From Internode
http://games.internode.on.net/
The guys over at Activision have been nice enough to send through some more info on the weapons you can expect in the latest title in the Quake franchise.
They are being secretive about some of the remaining weapons in the game, but they gave us the following info (taken from the game manual) on the standard FPS fare:
Quote:
Blaster - Standard Marine-issue energy pistol, with two different modes of fire. Press the Attack key to quickly fire smaller blasts. Fire a stronger blast by holding down the Attack key briefly and charging up, and then releasing it to fire. A lit panel on the back of the weapon indicates a full charge. Powered by nuclear batteries, the blaster never runs out of ammo. In addition, there's an under-barrel-mounted flashlight for use in dark areas.
Machinegun - Combining fully automatic fire and a single-shot scoped mode, the machinegun is truly a versatile weapon. It holds 40 rounds in the clip, and, like the blaster, it includes an under-barrel flashlight.
Shotgun - With an eight-round internal magazine, the shotgun is
excellent for close-range combat, but less useful against targets at medium
or long ranges.
What makes Quake 4 different from the rest of the titles in the series however, is the addition of weapon mods. Although seen in a few titles in the past, this is something very new for Quake.
Quote:
Most of the weapons will receive modifications during gameplay by helpful Marine technicians. Some of the modifications will work without any extra action on your part, such as a rate-of-fire increase. Pressing and holding the Zoom/Weapon Special key activates other modifications. In your time on Stroggos, you may come across Strogg-developed weapons, so give your enemies a taste of their own medicine!
Examples of the weapon mods are an extended clip for the shotgun and also automatic fire as opposed to pump action. Also, there's a mod for the hyperblaster that allows for your shots to bounce off the walls.