When deactivated, you are deactivated for 10.5 seconds, 7.5 seconds safe and 3.0 seconds unsafe. Phasing a player in the unsafe state does not give additional frags, but is useful to keep him deactivated and get away (remains deactivated for only 3 seconds after being hit again). In this state, an opponent can be deactivated a maximum of 5 times again. On a 6th attempt, the opponent immediately jumps back into the game with 100 health points and can also immediately fight back.
-The phaser powerups can be used simultaneously.
-Targets must be phasered 2 times to deliver the powerups. On the first hit, the waistcoat names the powerup to be received. The corresponding texts are as follows:
Rapid fire available: Nailgun
Rockets available: Rocketlauncher
Reinforcement available: Superhealth
Shield available: Armor
Starting values:
Standard Phaser: 20 Damage
Health HP: 100
Phaser Powerups
Nailgun: 25 damage per hit, 30 shots, hold down is possible.
Rocketlauncher: 104-130 damage, 10 shots, works like a missile.
West Powerups
Superhealth: adds 100 HP to a player. If a player reaches more than 100 HP, it decreases by one point every second down to 100.
Armor: Gives a player an armor value of 50. This takes part of the damage from the player’s armor and not from his health points (HP), thus protecting him.