Necrogiant
sK1p July - 9 - 2009 PainkillerADD COMMENTS

Including BOOH, there are a total of seven different weapons in the game. Six of them boast a very respectable alternate firing mode which basically doubles the number of available weapons. (The Flamethrower being the one exception.) This variety allows for a plethora of situational fighting scenarios and makes for interesting gameplay. Every base is covered, long rage, short range, splash, predication, there is literally something for everyone. In general, all of the weapons are extremely powerful when used to their strength. Whether it be bouncing someone with a rocket, a shotgun blast in the face, or a stunning burst of electricity, these weapons demand respect. A number of the weapons also feature devastating combos that can easily turn the tide of a match.

Like ammo, each weapon has its own unique pick up sound. This is great for determining the location of your opponents so keep an ear out. The repawn time on weapons varies depending on the server settings. Weapon stay is commonly left on for FFA games and turned off for 1v1 matches where a 15 second respawn time is typically used. The more weapons you collect the more options you have so stock up.

Painkiller

Statistics
Pain – Damage Per Hit: 15
Killer – Damage Per Hit: 20
Killer – Direct Hit Damage: 50
Combo – Direct Hit Damage: Instagib
Ammo Needed: None
Default Respawn Weapon?: Yes

The Painkiller can be used for both short and long ranged attacks and is the only weapon in the game that doesn’t require ammunition.

Primary Fire – Pain

The primary fire mode is a short range melee attack. When you hold down the primary fire control, the Painkiller opens into a blossom of rotating blades that slice into your opponent for 15 points of damage each hit. This attack mode can be very useful in the right situations, such as waiting around a corner or outside a teleporter for an unsuspecting enemy. While killing an opponent with the Pain can humiliate them, it’s best to stay away from weapon mismatches such as Pain vs. Rocket Launcher.

Alternate Fire – Killer

The alt-fire is a ranged attack. Pressing the alt-fire control launches a bladed warhead that does 50 damage on a direct hit. This can also be used as a trip-line style weapon by shooting the warhead at a solid object and aiming your crosshair at it. This creates a beam of light that continuously does 15 points of damage to whoever is caught in it’s path.

Combo Attack

The Painkiller Combo is the most devastating, yet overlooked attack in the game. This attack is done by holding the primary fire control as you tap the alt-fire control. This launches the spinning blades in a straight line until they hit a solid object and return to you. These spinning blades instantly kill any opponent they come in contact with. That’s right, instantly kill, regardless of how much armor or health they have. Although it is very difficult to hit with this attack, it doesn’t hurt to send those blades down a narrow hallway or tight passage way where your odds of hitting become much greater.

Tips and Notes

» The element of surprise is key to using the Pain. If your opponent can see it coming from a mile away you are in trouble.
» When using the Killer to attempt a direct hit, it is best to aim toward your opponents feet or toward a solid object so the warhead will return immediately. If you miss in open space, it could be a while before the warhead hits an object and returns.

Stakegun / Grenade Launcher

Statistics
Stakegun – Direct Hit Damage: 200
Stakegun – Flaming Stake Dmg.: 250
Stakegun – Ammo Per Shot: 1
Stakegun – Max. Ammo: 100
GL – Direct Hit Damage: 110
GL – Splash Dmg. Range: 55-100
GL – Ammo Per Shot: 1
GL – Max. Ammo: 100
Combo – Direct Hit Damage: 200
Combo – Splash Damage Range: ????
Default Respawn Weapon?: Yes

The Stakegun / Grenade Launcher is a very powerful weapon at both short and long ranges. You would think a weapon this deadly would be hidden away somewhere in the map, but not in Painkiller. You begin each spawn with The Stakegun / Grenade Launcher combo and 10 stakes at your disposal. Once mastered this could be your weapon of choice.

Primary Fire – Stakegun

The Stakegun’s primary fire mode launches wooden stakes from a pneumatic sling. From short and medium range, a direct hit with the Stakegun does 200 points of damage. That is enough damage to instantly kill an opponent that is equipped with Bronze Armor or Mega Health. While quite effective at short and medium range, the Stakegun is even more powerful at at long range. At this range, stakes burst into flame before impact and deal out 250 points of damage, enough to kill an opponent equipped with Silver Armor. While stakes are more destructive at long range, they are also more difficult to hit with due to arc.

Alternate Fire – Grenade Launcher

The alt-fire mode is the Grenade Launcher. This weapon shoots grenades in a short arc toward your opponent, dealing out 110 damage on a direct hit. These explosives can bounce several times before exploding but will immediately explode on impact with an enemy. Grenades also deal out a good amount of splash damage ranging from 55 to 100 per hit. This weapon is very effective at slowing down an aggressive opponent by spamming grenades at teleporters or doorways. It is also very useful for flushing your opponent out of his cover on a ledge above your head. Although you spawn with the Grenade Launcher, you will have to find GL/RL Ammo on your own before you can begin using it.

Combo Attack

To perform the combo attack, press the alternate fire to lob a grenade into the air, then press the primary fire button to shoot the grenade with a stake. This propels the grenade in a straight line until it hits a solid object or opponent and explodes. Although this attack is difficult to perform and may require plenty of practice, it can be worth the effort as direct hits deal out 200 damage.

Tips and Notes

» Aiming stakes higher will allow them to go further.
» Aim slightly ahead of a moving opponent to hit with the Stakegun.
» Picking up a crate of RL/GL Ammo is as good as picking up a loaded Grenade Launcher.
» Grenades are sometimes more effective at damaging opponents up on a ledge above than attempting to hit with the Rocket Launcher.

Rocket Launcher / Chaingun

Statistics
RL – Direct Hit Damage: 100
RL – Splash Damage Range: 50-90
RL – Ammo Per Shot: 1
RL -  Max. Ammo: 100
Chaingun – Dmg. Per 1 Ammo: 8
Chaingun – Dmg. Rng. Per Tick: 8-24
Chaingun – Ammo Per Tick: 3
Chaingun – Max. Ammo: 250
Default Respawn Weapon?: No

The Rocket Launcher / Chaingun is the strongest and most well rounded weapon in Painkiller. It can be used at short or long range to deal out large amounts of damage to an opponent as well as finish off what little health they have left.

Primary Fire – Rocket Launcher

The primary fire mode is the Rocket Launcher. Many live and die by this weapon alone. This weapon deals out 100 damage on a direct hit and anywhere from 50 to 90 splash damage when the rocket hits a solid object close to an opponent. Aside from dealing out massive damage, this weapon can also cause opponents to be thrown into the air or bounced around. The Rocket Launcher is very effective in a wide variety of scenarios but is most effective when used with height advantage over your opponent. It is usually a good idea to aim rockets at the floor below your opponent to inflict splash damage rather than gambling on a direct hit.

Alternate Fire – Chaingun

The alt-fire mode is the Chaingun. This gun rapidly empties a magazine of bullets into your opponent. Each click of the Chaingun shoots 3 bullets which inflict 8 damage each. If you do the math, that’s alot of damage in very little time. The Chaingun can be used at pretty much any range and is just as effective at longer ranges if you are able to lock on to your opponent. The Chaingun should be put to use whenever an opponent is in your sights, yet out of the range of other weapons. It is the perfect weapon to inflict damage before the battle begins as well as put the finishing touches on weak opponent.

Tips and Notes

»Aim Rockets at your opponents feet for splash damage.
»Use rockets jumps to increase movement speed or reach high areas.
»Gaining height advantage creates a larger target to inflict splash damage.
»If you can put your crosshair on an enemy, you can inflict damage using the Chaingun.

Shotgun / Freezer

Statistics
Shotgun – Direct Hit Damage: 96
Shotgun – Damage Range: 4-96
Shotgun – Ammo Per Shot: 1
Shotgun – Max. Ammo: 100
Freezer – Direct Hit Damage: 0
Freezer – Nullifies Armor for: 5s.
Freezer – Ammo Per Shot: 1
Freezer – Max. Ammo: 100
Default Respawn Weapon?: No

The Shotgun / Freezer is your typical double-barrel shotgun with the Freezer modification added on for mainly cosmetic purposes.

Primary Fire – Shotgun

The Shotgun in Painkiller is similar to other FPS titles. Each shell begins to spread as it travels further away from the barrel. Hitting your opponent with the entire spread deals out 96 damage, however this is very difficult to accomplish at long range. In fact, the shotgun can deal as little as 4 damage per hit which is nothing more than a slight annoyance to a heavily armored opponent. It is best to save your ammo when your opponent is too far away to inflict significant damage. The Shotgun has a very fast rate of fire and can quickly drain an opponents health when used at point-blank to medium range. It can also drain your ammo just as quickly, so beware.

Alternate Fire – Freezer

The shotgun’s alternative fire mode shoots a blast of super-cooled liquid nitrogen that temporarily nullifies the effect of your opponents armor for 5 seconds. If you are able to hit an armored opponent with the Freezer, you are able to inflict damage directly to their health as if they weren’t wearing armor. Once 5 seconds is up, their armor returns at the value it was prior to the Freezer attack. While this sounds like it could be useful, the problem with the Freezer is an extremely slow rate of fire and slow projectile speed. This weapon tends to be used mostly out of desperation or in attempt to humiliate an opponent.

Tips and Notes

»The Shotgun is most effective when your opponent can see clearly down the barrel.
»Hold the primary fire button and continuously aim the Shotgun to quickly pump shells into your opponent.
»The Freeze inflicts 0 damage to your opponent.

Electrodriver

Statistics
Electro – Dmg. Per 1 Ammo: 10
Electro – Dmg. Rng. Per Tick: 10-30
Electro – Ammo Per Tick: 3
Electro -  Max. Ammo: 250
Driver – Direct Hit Damage: 30
Driver – Splash Damage Range: 40-70
Driver – Ammo Per Shot: 1
Driver – Max. Ammo: 200
Default Respawn Weapon?: No

The Electrodriver is a unique short to medium range weapon that can deal out mass amounts of damage in a short amount of time. That is, of course, if you don’t run out of ammo first.

Primary Fire – Driver

The primary fire uses the Driver to launch shurikens toward your opponent at a blinding rate. Each shuriken does 30 damage on a direct hit but the real power of this weapon is at medium range, where the shurikens explode and create anywhere from 40 to 70 points of splash damage each. Although the rate of fire on the Driver is very good, the speed at which the Shurikens travel requires you to lead a moving opponent considerably for direct hits. For best results, learn to master the exploding shurikens by knowing the distance they need to travel before they detonate. Find areas on the map where you can stand and catch an opponent in the splash damage as they move toward a weapon or item. Using the exploding shurikens can inflict splash damage to opponents that seek cover on a ledge slightly above your head.

Alternate Fire – Electro

The alternative fire mode, sometimes referred to as the Lightning Gun, shoots out a continuous bolt of electricity that can incapacitate and frustrate your opponent. Each click of the Electro uses 3 ammo which deal 10 damage each. Holding the alternate fire button will keep a steady stream of electricity on your opponent dealing out continuous damage while knocking them back. While the Electro is a very deadly weapon, it is limited to medium range where the bolt of electricity ends. The Electro can zap through ammo at an alarming rate, and Electro Ammo can be hard to come by, so use it wisely.

Tips and Notes

» Learn the distance at which shurikens explode before hand, then catch your opponent in the splash damage.
» Use the Electro when an opponent is at close range, then switch to Driver when they are pushed back to the splash radius of shurikens.
» Use exploding shurikens to hit those hard to reach places where Rocket splash isn’t effective such as a ledge slightly above your head.

The 2 last Weapons from the Battle out of Hell Addon can be found here

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Painkiller is a first-person shooter game released on April 12, 2004. The game takes place in Purgatory and Hell. The main character is Daniel Garner.