A continuación vamos a explicar un poco los valores y acciones de
cada uno de los distintos items y armas que complementan el juego
Painkiller.
Lo hemos dividido en los siguientes 4 apartados: Municiones, Salud, PowerUp's y Armas.
Munición ChainGun
Munición
para la
ChainGun. Para usar con el fuego alternativo del Lanza-Cohetes. Un arma
tan poderosa que empuja a su opositor hacia atrás. Sale cada 15
segundos.
Munición ElectroGun
Munición para el laser del arma ElectroDriver. Sale cada x segundos.
Munición Grenade
Munición
para usar con el Lanza-Cohetes o para el fuego alternativo del
StakeGun. Las cajas son más grandes que las que contienen cohetes. Sale
cada x segundos.
Munición Nitrogen
Capsulas de Nitrogeno para usar con el fuego alternativo de la Shotgun. Sale cada x segundos.
Munición Rocket / ChainGun
Munición tanto para el Lanza-Cohetes como para la ChainGun (fuego alternativo). Sale cada 60 segundos.
Munición Rocket Launcher / Grenade
Munición para el Lanza-Cohetes / Lanza-Granadas. Para usar como cohetes y granadas. 8 unidades por caja. Sale cada 15 segundos.
Munición ShotGun
Cartuchos de escopeta para usar con la Shotgun, obviamente. x unidades por caja. Sale cada x segundos.
Munición Shuriken
Munición para el Shuriken, fuego primario del ElectroDriver. x unidades por caja. Sale cada x segundos.
Munición StakeGun
La
munición preferida por los jugadores más sádicos. Las estacas pueden
hacer mucho daño, pero es díficil de acertar en distancias largas. 10
unidades por caja. Sale cada 15 segundos.
Si necesitas un poco de vida, esta cosita blanca y amarillenta te puede ayudar dandote hasta 25 de vida. Sale cada x segundos.
50 Health Pack
Si
necesitas bastante vida, esta cosita verde reluciente va a ser de mucha
ayuda, ya que te aumentará hasta 50 de vida. Sale cada 20 segundos.
Armadura de Bronce
Bronze Armour. If you cannot pick it up use a rocket/grenade to hurt
yourself slightly to pick it up. (You picking it up stops others
getting it instead). Value of 100 armour and respawn of 20s. Damage
absorbtion is 33%.
Armadura de Plata
Silver
Armour. If you cannot pick it up use a rocket/grenade to hurt yourself
slightly to pick it up. (You picking it up stops others getting it
instead). Value of 150 armour and respawn of 20s. Damage absorbtion is
60%.
Armadura de Oro
Gold Armour. Yummy gold armour for maximum protection. If you cannot
pick it up use a rocket/grenade to hurt yourself slightly to pick it
up. (You picking it up stops others getting it instead). Value of 200
armour and respawn of 20s. Damage absorbtion is 80%.
Megahealth
Megahealth. Adds 100 to your health each time, up to 250. Value of 100h, respawn of 60secs.
Pentagram type powerup. Player cannot be killed whilst using this powerup. Beware the Quad Pent man!
3.5 mins respawn.
Rage
Quad type weapon. Increases weapon fire by 4x. Screen goes negative and
players are viewed in Red. Teamplayer colour is yet to be checked. 60
secs respawn.
WeaponModifier
Weapons Modified as below:
Pain: TBD
Killer: Beam always shows even if not looked at
Painkiller Combo: TBD
Stake: Catch fire earlier, fly straighter
Grenade: Napalm effect on explosion. Fire remains for period of time
Stake/Gren Combo: Combination of above
Shotgun: Pellets fire in tighter spread
Nitro: TBD
Rocket Launcher: Rockets fire faster
ChainGun: TBD
Rocket/Chain Combo: TBD
Driver: Shurikens have explosive properties on hitting object
Electro: Seeks nearest player within a specified distance of aim
ElectroDriver Combo: TBD
Combo comes in 2 flavours. If you hit the floor with the nail whilst
firing Electricity also, it embeds and zaps whoever gets close enough
within 5 seconds. If you hit a person, lightning radiates from them to
the nearest people for 5 seconds. Demo movie to follow.
Pain / Killer / Painkiller
Pain
= Spinning Blades Killer = Grapple type weapon with Beam enhancement.
This puppy is the game's base weapon - but don't let that fool you. The
bottom firearm in many FPS titles is either worthless or useful only in
isolated situations (like when you're out of ammo and about to be blown
to bits). But the Painkiller holds it own throughout the entire game.
Painkiller Combo - combination of both firing schemes. The Pain
sections whirls up and then fires out like the Killer. Range is less
than the Killer secondary fire and is slower to fire out. Can produce
good effects in a crowd

Rocket Launcher / Chain Gun / 4x damage combo
Combo seems to be fire a rocket at a player's feet and send him into
the air, then shoot him with the chaingun for 4X damage (in single
player). RL is 100 damage max. On pickup RL ammo is 5, chaingun is 0.
RL reload is about 0.75s, chaingun fires about 15 rounds a second.
Direct rocket hit is 100h damage, minimum chaingun hit is 25 (2
rounds?).
Shotgun / Nitrogen Capsule firer / Instant Shot/nitro together combo
Shotgun
fire is standard pellet spread. Not too wide. Nitrogen removes armour
from the enemy. Combo is instantanteous shotgun fire and nitro capsule
fire. Will strip the enemy bare after a few shots
Shotgun has 80h
damage, firing time of about 0.5s.
Stake Gun / Grenade Launcher / Stake Rocket
Hitting
the Grenade with the stake while in flight causes the stake to speed up
and become explosive on hitting anything (single player). Hitting the
grenade on the floor with the stake causes instant explosion. Demo to
follow. Non-flaming stakes cause 200 damage, flaming causes 250 damage.
Grenades are spammy like most games. Firing reload time of 1.5s for
stake.
asdf asdf FIN !
O_O
siq saves mucho de este juego si fuera una prueba te pondria 1000000000