Weapons

**Weapons** are the bread and butter of Totally Accurate Battle Simulator. They give units their unique identity and create a diverse scale of warfare and tactics that the player can bend to their own style of gameplay.

## Characteristics

Weapons are the main way for units to attack and inflict damage on their opponents and ultimately defeat them. Each weapon has an attack range that units have to get within before they can attack. After an attack, all weapons will have to wait for a cooldown period or reload time before they can attack again.

Not all weapons focus on inflicting harm; others shield the user from projectiles; others stall opponents using silly tactics such as balloons. Some "weapons" don't usually inflict damage at all, focusing mainly on the support role such as healing or buffing teammates.

At the very start of the battle, weapons have a warm-up time before they can be used. Most weapons have to wait at least one second before string can be drawn and the blade can be swung.

In general, weapons could be split into two types: Melee or Ranged.

### Melee Weapons

 Melee weapons are weapons that are used to strike, swing, or thrust opponents. They typically have a much shorter attack range and are restricted to hand-to-hand combat, but can attack much more frequently due to their short cooldown period. Additionally, some melee weapons can have their cooldown period shortened by a successful hit, presenting a chance for close-combat frenzies.

Melee weapons of this type commonly administer double the damage as indicated in their code, although the extent of damage may be slightly mitigated by the specific point of impact on the target. A precisely centered strike to the torso yields the complete 2 times damage, whereas a blow to a limb may result in a diminished effect. Generally, it is improbable for a melee weapon to inflict less than 1.5 times its base damage as outlined in the code. Nevertheless, the wiki conventionally displays melee weapon damage in the format of (Base Damage) - (Max Practical Damage).

### Ranged Weapons

 Ranged weapons are weapons that shoot a projectile instead of going hand-to-hand combat. This allows them to attack from a greater range, but at the cost of a long cooldown period, much longer than most melee weapons. Often, there is a delay before the projectile is released from the weapon. Shoot delays are more lengthy for bows and throwables as they need more action to shoot, while guns experience little to none.

Most of these weapons have fixed damage with their projectiles. These type of ranged weapons can have their projectile damage modified by post-factors, like inflicting twice the damage on a shot to a Unit's head, though this is somewhat negligible as units aim for the torso. Some ranged weapons, however, fire a collision projectile that can increase its damage up to twice its amount, depending on the force delivered. With the same mechanic as melee weapons, collision projectiles are not affected by damage post-factors.

### Explosives

 Weapons can also be paired with explosive damage, where every unit within the attack's explosion radius will be damaged. Explosions inflict the most damage at the center and get weaker the further away until it is harmless when one is out of its explosion radius. Explosion damage can increase up to double its value at the dead center of the explosion, but getting the maximum explosion damage is almost impossible to achieve as explosions never detonate the dead center at the unit's hitbox.

## Trivia

* Different weapons do not have different weights.
* Each weapon in the game is unique, meaning no other units share the same weapon other than Fists.
* Any weapon that deals damage can heal units instead by making its Damage Stat negative in the Unit Creator.

## Gallery

An explosion, taking out groups at once.Note how the center of the explosion is never at the center of the unit even if it is a direct hit.