Overview

"Glider weapons will automatically target nearby hostiles, and will fire after a lock-on delay. Increased gun slots allow a Glider to target multiple hostiles at once, or reduce the lock-on time for a single target when multiple guns aim at them. Lock-on targeting can be escaped if the target is too fast, or glides out of the targeting distance. Keep your momentum stable to line up shots, or use your speed to evade incoming fire, as locked shots will always hit."
Due to the nature of GlideRail's control scheme, a dedicated shoot input for weapons would not be feasible. As a result, all of the weapons utilize an auto targeting mechanic that automatically aims at the nearest enemy, and fires after a brief delay. Due to these weapons being lock-on, they do not spawn projectiles or hitscan rays and instead directly call to damage the hit glider after the firing animation finishes playing.
Each weapon varies in its lock-on distance, delay, damage dealt, and any special effects that occur when shooting.
Base Stats
All weapons use these stats to differentiate themselves from one another:
- Damage: On a successful attack, how much damage in pips to deal to the target.
- Targeting Distance: How far away an enemy can be before targeting begins.
- Aim Angle: How far the weapon can angle itself to maintain a lock-on before losing targeting.
- Targeting Delay: How long it takes for a weapon to target and fire.
- Ammo Capacity: How many shots can this weapon fire before needing to be reloaded.
- Note: Some weapons may have firing animations that shoot multiple shots, this is purely visual and the ammo drain per shot is always 1
- Reload Speed: While gliding, how much ammo per second is restored.
- Note: Reload speeds are Lerped over time rather than instantly applied after 1 second, meaning a player can exit a glide with (for example) 1.25 ammo. Any decimal value is stored for future reloads, but firing a weapon always takes at least 1 ammo value. Decimal values are hidden from the player.
- Special Effects: Lists any special effects that a weapon has when firing.
- Enemy Variant Effects: When a non-elite Warrior or Vulture uses this weapon, these effects are applied to the weapon.
Laser Cannon

Description
The laser cannon is the standard weapon. Visually, it fires a volley of rounds before damaging its target. It has a balanced set of stats that all other weapons deviate from and no special effects.
Stats
Note: numerical values will be given during implementation and testing.
- Damage:

- Targeting Distance:




- Aim Angle:




- Targeting Delay:




- Ammo Capacity:





- Reload Speed:




- Special Effects: N/A
- Enemy Variant Effects:
- Projectile: Fires a slow speed projectile when the targeting delay ends rather than instant damage.
Scattergun

Description
The scattergun attacks and reloads faster than the laser cannon, but has less ammo and a shorter / narrow attack distance and angle. The scattergun also has a chance to multishot when firing.
Stats
Note: numerical values will be given during implementation and testing.
- Damage:

- Targeting Distance:




- Aim Angle:




- Targeting Delay:




- Ammo Capacity:



- Reload Speed:




- Special Effects:
- Multishot: Has a 40% chance to additionally attack any entity (enemy or environment) within close proximity to the original target.
- Enemy Variant Effects:
- Projectile: Fires a slow speed projectile when the targeting delay ends rather than instant damage.
- Multishot: Fires 3 projectiles at once instead of 1.
Focus Beam

Description
The focus beam is a beam style weapon that targets further than a standard weapon and has the widest aim angle of all weapons. Its drawback is its unique targeting behavior and low damage output per second.
The focus beam will display its beam visual anytime it is targeting an entity to give the illusion of constant damage over time while the actual damage values use the same system as all other weapons. It has the shortest targeting delay as a result.
Stats
Note: numerical values will be given during implementation and testing.
- Damage:

- Targeting Distance:




- Aim Angle:




- Targeting Delay:




- Ammo Capacity:












- Reload Speed:




- Special Effects: N/A
- Enemy Variant Effects:
- Stat Changes: Slight reduction to the Targeting Distance, Aim Angle, and increase in Targeting Delay to make it more forgiving.
Seeker Missile

Description
The seeker missile is a combination of the laser cannon and scattergun. Its rather balanced but has a more consistent area of effect ability compared to the scattergun to compensate for being a hardmode weapon.
Stats
Note: numerical values will be given during implementation and testing.
- Damage:

- Targeting Distance:




- Aim Angle:




- Targeting Delay:




- Ammo Capacity:



- Reload Speed:




- Special Effects:
- Explosive: Hit targets will explode, dealing damage to any entity within a radius of the target.
- Stun: Temporarily stuns hit targets.
- Enemy Variant Effects:
- Projectile: Fires a slow speed projectile when the targeting delay ends rather than instant damage.
- Seeking: Chases after the player until destroyed.
Sniper Cannon

Description
The sniper cannon deals the most damage and has the furthest range of all weapons. It has a rather lengthy targeting delay to compensate. Due to most basic enemies having only 1HP, the sniper cannon shines in combat against elite enemies and bosses.
Stats
Note: numerical values will be given during implementation and testing.
- Damage:


- Targeting Distance:




- Aim Angle:




- Targeting Delay:




- Ammo Capacity:




- Reload Speed:




- Special Effects:
- Explosive: Hit targets will explode, dealing damage to any entity within a radius of the target.
- Stun: Temporarily stuns hit targets.
- Enemy Variant Effects:
- Projectile: Fires a fast speed projectile when the targeting delay ends rather than instant damage.
- Constant Targeting: Enemies with a sniper cannon can target from any distance away rather than being clamped to a certain range.