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Weapon Upgrades


Sabre


Damage Type: Energy
Base Length: 80
Sabre has 9 slash frames
The first 3 do full damage
The next 3 do 1/2 damage
And the final 3 do 1/3
Aliases: sb
Level 0 80 damage
Level 1 100 damage, Length 100
Level 2 110 damage, Silenced
Level 3 120 damage
Level 4 140 damage, Length 120
Level 5 160 damage
Level 6 200 damage
Level 10 240 damage, Length 160
Shotgun


Damage Type: Normal
Base Pellet Count: 18
Base Speed: 1.2 seconds per shot
Aliases: sg
Level 0 4 damage
Level 1 8 damage
Level 2 10 damage
Level 3 12 damage, Silenced
Level 4 Speed upgrade 1.0 seconds per shot
Level 5 14 damage
Level 6 16 damage
Level 10 Fires 5 tracers at 30 energy damage with each shot
Super Shotgun


Damage Type: Normal
Base Pellet Count: 20
Aliases: ssg
Level 0 6 damage
Level 1 7 damage, Silenced
Level 2 8 damage, 4 more pellets
Level 3 9 damage
Level 4 12 damage
Level 5 13 damage
Level 6 14.7 damage
Level 10 6 more pellets with no spread
Machinegun


Damage Type: Normal
Aliases: mg
Level 0 8 damage
Level 1 10 damage, Silenced
Level 2 12 damage
Level 3 16 damage
Level 4 18 damage, 39 energy damage tracers every 5 shots
Level 5 20 damage
Level 6 25 damage
Level 10 32 damage, 1/5 spread
Chaingun


Damage Type: Normal
Aliases: cg
Level 0 6 damage
Level 1 9 damage
Level 2 10 damage, No spindown
Level 3 11 damage, Silenced
Level 4 12 damage
Level 5 15 damage
Level 6 18 damage
Level 10 21 damage
Hand Grenade


Damage Type: Normal
Base Speed: 400-800
Blast Damage: 120 (additional 10 per level)
Blast Radius: 160
Aliases: hg
Level 0 125 damage
Level 1 150 damage
Level 2 175 damage, Remove smoke trails
Level 3 200 damage, Speed 800 (kots_hgspeed)
Level 4 225 damage, Reset timer (kots_hgtimer), Detonate (kots_detonate)
Level 5 275 damage
Level 6 375 damage, Shorter fuse (kots_hgfuse)
Level 10 450 damage, Speed 1600
Grenade Launcher


Damage Type: Normal
Base Speed: 600
Blast Damage: 120
Blast Radius: 120
Aliases: gl
Level 0 120 damage
Level 1 140 damage
Level 2 180 damage, Radius 160
Level 3 200 damage, Silenced
Level 4 220 damage, Speed 800
Level 5 240 damage, Remove trails
Level 6 300 damage
Level 10 Speed 1200, Direct hit causes dizziness for 5 seconds
Rocket Launcher


Damage Type: Normal
Base Speed: 650
Blast Damage: 120 (additional 5 per level)
Blast Radius: 120
Aliases: rl
Level 0 120 damage
Level 1 140 damage, Silenced
Level 2 180 damage, Remove fire trail
Level 3 200 damage, Speed 800
Level 4 220 damage, Blast radius 144
Level 5 240 damage
Level 6 300 damage
Level 10 2 Rockets at 200 damage each
Hyperblaster


Damage Type: Energy
Base Tracer Speed: 1000
Base Firing Speed: 5 shots per second
Aliases: hb
Level 0 15 damage
Level 1 20 damage, Silenced
Level 2 25 damage, Firing speed 10 shots per second
Level 3 30 damage
Level 4 35 damage, Tracer speed 1500
Level 5 40 damage
Level 6 45 damage
Level 10 Stuns target for 0.1 seconds per hit
Railgun


Damage Type: Normal
Base Cooldown: 1.5 seconds
Aliases: rg, rail
Level 0 100 damage
Level 1 125 damage, Silenced
Level 2 150 damage
Level 3 175 damage, Cooldown 1.2 seconds
Level 4 200 damage
Level 5 250 damage
Level 6 275 damage
Level 10 Deactivates targets special abilities for 6 seconds and leaves a smoke trail

(Karma regen, Strength ammo regen, Wisdom cube regen, Technical armor regen, Wisdom cloaking, Wisdom fly, Spirit empathy shield)
BFG10K


Damage Type: Energy
Ammo per Shot: 3
Frames per Shot: 4
First 3 frames do full damage
All remaining frames do 1/2 damage
Aliases: bfg
Level 0 35 damage
Level 1 44 damage
Level 2 48 damage, Silence
Level 3 53 damage
Level 4 60 damage, 7 frames per shot
Level 5 70 damage
Level 6 88 damage
Level 10 2 ammo per shot
Antiweapon
Each level gives you 10 more armor when you respawn.
Aliases: anti
Damage Types
There are two types of damage that may be done in KOTS2000. These types are actually part of plain old deathmatch.

Energy Damage: Does 60% of its damage to armor, and 40% of its damage to health.
Normal Damage: Does 80% of its damage to armor, and 20% of its damage to health.

The net result of these two types is that energy damage takes off more health and less armor, so it is more useful against players that have lots of armor and upgraded Technical levels. Normal damage, however, is actually more useful in many situations against players with lots of Wisdom and Karma. Whereas energy damage would remove more health and less armor, as they are able to regenerate health it is not as big of a loss. Whereas normal damage removes their armor first putting them in a more difficult position.
Notes
  • BE CAREFUL WHEN USING THE MENU TO UPGRADE BECAUSE THERE IS LAG!
  • You receive 1 weapon point per character level gained.
  • The level 10 bonuses listed above are only when you are holding the rune
  • Training past level 6 requires 2 weapon points
  • For each level above 6 you receive a 2.5% damage bonus which adds and works in conjunction with munition
  • Resisting a weapon will make you receive 25% less damage, but when using the weapon you will deal 50% less damage
    DO NOT RESIST A WEAPON YOU PLAN TO USE!


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