Retix › Retix weapons
Retix weapons
Twelve weapons across six categories. The two starters cost nothing; the rest are unlocked with gold earned in matches, and the server is what applies them.
| Weapon | Type | Damage | Rounds/min | Magazine | Reload | Range | Weight | Unlock |
|---|---|---|---|---|---|---|---|---|
| Standard Rifle | Assault rifle | 24 | 600 | 30 | 1.8 s | 700 | Not applicable | Free |
| Sidearm Pistol | Pistol | 22 | 360 | 12 | 1.4 s | 550 | Not applicable | Free |
| Compact SMG | SMG | 16 | 900 | 36 | 1.6 s | 380 | Not applicable | 800 gold |
| Pump Shotgun | Shotgun | 14 × 8 pellets | 70 | 6 | 2.4 s | 340 | −5% | 1,000 gold |
| Marksman Rifle | Assault rifle | 42 | 240 | 15 | 2.0 s | 850 | −5% | 2,200 gold |
| Burst Carbine | Assault rifle | 25 | 720 | 30 | 2.1 s | 720 | −5% | 2,400 gold |
| Light MG | LMG | 20 | 720 | 80 | 4.2 s | 650 | −15% | 2,500 gold |
| Bolt Sniper | Sniper | 80 | 45 | 5 | 2.8 s | 1,200 | −20% | 4,500 gold |
| Auto Shotgun | Shotgun | 10 × 8 pellets | 240 | 10 | 2.7 s | 360 | −12% | 4,800 gold |
| Rocket Launcher | Launcher | 100 + splash | 50 | 1 | 2.6 s | 700 | −22% | 5,000 gold |
| Railgun | Sniper | 95 | 30 | 5 | 3.0 s | 1,500 | −25% | 9,000 gold |
| Plasma Repeater | Assault rifle | 28 | 480 | 24 | 2.3 s | 800 | −10% | 9,500 gold |
Bullets that travel and bullets that do not
Eight of the twelve fire a projectile with real flight time, so moving targets need lead. The Standard Rifle, Marksman Rifle, Burst Carbine and Light MG send a round at 1,400 pixels per second. The Plasma Repeater travels at 1,300. Compact SMG runs at 1,200 and Sidearm Pistol at 1,150. Rocket Launcher is slower at 900.
The other four are instant. Both shotguns and both snipers resolve the moment you click, with no lead at all.
That gap matters more than the damage column suggests. At 1,200 pixels a Bolt Sniper hits where you aimed, while a Standard Rifle round is still most of a second of travel away from a target that has since moved somewhere else.
It also explains the Rocket Launcher. At 900 pixels per second over a 700-pixel range, a rocket takes most of a second to arrive, long enough that you are aiming at where somebody has to be and not where they are. Positional weapon, not a duelling one.
Headshots
Most weapons multiply headshot damage. Standard Rifle, Compact SMG, Light MG and Plasma Repeater use ×1.5. Burst Carbine uses ×1.6; Marksman Rifle uses ×1.75. Sidearm Pistol uses ×1.8. Both snipers use ×2. Shotguns only get ×1.2, while Rocket Launcher gets nothing. An explosion does not care where it lands.
The pistol's ×1.8 is the highest multiplier on any non-sniper, and it is not an accident.
Every class carries the pistol as a secondary, so it has to stay relevant when the primary runs dry.
Spread and recoil
Every weapon has a resting spread and a growth rate that widens it while you hold the trigger. The Railgun rests at 0.001 radians and grows at 0.001, effectively a laser. The Auto Shotgun rests at 0.15 and grows at 0.03, a wall of pellets by design. The Standard Rifle sits at 0.025 resting and 0.006 growth, which is the reason a controlled burst lands and a held trigger does not.
Recoil is a separate number, from 0.6 on the Sidearm Pistol up to 2.5 on the Railgun, and it moves your aim instead of the bullet. A Railgun's near-zero spread is worth very little if you cannot re-settle between shots.
That is the trade the Grip upgrade below exists to buy.
Weight
Heavier weapons slow you down. The Standard Rifle, Sidearm Pistol and Compact SMG cost no movement at all; the Light MG takes 15%, the Bolt Sniper 20%, the Rocket Launcher 22% and the Railgun 25%. That trade keeps a Railgun from being a free upgrade over everything below it.
Weight multiplies with your class speed instead of adding to it, so it hurts the slow classes most in absolute terms. A Railgun on a Gunner is the slowest configuration in the game.
The five upgrade axes
Every weapon has the same five upgrade axes, each with three levels. Every one of them is a gain paired with a penalty, applied as a single indivisible rule. There is no axis that is simply better.
| Axis | Gain per level | Penalty per level |
|---|---|---|
| Barrel | +15% range | −2% move speed |
| Magazine | +20% magazine | +8% reload time |
| Grip | −18% recoil | −4% fire rate |
| Trigger | +10% fire rate | +12% spread |
| Rounds | +8% damage | −10% magazine |
At level 3, Range gives +45% range for −6% speed. Magazine gives +60% capacity for +24% reload time. Grip cuts recoil by 54% and fire rate by 12%. Fire Rate adds 30% speed and 36% spread. Damage adds 24% power but cuts the magazine by 30%.
The same axis is a different decision on every gun. Rounds 3 on a Rocket Launcher is meaningless, since a one-round magazine cannot shrink.
Rounds 3 on a Light MG costs 24 of its 80 rounds.
Grip and Trigger point in opposite directions on the same stat, so they are the pair worth thinking hardest about. Grip buys settling time by giving up cadence; Trigger buys cadence by giving up precision. Taking both cancels most of the fire-rate movement and leaves you paying the spread penalty for nothing.
What upgrades cost
Upgrade prices follow one curve: 400 gold × a tier factor × 1.8 for each level past the first. The tier factor is 1.0 for the free and cheap weapons, 1.4 for the mid tier, 2.0 for the high tier and 2.8 for the Railgun and Plasma Repeater.
| Weapon tier | Level 1 | Level 2 | Level 3 | All three |
|---|---|---|---|---|
| Tier 0–1 (Standard Rifle, Sidearm Pistol, Compact SMG, Pump Shotgun) | 400 | 720 | 1,296 | 2,416 |
| Tier 2 (Marksman Rifle, Burst Carbine, Light MG) | 560 | 1,008 | 1,814 | 3,382 |
| Tier 3 (Bolt Sniper, Auto Shotgun, Rocket Launcher) | 800 | 1,440 | 2,592 | 4,832 |
| Tier 4 (Railgun, Plasma Repeater) | 1,120 | 2,016 | 3,629 | 6,765 |
Those are per axis. Taking all five axes to level 3 on a Railgun is 33,825 gold on top of the 9,000 it cost to unlock, roughly a hundred and thirty winning matches. The curve is steep on purpose: the interesting decision is which two axes suit how you play, not whether to buy everything.
Changing your mind costs a flat 500 gold. A respec refunds every level you bought on that weapon, recomputed from the price curve instead of read from a stored number, so you can never be refunded more than the levels were actually worth and a price change can never be farmed by respeccing.
Why the client never sees a stat
Upgrades are applied server-side before a match begins. The economy server computes the final stats, writes them into a one-time ticket, and the game server consumes that ticket when you connect. The numbers never pass through your browser as an input, so a modified client cannot give itself a better gun, and nothing on this page can be edited into an advantage.