Damage is the key to winning in most game modes. Damage can be inflicted by many means, but the majority of damage is dealt through the weapons of the game. There are other forms of damage such as the steam from the pipes in Chinese once shot or the fire present in the Atom Smasher missions. This is usually known as "environmental damage". Another type of damage is damage inflicted by story or challenge AI such as the Batheads or TimeSplitters bolts. Another way to die, as a result of weapons, is the flame removing the health of the player. The complete reduction of the Vampire gauge in Vampire will kill a player too.
Kills and Deaths[]
- Main article: Kills and Deaths
Damage applied to characters leeches from the Health and Armor of them. Once a character has had all their health removed, they are "dead", and have been "killed". Deathmatch game modes use the amount of kills as the score method. Elimination matches use the death as the score method, making it unnecessary to kill but necessary to stay alive.
Weapons[]
The bulk of damage dealt in the TimeSplitters series is through the use of weapons. The weapons of the game vary greatly in the speed of fire, reload times, and damage dealt. Usually, they are made to balance each other out to make weapons better in some aspects. Automatics have quicker fire-rates but aren't as strong. Shotguns and explosives remove more damage, but have slower fire-rates and reload times. Other unique weapons like the Injector and Flamethrower use different standards. The Injector doesn't remove any damage whatsoever, but uses a unique system of "inflation". The Flamethrower inflicts no damage too, it however sets characters on fire which leeches at their health until they are put out or death in TimeSplitters 2 or eventually extinguished in TimeSplitters Future Perfect. The environmental factor of fire in Atom Smasher of TimeSplitters 2 has a different effect and just damages the player but does not light them.
TimeSplitters[]
Weapons[]
TimeSplitters 2[]
Weapons[]
Weapon | Head | Chest | Leg |
---|---|---|---|
Fists | |||
Silenced Pistol | 12% | 9% | 5% |
Luger Pistol | 12% | 9% | 5% |
Garrett Revolver | 25% | 15% | 10% |
Crossbow | 25% | 15% |
10% |
Vintage Rifle | 100% | 40% | 20% |
Sniper Rifle | 100% | 30% | 12% |
Shotgun | 25% | 15% | 10% |
Tactical 12-Gauge | 100% | 75% | 50% |
Soviet S47 | 12% | 6% | 4% |
Tommy Gun | 9% | 9% | 9% |
Scifi Handgun | 10% | 5% | 3% |
Lasergun |
SS:10%
|
6%
|
3%
|
ElectroTool | |||
Plasma Autorifle | 35% | 15% | 8% |
SBP90 Machinegun | 12% | 9% | 5% |
Minigun | 20% | 10% | 5% |
Grenade Launcher | 100% | 100% | 100% |
Rocket Launcher | 100% | 100% | 100% |
Homing Launcher | 100% | 100% | 100% |
Proximity Mine | 100% | 100% | 100% |
Remote Mine | 100% | 100% | 100% |
Timed Mine | 100% | 100% | 100% |
TNT | 100% | 100% | 100% |
Fire Extinguisher | 0% | 0% | 0% |
Brick | |||
Silenced Luger* | 12% | 9% | 5% |
* Not available in Arcade.
TimeSplitters Future Perfect[]
In-Depth Statistics can be found here
Weapons[]
Weapon | Head | Chest | Leg |
---|---|---|---|
Fists | |||
Baseball Bat | 80% | 80% | 80% |
Pistol 9mm | 15% | 10% | 5% |
Kruger 9mm | 30% | 18% | 10% |
LX-18 | 15% | 10% | 5% |
Scifi Handgun | 20% | 13% | 9% |
Revolver | 50% | 25% | 15% |
Injector | 0% | 0% | 0% |
Mag-Charger | 45% | 35% | 20% |
Flamethrower | 0% | 0% | 0% |
Machinegun | 15% | 8% | 4% |
K-SMG | 20% | 12% | 4% |
Shotgun | 50% | 25% | 15% |
Dispersion Gun | 100% | 75% | 75% |
Tactical 12-Gauge | |||
Soviet Rifle | |||
Harpoon Gun | |||
ElectroTool | |||
Plasma Autorifle | |||
SBP500 | |||
Minigun | |||
Rocket Launcher | 100% | 100% | 100% |
Heatseeker | 100% | 100% | 100% |
Ghost Gun | |||
Scifi Sniper |
100% |
50% | 25% |
Vintage Rifle | |||
Sniper Rifle | |||
Flare Gun | |||
Proximity Mines | 100% | 100% | 100% |
Remote Mines | 100% | 100% | 100% |
Timed Mines | 100% | 100% | 100% |
Grenades | 100% | 100% | 100% |
Plasma Grenades | 100% | 100% | 100% |
Time Disruptor Grenades* | |||
TNT* |
* Not available in Arcade.
Environmental[]
Environmental damage is damage that has no particular target and is caused by the level itself, therefore varies between story level and arcade maps. Falling into certain death areas is the most common type, but the steam from Chinese and propellers from Zeppelin are example of other methods.
Most of the time they are instant death things, such as falling off map edges like in Temple and Chasm or being ran over by the train in Subway. Another form of environmental damage is given by exiting areas, like falling from the ledge in Heist from the original TimeSplitters, or exiting the play-area for a certain period of time in Last Stand and other challenges in a similar format such as the Behead The Undead challenges from all three games.
Location | Type | Element | Damage | Description |
---|---|---|---|---|
Tomb | Story mission | Crate | Removing a crate's small health will cause it to explode, damaging players in a radius. | |
Chinese | Story mission | Crate | Removing a crate's small health will cause it to explode, damaging players in a radius. | |
Chemical Plant | Story mission | Barrel | Removing a barrel's small health will cause it to explode, damaging players in a radius. | |
Behead The Undead | Challenge | Play area | 100% | Exiting the area will start a three-second timer. If not returned to the area by 0, player dies. |
Putrid Punchout | Challenge | Play area | 100% | Exiting the area will start a three-second timer. If not returned to the area by 0, player dies. |
Dusk of the Dead | Challenge | Play area | 100% | Exiting the area will start a three-second timer. If not returned to the area by 0, player dies. |
Barrel Blast | Challenge | Barrel | Removing a barrel's small health will cause it to explode, damaging players in a radius. | |
Heist | Challenge | Play area | 100% | After falling from the ledge, touching the ground will instantly kill the player. |
Village | Map | Sea | 100% | Falling into the waters causes instant death. |
Planet X | Map | Waterfall | 100% | Falling into the waterfall causes instant death. |
Site | Map | Glass | Moving through glass causes damage to the player. | |
Siberia | Story mission | Steam | The steam pressure at the end of one room is controlled by three wheels in sub-rooms. Passing through the steam will cause minimal damage. The steam can be set to four pressures, 100%, 66%, 33% and 0%. | |
Siberia | Story mission | Shower | Relieves fire status | The shower room will remove the fire status if set alight by the flamethrower. |
Siberia | Story mission | Glass | Moving through the glass in the room where the disk is obtained will damage the player. | |
Chicago | Story mission | Crate | The crates will explode if their small health amount is removed, damaging characters in a radius. The explosion can also kill a glitched player. | |
Wild West | Story mission | TNT truck | When the TNT truck is blown up, it will damage characters in its blast radius. In order to progress with the story, it has to be moved next to the prison wall. When its load is blown up in this place in co-op, second player will always take damage. | |
Wild West | Story mission | Fire | The fire surrounding the barngirl in the burning barn will torch players that move into it. | |
Wild West | Story mission | Crystal mine wall | When the cart is released, it will follow down the track and blow up when it crashes into a wall in the crystal mine. If a player is close enough, they will be damaged by the explosion. | |
Wild West | Story mission | Chasm | 100% | Falling into the chasm will cause the victim to lose all health. |
Atom Smasher | Story mission | Fire | In certain parts of the mission, player's will have to extinguish flames to pass through to then ext area. Moving into the fire will burn the enemy for minimal health. | |
Aztec Ruins | Story mission | Pit | 100% | The traps in the Lost Temple of T'hochek are to trap trespassers, but for the players they are to trap the golems. Falling into one will instantly kill the player. |
Aztec Ruins | Story mission | Boulder | In an area of the temple, players will be pursued by a boulder following them down stairs. The boulder will deal damage and possibly kill the player. | |
Robot Factory | Story mission | Laser | The moving laser near the start of the level has two settings. The first will cause minor damage to passers by, the second will set-off an alarm. | |
Space Station | Story mission | Atmosphere | When outside of the Space Station, gunning down the TimeSplitter fleet, players will take damage unless they are equipped with the environmental suits. | |
Space Station | Story mission | Fall | The second lift moves slowly, and takes a while to reach the top. Prematurely jumping can cause instant death to the player. | |
Fight Off The Living Dead | Challenge | Play area | 100% | Exiting the area will start a three-second timer. If not returned to the area by 0, player dies. |
Sergio's Last Stand | Challenge | Play area | 100% | Exiting the area will start a three-second timer. If not returned to the area by 0, player dies. |
Day of the Dammed | Challenge | Play area | 100% | Exiting the area will start a three-second timer. If not returned to the area by 0, player dies. |
Silent but Deadly | Challenge | Infiltration points | 100% | After being caught, infiltration points will deplete. When they hit 0, the player will fail. |
Trouble at the Docks | Challenge | Infiltration points | 100% | After being caught, infiltration points will deplete. When they hit 0, the player will fail. |
Escape from NeoTokyo | Challenge | Infiltration points | 100% | After being caught, infiltration points will deplete. When they hit 0, the player will fail. |
Mexican Mission | Map | Waterfall | Relieves fire status | The waterfall will remove the fire status from players. |
Ice Station | Map | Glass | Moving through glass in the central building will damage players. | |
Hospital | Map | Shower | Relieves fire status | If set alight, players can seek redemption through the showers. |
Nightclub | Map | Glass | Moving through the glass will cause the glass to break and the player to take damage. | |
Chinese | Map | Water | Relieves fire status | Players with the fire status can seek the water outside, beneath the bridge to relieve it. |
Compound | Challenge | Rain | Relieves fire status | The bulky outdoor area of Compound makes it simple to escape the fire status and reduces the effectiveness of the flamethrower and grenade launcher. |
Chasm | Map | Chasm | 100% | Falling from the level into the black abyss will kill the player. |
Site | Map | Glass | Moving through glass causes damage to the player. |
AI Attacks[]
Many characters in the story of the games may act differently in the arcade. The common violators are the Undead and the TimeSplitters. Robots also act differently, and some use in-built devices to damage the enemy. Most NPCs also have their own way of damaging the player.