't hit upon impact with tanks. Best used if the enemy is hiding behind an obstacle. Can also be shot directly in the ground. 1*
    41. Bounspode - bounces 9 times with small explosion happening every bounce and dealing 10 dmg per hit. Best used when the enemy is on indestructible ground and there is a wall behind him. Go melee range and shoot it with soft angle and little power. Also good for holes. 1,5*
    42. Massive shot - medium explosion, 40 dmg. Use when you aren't sure about your aiming (if there is a box or x2 and you aren't sure if anything with smaller explosion will hit). 2*
    43. Mega quake - hits all enemies for 20 dmg each. Use like earthquake. 1,5*
    44. Sparkler - tiny explosions, that don't destroy the ground, with medium area of effect and 5 dmg per hit (usually 10-45 dmg ~rarely 55~). Use if you don't have anything better. 1,5*
    45. Shotgun - 10x tiny explosions with 5 dmg each. Best for taking hard to take boxes. Use it if the enemy is on the edge of a really steep hill. Aim a bit lower than you usually would. 1,5*
    46. Cactus - splits into 12 projectiles with tiny explosions and 10 dmg each. Best used if the enemy is on the back side of a hill. Aim it so it would barely miss the top of the hill, with soft angle. Try to make it split when it's right next to the enemy. Could also be used in deathmatches to kamikaze - go to your enemy's location and fire it with 0 power and 90 deg (do this only if you have less than 40 health and if your enemy is going to die this way). You can do the same in points games, but you need shield. 1,5*
    47. Fireworks - tiny explosions (huge area of effect), dealing 8 dmg each (usually 4-7 hit, but can get over 10 hits too in certain conditions and with some luck). Best used when the enemy is on indestructible ground and there are bouncing walls around him. 2*
    48. Helicopter strike - huge area of effect, tiny explosions, 20 dmg per hit (deals 20-40 dmg per enemy). Good for taking boxes or x2 somewhere above your enemies. 1,5*
    49. Moles - 3x small explosions, going random directions after entering the ground, dealing 25 dmg each (often deals 0 dmg). Best use it if your enemy is on the top of a wall (built by the weapon 'wall'). Aim at the top of the wall. Can also be used if your enemy is on a really steep hill (aim at your enemy), but the success rate is lower. 1,5*
    50. Heavy roller - small explosion, 40 dmg. Good for taking x2 and boxes and still hitting your enemy. Also good if your target is in a hole or behind an obstacle. Aim in front of your enemy. 2*
     
    Last edited: Nov 28, 2014
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  2. RumMumMario

    RumMumMario Lieutenant General (23) Member

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    Pretty sure Sniper has an explosion.
     
  3. paul1999

    paul1999 Master Sergeant (10) Member

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    same with pepper
     
  4. KingKyd

    KingKyd Command Sergeant Major (13) Member

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    If he were intelligent, he would define an "explosion" as an impact that affects the terrain. Weapons like Pepper, Nuke, and Fireworks would be classified as "explosive," but weapons like Sniper, Ghost Bomb, and Rampage would be classified as "non-explosive."

    Maybe he needs an editor to help him out.
     
  5. WereElf

    WereElf Private E-1 (2) Member

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    I use 'explosion' as radius around the place where the projectile has hit, that deals damage to the enemies. Sniper deals damage only upon direct hit, so that's why I say it has no explosion.
     
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  6. paul1999

    paul1999 Master Sergeant (10) Member

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    WHAT ABOUT PEPPER????
     
  7. RumMumMario

    RumMumMario Lieutenant General (23) Member

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    Not really, in a rare case Sniper can hit the tank without a direct contact.
     
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  8. Ken

    Ken Sergeant (7) Member

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    If you would like... I would be willing to go in on this with you? like @RumzMumzMario and @KingKyd I have a pretty good idea of how to use all the weapons in this game (and I would make a few suggestions that you may not consider, for the rest of the weapons, the best way to optimize damage, ect)

    one point you might want to consider, is putting damage, for level 1-5 (or at least level 1 and 5)
     
  9. RumMumMario

    RumMumMario Lieutenant General (23) Member

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    Wait a second, I just noticed this is like a duplicate thread of Weapon Guide. oooh

    There are like, 5 guides already.
     
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  10. WereElf

    WereElf Private E-1 (2) Member

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    I didn't find any guide when I looked for one
     
  11. banna

    banna ★The Sheriff★ Moderator

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    Sniper has no explosion but pepper has, anyway i'm curious to see how the rating will go.
     
  12. WereElf

    WereElf Private E-1 (2) Member

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    I haven't seen this happen for sniper, only for stream.
     
  13. WereElf

    WereElf Private E-1 (2) Member

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    pepper has really really really small explosion, which I ignore xP
     
  14. Batgirl

    Batgirl Lieutenant Colonel (19) Member

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    There's a guide on the same forum
     
  15. banna

    banna ★The Sheriff★ Moderator

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    WereElf likes this.
  16. RumMumMario

    RumMumMario Lieutenant General (23) Member

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    But what's that circular grey thing when it hits the terrain... Am I turning blind @_o
     
  17. WereElf

    WereElf Private E-1 (2) Member

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    I qualify explosions as: tiny (shot), small (heavy shot), medium (massive shot), big (phantom), large (ghostlets), huge (nuke) and colossal (mega nuke). I ignore anything smaller than tiny and say "no explosion"
     
  18. WereElf

    WereElf Private E-1 (2) Member

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    51. Crazy balls - 12 balls, that bounce 24 times (in total) with tiny explosion each and 6 dmg each. Use when your enemy is in a big hole. 1,5*
    52. Mega tunneler - medium explosion, 40 dmg. Use like sniper or when the enemy is behind a wall, or just shoot it in the ground. 2*
    53. Pinata - tiny explosions, 6 dmg each, random area of effect (huge most often). Shoot it, so it'd land on top of your enemy and pray for the vertical formation (like 0,1% chance to get it). Every other formation deals most damage when the enemy is on indestructible ground, near bouncing wall(s). 1*
    54. Sticky ball - medium explosion, 50 dmg. Use like massive shot (or in team shot matches, use it if your teammate doesn't want his target moved, until he has hit it). 2,5*
    55. Salt and pepper - 2x 10 projectiles with almost no explosion, 3 dmg each. Best for medium (or close) range. 2,5*
    56. Heavy back roller - small explosion, 40 dmg. Same pros as heavy roller. Aim behind your enemy. 2*
    57. Multinade - 6x small explosions, 20 dmg each. Best used if your enemy is in a shallow hole or on a flat ground. Best for close range (or it bounces too much), aim with soft angle and low power. 4,5*
    58. Five-bounce - small explosion, 80 dmg, bounces 5 times before exploding. Use if your enemy is in a hole or in close/melee range, on a flat ground. 3,5*
    59. Napalm - splits into 11 flames, with no explosion, 2x 3 dmg each. Best used in melee range, with soft angle. 2,5*
    60. Asteroids - 5x small explosions, 20 dmg each. Use when your enemy is on a steep or really steep hill (or on its edge), medium/long range. Aim a bit lower than you usually would, use sharp angle and full power. 3,5*
    61. Wall - tiny area of effect, 40 dmg, builds a wall. Works only upon impact with the ground, not with the enemy tank. Good for preventing enemies from moving in a certain direction, can block enemy shots in 'all shoot' games, prepares the enemy for 'Moles' (if he doesn't move away). Aim at the ground, where your enemy is standing. 1,5*
    62. Dead weight - small exploration, 30 dmg. Very good for taking boxes or x2, and still hitting the enemy. Don't use it if your enemy is on the back side of a really steep wall and don't aim it with angle between 181 and 359 degrees, because it's effect wouldn't kick in. 1,5*
    63. Big bulger - builds medium hill, 20 dmg. Can block enemy attacks on 'all shoot' games. 1*
    64. 2012 - 1 hit with medium area of effect and 3 projectiles with medium explosions and large area of effect, dealing 30 dmg each, and also fire with 9 flames, each dealing 2x 2 dmg. Best used if the enemy is on flat ground or in a shadow hole. 4,5*
    65. Sub-sniper - no explosion, 120 dmg, guess underground. Use it like sniper, although you can also hit enemies behind walls (if they are touching the wall). 4,5*
    66. X-attack - 13x tiny explosions, 7 dmg each. Use it when your enemy is on a steep/really steep hill. Aim a bit lower, use full power. You can also use it in melee range - use soft angle.
    67. Double palm - 10x tiny explosions, huge area of effect, 15 dmg each. Don't shoot it next to really steep walls. There is a certain way to get 5 of its shots to hit one enemy, but it's hard to explain and the conditions for that to happen are severe. Best use it near bouncing walls. 1,5*
    68. Cactus strike - colossal area of effect, tiny explosions, 10 dmg per hit. Good for taking air boxes. Don't land the primary missile on top of the enemy tank, get it somewhere around him instead. 1,5*
    69. Dual-roller - tiny explosion, breaks into 2 rollers, going opposite directions, each has tiny explosion, every explosion deals 20 dmg. Aim a bit under your enemy, when he's on a really steep hill. 2*
    70. Inferno - flames with 2x 3 dmg and tiny area of effect. Best for medium medium range, use 39 or 141 deg. 2*
    71. Megadigger - 4x small explosions, 20 dmg each. Don't use if there is wind or a bouncing wall above your target. 4*
    72. Asteroid storm - large area of effect, 4x medium explosions, 30 dmg each. Best used on flat ground or if your enemy is in a shallow hole. 4*
    73. Heavy hover ball - medium explosion, 80 dmg. Use like hover ball, but beware, because this one hovers longer. Also, use it for long and medium range only. 4*
    74. BFG-9000 - between medium and small explosion, 80 dmg. Use for long and medium range. 4*
    75. Crackler - big area of effect, between small and tiny explosions, that don't destroy the ground, 10 dmg each (usually 30-120 dmg, rarely more/less). Shoot it and pray for it to get 100+ dmg. 4*
    76. Eleven ball - 11x tiny explosions, 8 dmg each . Rarely can be decent, use 39 or 141 deg. 2*
    77. Shooting star - colossal area of effect, medium explosion, 80 dmg. Shoot it anywhere and pray it will hit your enemy. 2*
    78. Grand finale - huge area of effect, small explosions, 8 dmg each. Use like 'fireworks'. 3*
    79. Fireball - small explosions, leaving flames, 5 explosion dmg, 2x 2 flame dmg. Use like 'bounspode'. 2*
    80. Nuke - huge explosion, 80 dmg. Good for many vs many games. No need for accurate aiming. 4,5*
    81. Firestorm - big area of effect, small explosions, dealing 6 dmg and leaving flames with 2x 1 dmg each, then fires 2 bouncing balls with small explosions, dealing 6 dmg per hit. Deals the most dmg when your target is on the indestructible ground, but he must also have walls surrounding him. 5*


    I will continue this when I have time.
     
    Last edited: Dec 10, 2014
  19. Candor

    Candor Forum Peasant Moderator

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    Hey bro, if you would like to help out with the guide we've been working on that would be great :), we deff need it. We've got a website set up on sites.google. Check my sig for the guide.
     
  20. Ken

    Ken Sergeant (7) Member

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    Deception, Im willing to lend a hand if the offer is open?
    send me a link as a message.
     
  21. RumMumMario

    RumMumMario Lieutenant General (23) Member

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    He said it's in his signature.

    Deception's Ultimate SSL2 Guide
     

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