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.

WeaponTypeDamageRounds/minMagazineReloadRangeWeightUnlock
Standard RifleAssault rifle24600301.8 s700Not applicableFree
Sidearm PistolPistol22360121.4 s550Not applicableFree
Compact SMGSMG16900361.6 s380Not applicable800 gold
Pump ShotgunShotgun14 × 8 pellets7062.4 s340−5%1,000 gold
Marksman RifleAssault rifle42240152.0 s850−5%2,200 gold
Burst CarbineAssault rifle25720302.1 s720−5%2,400 gold
Light MGLMG20720804.2 s650−15%2,500 gold
Bolt SniperSniper804552.8 s1,200−20%4,500 gold
Auto ShotgunShotgun10 × 8 pellets240102.7 s360−12%4,800 gold
Rocket LauncherLauncher100 + splash5012.6 s700−22%5,000 gold
RailgunSniper953053.0 s1,500−25%9,000 gold
Plasma RepeaterAssault rifle28480242.3 s800−10%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.

AxisGain per levelPenalty 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 tierLevel 1Level 2Level 3All three
Tier 0–1 (Standard Rifle, Sidearm Pistol, Compact SMG, Pump Shotgun)4007201,2962,416
Tier 2 (Marksman Rifle, Burst Carbine, Light MG)5601,0081,8143,382
Tier 3 (Bolt Sniper, Auto Shotgun, Rocket Launcher)8001,4402,5924,832
Tier 4 (Railgun, Plasma Repeater)1,1202,0163,6296,765

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.