Firearms

Every gun in Vibe Fighter side by side, from the Pistol to the Orbital Laser: damage, fire rate, projectile speed and ammo.

Firearms hit from range, and every one of them runs dry. Ammo is the column that keeps them honest: ten Pistol rounds, 22 for the SMG, six arrows, five shells or Sniper rounds, two rockets or Orbital Laser beacons. An empty gun stays in your hand as a throwable.

Damage and cooldown together give the role. The SMG's 6 HP every 0.07 s and the Sniper Rifle's 42 HP every 1.4 s are opposite ends of one trade, volume against a single committed shot. Bullet speed tells you how far to lead a target, from the Sniper Rifle's 1,800 px/s down to the Bow's 660 and the Bazooka rocket's 540. A dash under damage means the hit is not a plain bullet: the Orbital Laser only marks a spot.

Against the class, put a platform in the way, since bullets stop at the first intact cell, and leave the line right after each shot. An unarmed fighter can shield bullets, but not rockets or the beacon.

Side by side

WeaponDamageCooldownProjectile speedAmmo per pickupPower rating
Pistol110.48 s1020 px/s104/10
SMG60.07 s1140 px/s225/10
Bow130.56 s660 px/s64/10
Bazooka1150.9 s540 px/s29/10
Shotgun80.85 s900 px/s56/10
Sniper Rifle421.4 s1800 px/s57/10
Orbital Laser—1.4 s960 px/s27/10

The weapons

  • Pistol

    The classic pistol: ten fast, flat shots that carry across most of an arena.

  • SMG

    A full-auto submachine gun that trades damage per bullet for a very high rate of fire.

  • Bow

    A six-arrow bow with slow, arcing shots that reward good prediction.

  • Bazooka

    The heaviest weapon in Vibe Fighter: two rockets with a large blast and enormous knockback.

  • Shotgun

    Fires a spread of six pellets that tears through anyone up close.

  • Sniper Rifle

    A slow, high-damage rifle with a very fast, almost flat bullet.

  • Orbital Laser

    Fires a beacon that marks a spot. A moment later a beam from the sky burns the whole column above and below it.

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