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===Attenuation=== |
===Attenuation=== |
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− | Nearly every weapon in the game suffers from a damage penalty (which explains why a Grenade with a power rating of 270 on averages 205 damage, for instance). |
+ | Nearly every weapon in the game suffers from a damage penalty (which explains why a Grenade with a power rating of 270 on averages 205 damage, for instance). See [[Parasite_Eve_II_Gameplay#Attenuation|Attenuation]] for more details. |
− | |||
− | ''Parasite Eve II'' appears to have 5 sets of values, ranging from the furthest away (literally the 'edge' of your damage range) up to point-blank range, equivalent of how close you must get to use a melee attack. If only one attenuation is displayed, that value is consistent for the entire range of the weapon. Handguns and automatic weapons are the main users of the variable range. Most shotguns benefit from a close-quarters damage bonus. |
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− | |||
− | Also, a weapon marked as 0.9 or 0.8 is not a perfect % damage reduction; most values have an additional minor fraction added on to the penalty. |
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− | |||
− | Penalty chart: |
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− | 1.2 = 1.0 + 0.2 - 1/640 |
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− | 1.0 = 1.0 |
||
− | 0.9 = 1.0 - 0.1 - 1/640 |
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− | 0.8 = 1.0 - 0.2 - 1/320 |
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− | 0.7 = 1.0 - 0.3 - 1/1280 |
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− | 0.6 = 1.0 - 0.4 - 3/1280 |
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− | 0.5 = 0.5 |
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− | 0.4 = 0.5 - 0.1 - 1/640 |
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− | 0.3 = 0.5 - 0.2 - 1/320 |
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− | |||
− | A few examples of minimum damage (not counting the % bonus you get per shot): |
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− | Buckshot (Power: 40) w/ attenuation of 0.8 = 31 dmg. |
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− | 5.56 Rifle (Power: 22) w/ attenuation of 0.7 = 15 dmg. |
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− | Grenade (Power: 270) w/ attenuation of 0.7 = 188 dmg. |
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===Cooldown=== |
===Cooldown=== |
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===Weapon Range=== |
===Weapon Range=== |
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− | The |
+ | The ''Range'' listed in-game means next-to-nothing. For the most part, all guns operate within a common range set. |
*Critical weapons all share the same range (P08, P229 and Mongoose). M93R's range is slightly shorter. MP5A5 and M950's range, while the same, are slightly shorter. The full range difference between the handguns is about 5% max. |
*Critical weapons all share the same range (P08, P229 and Mongoose). M93R's range is slightly shorter. MP5A5 and M950's range, while the same, are slightly shorter. The full range difference between the handguns is about 5% max. |
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− | *Shotguns share a common range and are on par with the M93R. The PA3 |
+ | *Shotguns share a common range and are on par with the M93R. The PA3 ''slightly'' out-ranges the other shotguns, while in-game stats. say it has the shortest range of the four. |
− | *The M4A1 and Javelin has an average range about 40% greater than most other weapons |
+ | *The M4A1 and Javelin has an average range about 40% greater than most other weapons. |
+ | *The Hypervelocity does not appear to have a set limit (At the very least, tests conducted within the game were unable to find one). |
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*Because grenades tend to arc, their effective range is a little shorter than automatic weapons. |
*Because grenades tend to arc, their effective range is a little shorter than automatic weapons. |
||
*The final (point-blank damage) attenuation rate does not apply to all NMCs. It depends on the size of the enemy for it to apply. For instance, Point-blank damage can be performed on a [[Grinning Stranger]], but not to a [[Bat (Parasite Eve II)|Bat]]. |
*The final (point-blank damage) attenuation rate does not apply to all NMCs. It depends on the size of the enemy for it to apply. For instance, Point-blank damage can be performed on a [[Grinning Stranger]], but not to a [[Bat (Parasite Eve II)|Bat]]. |
Revision as of 16:31, 23 September 2019
Parasite Eve II makes more use of long-ranged weapons instead of close-ranged weapons when fighting NMCs. The weapons also effect Aya's agility, ability to dodge, strength, and defense. The heavier the items she's carrying, the slower she'll be while smaller ones allow her to run faster and hold more things. The game lets the player customize some of their equipment.
The range mechanic affects the optimal damage output of any given weapon; the closer Aya is positioned to an enemy often maximizes each gun's damage per shot. This is most apparent in the shotgun line of weapon.
For more useful information, see ammunition and shops.
Notes
Critical Rate
Some weapons have a chance to do 4x their normal damage per shot. See Critical Rate for more details.
Attenuation
Nearly every weapon in the game suffers from a damage penalty (which explains why a Grenade with a power rating of 270 on averages 205 damage, for instance). See Attenuation for more details.
Cooldown
How much downtime there is between each shot. They are marked with a frame count, then a second count beside it.
Reload Time
How long it takes to reload a weapon before a player can fire again.
Weapon Range
The Range listed in-game means next-to-nothing. For the most part, all guns operate within a common range set.
- Critical weapons all share the same range (P08, P229 and Mongoose). M93R's range is slightly shorter. MP5A5 and M950's range, while the same, are slightly shorter. The full range difference between the handguns is about 5% max.
- Shotguns share a common range and are on par with the M93R. The PA3 slightly out-ranges the other shotguns, while in-game stats. say it has the shortest range of the four.
- The M4A1 and Javelin has an average range about 40% greater than most other weapons.
- The Hypervelocity does not appear to have a set limit (At the very least, tests conducted within the game were unable to find one).
- Because grenades tend to arc, their effective range is a little shorter than automatic weapons.
- The final (point-blank damage) attenuation rate does not apply to all NMCs. It depends on the size of the enemy for it to apply. For instance, Point-blank damage can be performed on a Grinning Stranger, but not to a Bat.
- The Combat Light attachments on the P229 and MP5A5 have the same maximum range as their respective weapons.
Regular Weapons
These weapons, whether by playing or finishing optional side-quests, are the easier ones to get.
Tonfa Baton
Tonfa Baton |
Weight:
|
68
|
Critical Rate:
|
3/15 (2nd Hit)
|
Description: Baton based on an Okinawan design. Masters can attack continuously.
| ||||
The only strictly melee weapon in the game, it has no need for ammo or P. Energy. The tonfa baton can be used again and again to strike close ranged enemies, it also stuns small to medium NMC, allowing you to keep hitting the enemy until they die. It is useless in distance and against most flying enemies, due to its low attack it is rendered useless after Dryfield since most enemies are fast or HP-tanks like mossbacks and GOLEMs. |
M93R
M93R |
Weight:
|
117
|
Critical Rate:
|
3/15 (Single)
|
Description: Semi-auto 9mm, fires three-round bursts.
| ||||
Fast rate of fire, reload speed and good ammo capacity, the M93R handgun is a well-rounded handgun that can easily dispatch small to medium-sized NMC with ease; anything larger would require a heavy amount of ammunition. It has two main firing options, a three-point-burst and a single shot mode. Despite lacking in optimum range, true critical hit power and fully automatic capability, it also lacks the weaknesses alternative handguns have, making it quite versatile. With proper skill and the right ammunition, it is capable of tackling large enemies such as: The Burner, The Glutton (Garbage Boss) and the Blizzard Chaser on Nightmare mode.
Fun fact: While nearly all the firearms in Parasite Eve II are based on common, real-life ones, Aya's default weapon, the Beretta 93R is quite rare and is considered a premier firearm collector's item, especially in the United States. Only a handful in the US are legally transferable. |
MP5A5
MP5A5
|
Weight:
|
288
|
Critical Rate:
|
N/A
|
Description: 9mm sub-machine gun. Flashlight attached.
| ||||
The MP5A5 is the standard firearm of the SWAT teams in Parasite Eve II, the MP5A5 takes 9mm rounds of all types, like any other handgun. Its secondary fire is a flashlight of 50 "shots" capable of inflicting blind (and in a few cases different conditions) on many NMCs. Its high rate of fire is offset by its mediocre range and stopping power. Nevertheless it is a potent weapon should one utilize P.energy shot, essentially transforming it into a mini M249 while maintaining Aya's mobility. A veteran favorite as ammo is abundant with a decent asking price to boot. |
SMG Clip Holder
SMG Clip Holder |
Weight:
|
+18
|
Description: MP5A5 magazine clip holder. Increases ammo capacity by 30.
| ||
An attachment for the MP5A5; each one increasing the ammo capacity by a nice 30 rounds. Two can be used at once effectively giving it a full 90 rounds. In conjunction with ammo such as the 9mm Spartan and Lv. 3 Energyshot, this attachment maximizes the MP5A5's lethality to near M249. The only downfall from having this attachment on an MP5A5 is that it will rip through your handgun ammo reserve at an extreme speed, with 500 being the most you can carry of a given handgun bullet type up to a total of 1500 bullets only (500 of each: P.B., Hydra and Spartan). |
M950
M950
|
Weight:
|
227
|
Critical Rate:
|
N/A
|
Description: Full-auto 9mm with high ammo capacity.
| ||||
A full-auto handgun that uses the standard 9mm ammo, it possesses the highest ammo capacity of any handguns in the game. While useful in a few situations, it is not a recommended weapon as its reload time and optimum range is worst out of all handguns in the game. Not recommended for use in Nightmare Mode as it can be sluggish in a tight situation such as the Blizzard Chaser and any Desert Chaser.
The M950 is one of the rare instances in the game where the Real World Basis does not line up with the game's weapon. The Calico M950 is normally a semi-automatic pistol; this weapon was converted to a full automatic (which is possible from a real world standpoint). The drum is the wrong size for 100 rounds; The one used in the game would normally carry 50. |
P08
P08
|
Weight:
|
87
|
Critical Rate:
|
5/15
|
Description: Semi-auto handgun with special loader.
| ||||
This German semi-automatic handgun can be acquired quite early and gives a good critical rate, but unless you are playing Scavenger or Nightmare mode this gun becomes quickly useless compared to other weaponry due to its mediocre rate of fire. The gun's capacity can be increased via the Snail Magazine; increasing the clip size from seven rounds to thirty-two, furthering its critical rate potential. Most players (in lower difficulty modes) will dismiss this weapon as it holds no real advantage compared to others in the game, often being treated as a challenge weapon above all else.
The Luger LP08 can hold 8 rounds, instead of 7. |
Snail Magazine
Snail Magazine
|
Weight:
|
+13
|
Description: P08 Snail magazine. Increases ammo capacity by 25.
| ||
A clip holder for the P08 handgun, it will increase the ammo capacity from seven rounds to thirty-two. |
P229
P229
|
Weight:
|
92
|
Critical Rate:
|
6/15
|
Description: Semi-auto handgun with silencer. Flashlight attached.
| ||||
A single-shot handgun, this takes all variants of 9mm rounds and has a flashlight for secondary fire. With the highest range out of all handguns and the best critical rate, the P229 is a versatile weapon that is only held back by a moderate rate of fire, lower ammo capacity and its later game availability. Nevertheless, the flashlight is beneficial versus Stalker enemies, making it good competition for the P08 in such fights. Most beginners will dismiss the P229, as many will find it lacking in burst damage. Many advanced players, however, embrace the P229 due to its excellent mobility and in the right hands, holds a good firepower (via critical rate and weakness exploitation) to eliminate enemies patiently from a distance compared to other handguns which requires closer tactics.
The SIG-Sauer P229 (early models) are able to hold 13 9x19mm rounds. |
M4A1 Rifle
M4A1 |
Weight:
|
254
|
Critical Rate:
|
3/15 (Single)
|
Description: 5.56mm assault rifle. Customizable with attachments.
| ||||
M4A1 Bayonet |
Weight:
|
284
|
Critical Rate:
|
1/15 (Burst)
|
Description: Assault Rifle w / bayonet. | ||||
M4A1 Grenade |
Weight:
|
390
|
Critical Rate:
|
N/A
|
Description: Assault Rifle w / 40mm grenade launcher. | ||||
M4A1 Hammer |
Weight:
|
339
|
Critical Rate:
|
N/A
|
Description: Assault Rifle w / high-voltage stun gun. | ||||
M4A1 Pyke |
Weight:
|
437
|
Critical Rate:
|
N/A
|
Description: Assault Rifle w / flamethrower. | ||||
M4A1 Javelin |
Weight:
|
488
|
Critical Rate:
|
1/15 (Burst)
|
Description: Rifle w / laser gun attached. | ||||
A light and handy small-bore rifle that takes 5.56 cartridges, in general service with USA military units. This rifle packs a good punch and can wipe the floor with small and medium-sized NMC. It also quickly takes care of larger ones and can fire a three-shot burst at the enemy. Unlike other weapons, this rifle comes with the option to attach extra weapons to it and has a variety of customizable options. The M4A1 is often considered the most "well rounded" weapon in the game. This is due to the fact it has decent power, great versatility from its secondary attacks via attachments, and with less than significant penalty to Aya's mobility. A very popular weapon among both beginner and experienced players alike.
All variants of the M4A1 can use the unused Paralizer and Flashbomb rounds. |
Rifle Clip Holder
Rifle Clip Holder |
Weight:
|
+20
|
Description: M4A1 magazine clip holder. Increases ammo capacity by 30.
| ||
A clip holder for the M4A1 Rifle, it'll increase the amount of bullets it can hold by allowing it to carry extra magazines. Two can be acquired, with each increasing the M4A1's clip size by 30 extra rounds, up to a maximum of 90. |
M9
M9 |
Weight:
|
+30
|
Description: Close-combat bayonet. Custom M4A1 attachment.
| ||
This close-combat bayonet is an attachment for the M4A1 Rifle. In hindsight, a very useful addition to your rifle as it deals 70-odd damage (or over 250 for a critical) to all enemies in range and knocks many foes to the floor. Throughout Dryfield, the mine and early shelter you can easily save this weapon's BP cost in ammunition. Much less effective later on when it is generally wise to keep your distance from most ANMCs. It does however make short work of lesser enemies who are prone to swarming Aya. |
M203
M203
|
Weight:
|
+136
|
Description: 40mm grenade launcher. Custom M4A1 attachment.
| ||
A 40mm grenade launcher that can be attached to the M4A1 Rifle, Negating the need for the Grenade Pistol at the cost of a higher attenuation penalty. |
Hammer
Hammer
|
Weight:
|
+85
|
Description: High-voltage stun gun. Custom M4A1 attachment.
| ||
Another attachment for the M4A1 Rifle, a high-voltage stun gun. An essential (to the point of necessity at times) against GOLEM Soldiers as the electricity damages their life support and stuns them from making sudden attacks. |
Pyke
Pyke
|
Weight:
|
+183
|
Description: Small portable flamethrower. Custom M4A1 attachment.
| ||
Another attachment for the M4A1 Rifle, a small portable flamethrower effective against amoeba NMCs thus saving one's MP for other means. |
Javelin
Javelin
|
Weight:
|
+234
|
Description: Small laser gun. Custom M4A1 attachment.
| ||
The final attachment for the M4A1 Rifle, a miniature laser gun that deals good damage against all types of NMCs and with a generous 60 shot capacity, only drawn back by its extended firing period thus leaving Aya vulnerable to harm. Deals roughly 90 damage to any enemy should the laser be kept on the target, moreso with P.E. Energy Shot and can be an effective BP saver as it can be recharged for free. |
M249
M249
|
Weight:
|
685
|
Critical Rate:
|
N/A
|
Description: Portable light machine gun. Heavy firepower and a large clip.
| ||||
A portable light machine gun, this 200-bullet rifle can be used to absolutely destroy enemies if used in conjunction with the P. E. Energy Shot. Its weight and excessive rate of fire (thus ammo depletion) are the only drawbacks from an otherwise absolute must have weapon. |
PA3
PA3 |
Weight:
|
270
|
Critical Rate:
|
N/A
|
Description: Pump-action 12-gauge shotgun.
| ||||
A pump-action 12-gauge shotgun. The very first shotgun that a player can procure, having very low clip size, rate of fire and range (unless used in conjunction with the R.Slug Shells). Its only benefits is its area of effect damage per shot with Buckshot, capable of hitting multiple enemies in a single shot thus a circumstantially potent weapon against Moths, Scorpions and Bats (all of which appear frequently until the end of disc 1). |
SP12
SP12
|
Weight:
|
420
|
Critical Rate:
|
N/A
|
Description: 12-gauge close-combat shotgun. Powerful, but cumbersome.
| ||||
A high-grade, military pump-action shotgun, like any other shotgun it can take different kinds of shells. This allows good crowd control and can knock back small to medium, and even some large, NMCs at close range. Its potential is offset by its slow reload time and slowest rate of fire among the shotguns. Since you can pick this weapon up for free in the Armory, it will become one of your best friends if you keep all 3 different types of 12-gauge ammo around. |
AS12
AS12 |
Weight:
|
559
|
Critical Rate:
|
N/A
|
Description: Rapid-fire 12-gauge combat shotgun.
| ||||
This rapid-fire 12-gauge shotgun has 20 rounds and can tear through any enemy with R. Slug ammo. Be sure to keep the supplies up, else you will run out of ammo relatively quickly. When paired with Firefly shells it will make short work of the watery areas in Neo Ark. Coupled with the P.E. Energy Shot, Aya can put the GOLEMs down in 2-5 shots depending on which GOLEM (with R.Slug ammunition), a must for shotgun fans despite its very high asking price. |
Grenade Pistol
Grenade Launcher
|
Weight:
|
240
|
Critical Rate:
|
N/A
|
Description: Pistol-sized 40mm grenade launcher.
| ||||
A pistol-sized 40mm grenade launcher, it is easily one of the most powerful weapons available without any side-quests needing to be completed. If you don't like any of the other M4A1 attachments it is easily replaced by the M203 to conserve inventory space. Its immense burst firepower is offset by its extremely low firerate (second only to the hypervelocity) and its slow reload speed. An easily accessible, very powerful boss-killer weapon. |
MM1
MM1 |
Weight:
|
900
|
Critical Rate:
|
N/A
|
Description: 40mm launcher with revolving magazine.
| ||||
This is noted to be the one of the most powerful weapons in the game due to being a twelve-round grenade launcher. A massive improvement over the Grenade Pistol due to its immensely increased capacity. All its destructive potential is offset by its very high price, point of accessibility, extremely slow reload speed and speed penalty (near on-par to that of the hypervelocity). It makes short work of just about any enemy and if paired with Energy Shot it will take most ANMCs out with one to two shots as well as a potent boss-killer.
The MM1 does not fire in a straight line and veers to the right while firing. While this not an issue if the target is of sufficient size, this makes it difficult to hit smaller targets. |
Secret Weapons
These weapons can only be obtained by playing in Replay Mode and having earned the Rank to unlock them, which will take quite some time.
Mongoose
Mongoose
|
Weight:
|
168
|
Critical Rate:
|
6/15
|
Description: Large 44-calibre revolver. Slow reload, but it's worth it.
| ||||
A large 44-caliber revolver. Although the .44 Magnum rounds are less powerful than the Maeda SP, it still has good uses. The .44 Maeda SP rounds, received either from Rupert, or brought in Replay Mode, are useful due to the ammo's immediate 'Poison' attribute. While useless against GOLEMs, it works wonders on enemies such as Brain Stingers. The Mongoose has an extremely high critical hit ratio that can match the critical rate of the P229. The maximum damage of this weapon can be over 600, superseding even that of a grenade launcher. With the Maeda rounds used with Level 3 Energyshot, and some luck, this weapon can take down Eve with 25 Shots.
The Mongoose is able to equip and fire the unused 44 Poison rounds. |
Hypervelocity
Hypervelocity |
Weight:
|
881
|
Critical Rate:
|
N/A
|
Description: Magnetic railgun. Fires hyper-sonic rounds.
| ||||
A Magnetic railgun that uses super-sonic rounds, it is as heavy as the MM1 and usually does 2000+ damage to any enemy which rips most if not all bosses apart with ease. It does not use normal ammunition, instead using a battery that can fire 100 shots before it needs to be recharged (which can be done for free at any of the game's shops). Its blast also has a wide swath, so it can wipe out entire groups of enemies with a single shot. Sadly it has a 5 second charge time before each shot, and its heavy weight will require several seconds for Aya to raise the weapon and line it up with her target, making it poor for close-range fights. A collector favorite as it saves BP for other purposes.
The shape of the Hypervelocity bears a physical similiarity to the Annihilator 2000 seen in Beverly Hills Cop III. |
Gunblade
Gunblade
|
Weight:
|
570
|
Critical Rate:
|
N/A
|
Description: Ultrahigh frequency particle blade. Blade with shotgun attachment.
| ||||
The hardest weapon in the game to acquire, it was mainly for cross-supporting Square's other game release and is shown quite frequently as it's Golem No.9's primary weapon. Although it is modeled after Squall Leonhart's Revolver gunblade, the model had been redone so that Aya may both attack with it like a sword and shoot it like a shotgun. Deals moderate damage from its melee and shotgun firing modes (with the best range and rate of fire amongst shotguns). Its true potential however, is the combination of both modules. If timed right, Aya can inflict a large amount of damage by swinging the blade and firing a shell just as the blade hits the target. Pulling off the R1+R2 combo with the Gunblade will usually do over 1000 damage to its target, and will cause most ANMCs to literally explode while dealing immense damage to bosses. |