Weapons
All values sourced directly from ruleset files. Three active rulesets: Competitive (CR2 merged), Sushi (NA), Casual. Where a ruleset does not override a value, the Casual file is the baseline.
The Rocket Launcher, Ion Cannon, and Bolt Rifle are the three primary competitive weapons. The Stake Launcher exists in the files but is disabled (gconst_stakelauncher_enabled 0).
Damage and Reload
| Weapon | Competitive | Sushi | Casual | Reload (Comp) | Reload (Sushi) | Reload (Cas) | Type |
|---|---|---|---|---|---|---|---|
| Melee | 90 | 100 | 90 | 800ms | 1000ms | 800ms | Melee |
| Burstgun | 6×6 = 36 | 8×3 = 24 | 6×6 = 36 | 500ms | 500ms | 500ms | Projectile |
| Shotgun | 5×? pellets | 5×? pellets | 5×? pellets | 925ms | 900ms | 900ms | Hitscan |
| Grenade Launcher | 100 direct | 100 direct | 100 direct | — | — | 800ms | Projectile |
| Plasma Rifle | 15/cell | 16/cell | 16/cell | 100ms | 100ms | 100ms | Projectile |
| Rocket Launcher | 100 direct | 100 direct | 100 direct | 800ms | 800ms | 800ms | Projectile |
| Ion Cannon | 6/tick (44ms) | 7/tick (50ms) | 6/tick (44ms) | 44ms | 50ms | 44ms | Hitscan beam |
| Bolt Rifle | 80 | 80 | 80 | 1375ms | 1375ms | 1375ms | Hitscan |
Ion Cannon DPS: Competitive ~136, Sushi 140, Casual ~136.
Burstgun in Sushi has projectile speed 25000 u/s (effectively hitscan). Competitive/Casual speed is 4000 u/s. Sushi Burstgun fires 3 segments vs 6 in Competitive/Casual.
Shotgun pellet count not present in any ruleset file.
Explosion Radii
| Weapon | Competitive | Sushi | Casual | Splash mult (Comp) | Splash mult (Sushi) | Splash mult (Cas) |
|---|---|---|---|---|---|---|
| Grenade Launcher | 200 units | 150 units | 180 units | 0.85 | 0.90 | 0.85 |
| Plasma Rifle | 32 units | 32 units | 32 units | 1.0 | 1.0 | 1.0 |
| Rocket Launcher | 120 units | 125 units | 120 units | 0.85 | 0.90 | 0.85 |
Grenade gravity: Competitive 650, Sushi 635, Casual 700. Grenade initial speed: 700 u/s in all three.
Trace Radii
| Weapon | Competitive | Sushi | Casual |
|---|---|---|---|
| Shotgun pellets | 0.5 | 0.25 | 0.5 |
| Grenade Launcher | 1.75 | 1.0 | 1.75 |
| Plasma Rifle | 2.0 | 0.5 | 2.0 |
| Rocket Launcher | 1.1 | 1.0 | 1.1 |
| Ion Cannon beam | 0.5 | 0.25 | 0.5 |
| Bolt Rifle | 0.5 | 0.25 | 0.5 |
Sushi uses tighter trace radii across the board. Plasma Rifle drops from 2.0 to 0.5 in Sushi.
Knockback
| Weapon | Ground (Comp) | Air (Comp) | Ground (Sushi) | Air (Sushi) | Self |
|---|---|---|---|---|---|
| Melee | 1.38 | 0.83 | 1.25 | 0.75 | — |
| Burstgun | 1.25 | 1.5 | 1.4 | 1.6 | — |
| Shotgun | 1.6 | 1.4 | 1.6 | 1.4 | — |
| Plasma Rifle | 0.85 | 1.0 | 0.925 | 1.1 | Comp: 2.0 / Sushi: 1.6 |
| Rocket Launcher | 0.85 | 1.0 | 0.90 | 1.0 | Comp: 1.12 / Sushi: 1.1 |
| Ion Cannon | 1.6 | 1.6 | 1.65 | 1.65 | — |
| Bolt Rifle | 0.5 | 0.5 | 0.5 | 0.5 | — |
Rocket self-knockback exceeds the enemy multiplier in both rulesets, enabling rocket-jumping. Plasma self-knockback (Comp: 2.0, Sushi: 1.6) enables plasma-climbing.
Ammo
| Weapon | Max (Comp/Sushi/Cas) | Weapon pickup | Ammo pickup | Start |
|---|---|---|---|---|
| Burstgun | 20 / 30 / 20 | 10 / 15 / 10 | 5 / 15 / 10 | 10 / 30 / 10 |
| Shotgun | 12 / 16 / 12 | 6 / 8 / 6 | 3 / 4 / 6 | — |
| Grenade Launcher | 10 / 10 / 10 | 5 / 5 / 5 | 3 / 3 / 5 | — |
| Plasma Rifle | 100 / 100 / 100 | 50 / 50 / 50 | 25 / 25 / 50 | — |
| Rocket Launcher | 20 / 20 / 20 | 10 / 10 / 8 | 5 / 5 / 8 | — |
| Ion Cannon | 160 / 140 / 160 | 80 / 70 / 75 | 40 / 35 / 75 | — |
| Bolt Rifle | 10 / 10 / 10 | 5 / 5 / 5 | 3 / 3 / 5 | — |
Projectile Speeds
| Weapon | Speed |
|---|---|
| Burstgun (Competitive/Casual) | 4000 u/s |
| Burstgun (Sushi) | 25000 u/s |
| Plasma Rifle (Competitive/Casual) | 2000 u/s |
| Plasma Rifle (Sushi) | 1750 u/s |
| Rocket Launcher (all) | 1000 u/s |
| Grenade Launcher (all) | 700 u/s initial |
Bolt Rifle range: 16384 units. Ion Cannon range: 768 units.