Sentry Gun |
Class |
Points (upgrade) |
Points (cumulative) |
Health/ Firing Arc* |
Detection Speed |
Weapons |
|
Primary |
D |
75 |
75 |
100 |
90° |
1.5 sec |
Chaingun |
C |
100 |
175 |
150 |
90° |
1.25 sec |
Modified Chaingun |
|
B |
150 |
325 |
175 |
90° |
1 sec |
Modified Chaingun, Turret Rockets |
|
A |
175 |
500 |
250 |
90° |
0.75 sec |
Modified Chaingun x2, Turret Rockets |
|
Biangular |
D |
85 |
85 |
90 |
180° |
1.6 sec |
Chaingun |
C |
110 |
195 |
140 |
180° |
1.3 sec |
Modified Chaingun |
|
B |
165 |
360 |
160 |
180° |
1.1 sec |
Modified Chaingun, Turret Rockets |
|
A |
180 |
540 |
225 |
180° |
0.8 sec |
Modified Chaingun x2, Turret Rockets |
|
Non-angular |
D |
100 |
100 |
100 |
360° |
1.4 sec |
Chaingun |
C |
125 |
225 |
150 |
360° |
1.1 sec |
Modified Chaingun |
|
B |
175 |
400 |
175 |
360° |
0.8 sec |
Modified Chaingun, Turret Rockets |
|
A |
200 |
600 |
250 |
360° |
0.5 sec |
Modified Chaingun x2, Turret Rockets |
|
Guardian |
D |
100 |
100 |
200 |
90° |
1.5 sec |
Chaingun |
C |
150 |
250 |
350 |
90° |
1.25 sec |
Modified Chaingun |
|
B |
150 |
400 |
500 |
90° |
1 sec |
Chaingun x2 |
|
A |
200 |
600 |
800 |
90° |
0.75 sec |
Chaingun x2, Turret Rockets |
|
Assassin |
D |
100 |
100 |
60 |
90° |
1 sec |
Chaingun x2 |
C |
125 |
225 |
100 |
90° |
0.75 sec |
Modified Chaingun x2 |
|
B |
175 |
400 |
130 |
90° |
0.5 sec |
Chaingun x3, Turret Rockets |
|
A |
200 |
600 |
170 |
90° |
0.25 sec |
Modified Chaingun x4 Turret Rockets |
|
DNA** |
D |
110 |
110 |
100 |
90° |
2 sec |
Chaingun |
C |
175 |
285 |
150 |
90° |
1.75 sec |
Modified Chaingun |
|
B |
215 |
500 |
175 |
90° |
1.5 sec |
Modified Chaingun, Turret Rockets |
|
A |
250 |
750 |
250 |
90° |
1.25 sec |
Modified Chaingun x2, Turret Rockets |
*All turrets will rotate to face their attacker if they take damage. **DNA sentry will fire at spies.
Field Gun |
Class |
Points (upgrade) |
Points (cumulative) |
Health/ Firing Arc* |
Firing Rate** |
Damage*** |
|
Support |
C |
200 |
200 |
250 |
3° |
2 |
10 |
B |
200 |
400 |
450 |
5° |
3 |
15 |
|
A |
200 |
600 |
650 |
7° |
5 |
20 |
|
Light |
C |
250 |
250 |
400 |
5° |
3 |
15 |
B |
250 |
500 |
700 |
7° |
5 |
20 |
|
A |
300 |
800 |
900 |
10° |
7 |
25 |
|
Standard |
C |
300 |
300 |
600 |
8° |
4 |
20 |
B |
300 |
600 |
800 |
10° |
8 |
25 |
|
A |
350 |
950 |
1000 |
12° |
10 |
25 |
|
Heavy |
C |
400 |
400 |
700 |
10° |
6 |
20 |
B |
400 |
800 |
1000 |
12° |
9 |
25 |
|
A |
400 |
1200 |
1350 |
15° |
12 |
30 |
*Scatters fire randomly within a x° cone. **Firing rate is in shots per second. ***Per shot.
Mortar Class |
Points (upgrade) |
Points (cumulative) |
Health |
Range |
D |
25 |
25 |
100 |
300 |
C |
50 |
75 |
125 |
600 |
B |
75 |
150 |
150 |
1000 |
A |
100 |
250 |
200 |
2500 |
Field**** |
Class*** |
Points** (upgrade) |
Points** (cumulative) |
Health/ Range* |
Effect***** |
Damage |
|
Barrier |
D |
50 |
50 |
50 |
150 |
Damage, Repelled |
5 |
C |
50 |
100 |
100 |
250 |
Damage, Repelled |
10 |
|
B |
50 |
150 |
150 |
350 |
Damage, Repelled |
20 |
|
A |
50 |
200 |
200 |
450 |
Damage, Repelled |
25 |
|
Shock |
D |
75 |
75 |
75 |
200 |
Damage, Suction |
25/sec |
C |
75 |
150 |
150 |
300 |
Damage, Suction |
50/sec |
|
B |
75 |
225 |
225 |
400 |
Damage, Suction |
75/sec |
|
A |
75 |
300 |
300 |
500 |
Damage, Suction |
100/sec |
|
Stun |
D |
100 |
100 |
50 |
50 |
Held |
|
C |
100 |
200 |
100 |
100 |
Held |
||
B |
100 |
300 |
150 |
150 |
Held |
||
A |
100 |
400 |
200 |
200 |
Damage, Held |
5/sec |
|
Alarm |
D |
25 |
25 |
50 |
150 |
Sounds Alarm |
|
C |
25 |
50 |
100 |
250 |
Sounds Alarm |
||
B |
25 |
75 |
150 |
350 |
Sounds Alarm |
||
A |
25 |
100 |
200 |
450 |
Sounds Alarm |
||
DNA |
D |
150 |
150 |
50 |
100 |
25% Chance of Removes Disguise |
|
C |
150 |
300 |
100 |
150 |
50% Chance of Removes Disguise |
||
B |
150 |
450 |
150 |
200 |
75% Chance of Removes Disguise |
||
A |
150 |
600 |
200 |
300 |
Removes Disguise |
*If two are of different class, lower range is used. Range increased by 50% in water. **Each.
***If two are of different class, the field generated will have the properties from the lower class.
****Two FieldGens of same type required for field. *****Deactivates for friendlies.
Dispenser Type* |
Points |
Health |
25 |
Armor |
35 |
Ammunition |
50 |
Weapons |
75 |
All |
100 |
*Only one class of dispenser.
Class* |
Points (upgrade) |
Points (cumulative) |
Health |
Effect** |
D |
100 |
100 |
100 |
Creates wind toward itself at (500 / distance) |
C |
125 |
225 |
150 |
Creates wind toward itself at (700 / distance) |
B |
150 |
375 |
200 |
Creates wind toward itself at (1000 / distance) |
A |
175 |
550 |
300 |
Creates wind toward itself at (1500 / distance) |
*This table for the VORTEX POLE.
**Deactivates for 5 sec when touched by teammate. Wind blocked by walls.
Building |
Points |
Health |
Effect |
Sandbag Barrier |
15 |
50 |
Blocks LOS/Movement/Fire until destroyed. |