Get the app

The whole arsenal. Three slots.

Sixteen weapons, six classes, and one rule underneath all of them: a weapon is defined by how many hits it takes to kill, not by a damage number. You choose the health pool, and Mission Control works out the damage that lands on it.

01 · Rule

Hits to kill, not damage

Set a pool of 115 and an assault rifle takes 13 hits. Set 45 for a hardcore match and it still takes 13, because the compiler scales every weapon to the pool before it writes a single frame. Nothing in the catalogue is a fixed damage number pretending to be balance.

That is the whole reason the arsenal can be retuned between matches without anyone touching a tagger. The weapon is data. The gun runs stock firmware and always will.

02 · Classes

Six classes, and none of them is a dumping ground

Assault holds the middle. Close range trades reach for a kill that arrives in three pulls. Sniper pays in cycle time for hits that land from anywhere. Sidearms are the second slot, not a weak primary. Heavy kills outright and has to be found on the field rather than chosen. Support cannot kill at all.

03 · Arsenal

Every weapon, and the fight it is for

04 · Counters

There are five ways to take someone down

Every weapon in the list above is one of these, and each one beats something and loses to something else. That is the whole design, and it is why the arsenal is not a ladder with a best weapon at the top.

05 · Limits

What the hardware actually allows, and what it does not

This is a platform built on someone else's firmware, over a serial protocol, and being honest about the edges is more useful than pretending there are none.

Protocol discovery credit belongs to LaserTagMods. The way powerful weapons are held in check here, through ammunition and reload rather than raw damage, is how the original designers did it, as it was described to us.