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| − | Piercing and concussion are weapon statistics, contained in the weapon component's .txt file. | + | Piercing is a weapon statistic, visible in the component txt files in Components under "piercing = X" where x is the piercing value. [[Razor tips]] are the emblematic piercing weapons in both DSL and Stock. |
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| − | Both values do define how damaging the weapon is (the higher the value, the more destructive the weapon), but not in the same way.
| + | Basically, high piercing weapons deal more damage to the chassis. High piercing weapons are especially fit for [[Gut-ripper]]s, especially for popups (See [[Razor tips]]). They are not as fitted to damage other weapons however, and a head-on collision with a concussion weapon will often given the edge to the concussion weapon, unless the piercing weapon is on flails (razors are also often used on [[Flail shell spinners]] |
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| − | == Piercing ==
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| − | Basically, high piercing weapons deal more damage to the chassis. High piercing weapons are especially fit for [[Gut-ripper]]s, especially for popups (See [[Razor tips]]). They are not very fitted to damage other weapons however, and a head-on collision with a concussion weapon will often given the edge to the concussion weapon, unless the piercing weapon is on flails (razors are also often used on [[Flail shell spinners]] | |
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| − | == Concussion ==
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| − | High concussion weapons deal more damage to components. As a result, they are a good choice when your weapons are designed for hitting head-on the opponent's weapons (except on flail shell spnners), and probably a better choice on spinners than high-piercing weapons. Of course, high-speed concussion weapons will still damage the chassis, but less than a high-piercing weapon will do.
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